Deep Madness 1/3: Set-Up and Round 1
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- Опубліковано 26 лип 2024
- (Review copy of game provided by the publisher)
Let's dig into the start of this underwater Lovecraftian adventure.
0:00 - Set-Up
10:20 - Round 1
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Mistake the Getaway Kevin MacLeod (incompetech.com)
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I love these videos! I watched the entire fallen land playthrough and I’m doing this one now, really gives me a good feel for these games!
This was one of my first plays on the channel. Glad you are enjoying it :)
Missed this the first KS, I am not missing the upcoming reprint Kickstarter. Thanks for the video.
You’re welcome!
This game looks awesome. Really anticipating more videos.
I’ve filmed the whole playthrough, so I will get them out as fast as I can edit them ;)
I cant wait to get my game into my Hands .-) Thanks for the Video in the meantime.
Nice. Just got mine. Will be doing it with my group once we finish City of Kings
Hope you enjoy! It’s tough!
Need MOARRrrr! :)
Episode 2 will be up tonight or tomorrow, depending on how fast I can edit :)
The changing initiative track seems like a great, simple twist on a standard mechanism.
It works really well. Definitely adds a nice bit of tactical planning.
I often find Aaron’s End initiative frustrating. I’d rather just know when my turn is :)
And no, this is Mike. Probably should have introduced myself like I did for Street Masters!
Oh man... I thought "reachable" means the monster would only move if it can reach the investigators, cos the rulebook mentioned that they stay in place if an investigator is not reachable. So I guess I understood the "reachable" part wrong, ha ha ha ha
I definitely like the idea that they move a lot cos it'll make those back rooms emptier when I get there ^o^ (cos in my plays, the ones in the back room doesn't move so those rooms gets severely overcrowded near the end of the game ^o^)
Wow! That would make the game a lot easier or a lot harder, depending :)
harder to finish the last part in scenario 1, cos there's too much enemy in the back room at the objective that every character have to drop the objectives at the same time to win if not, the one who's left there.... will diiiiiiie!
But easier during the beginning since a lot of monster doesn't move so you have a lot of freedom ^o^
Man, made this mistake in my first round too. Even with the translation I got for the rules. So, it is kinda misunderstandable. And you are right, it's hell on the last sections of the board.
Glad to see videos still going while Colin takes a hiatus. Thanks for doing this. Would be grateful if you could do a better set up for your audio. Unfortunately you sound pretty far away from the mic.
Sorry about the audio. I wasn’t able to use my regular second microphone set-up this time, which explains the worse quality. I’ll make sure to fix it next game!
How is the component quality? It looks quite good from here but hard to tell hands off.
The minis are really good (though I’m not an expert). Card and tile quality feels nice too, though I do feel they went a little too dark on some components.
Great video, great game! Played a few scenario's myself. You made the same mistake I made in the beginning. If the linked investigator space of the monster is empty, that monster does not act.
I just rechecked the rules, and I believe you are incorrect. It says when the activation marker stops on an empty activation card, nothing happens, but it says nothing about skipping monster cards.
They shouldn’t need to do this anyway, since the extra actions already make you get as many actions as you would in a 6 character game.
Hmm, I rechecked the rulebook and you are right. I read it on the bgg forums (thread title 'Does this scale with player count?'). I don't know where the guy got it from. I adapted that rule without checking if it's in the rules. Sorry for misinforming you on this ;). You're doing a great job, love your videos!
I’m just glad I didn’t play the entire game totally wrong!!!
That's the old rules, from the preview version rulebook during the KS campaign. The designer has adjusted this rule.
What’s the point of the dice having numbers on them? Why don’t they just have 2x “Hit” markers and the rest blank or something…? Is there another purpose?
Played my first game today and wasnt sure if id done something wrong and ive also just watxhed you do it too , im SURE the piece in middle 28 i think , has no white line do u cannot walk across it ???? Has everybody just missed this ? Haha
Ha, entirely possible! :)
Just tried first level barely made it into the second room before held back by countless monsters only 1 clue and all rounds ended... guessing we not playing something right
Wow, the game is hard but that sounds really unusual. Not sure what you might have done wrong...
Turns out we were to concerned about our breath meter going below 0 and weren't using the sanity properly, also were too worried about having our madness go up. Also we started with twisted and madness within on our first spawn xD
half life !!!! great video game, hope this DM is good too.
It is very Half Life-ish now that you mention it, with dimensions torn and creatures popping out!
Who disliked it ! Great theme I thought but they went cheap with the small limited tiles. They should have hired n artist for a better sea station
What's wrong with tile illustrations, they look pretty good?
I generally like the art, and the devoured tiles being a twisted form of the regular tile on the other side is a fun touch.
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Soon!
Why aren't you playing with 6 characters since you are playing a 1 player game?
By the rules, you play 4 characters solo, with bonus actions.
That said, there’s nothing to stop you from playing 6 as normal. I just wanted to save the table space ;)
I did read that in the book. Book says 4 characters. Not sure where I read 6 characters.
The rules state clearly that the monsters do not move if none of the investigators are reachable or they can move to an adjacent space (page 21). Therefore the Agony monsters don't move at all during the first round.
Not sure if this could be a translation issue or the like, but the rules are very clear that a “reachable” investigator is one a monster can trace a path to. They don’t need to be able to actually get to the space this turn; they just need to be able to reach him eventually.
So all monsters will move every turn toward the closest investigator, unless they are literally on an entirely separate map that doesn’t connect (something I haven’t seen in any scenarios yet).
@@OneStopCoopShop I'm just sticking to the rules (English ones) here: "However, it will simply remain in its current space in these circumstances [when none of the investigators are reachable]."
I understand your point but I think you're misinterpreting what "reachable" means in this context. It's probably because the rule itself is confusing. Taking into account what you are sticking to (the part that says "if there is a connected path between the monster and an investigator, the investigator is reachable for the monster.") what you are saying makes sense, but then, why would they include the "however" part? An investigator is always going to be reachable according to what you say, since the rules also state that closed hatches don't count.
Therefore I think that they are simply using the word "reachable" twice with two different meanings in the rules, creating the misunderstanding. The "however" part indicates that the monster would only move if it can actually reach the investigator (in the same space or an adjacent one).
I may of course be wrong, if you think so please explain why.
Seems pretty clear to me that the “however” part is an exception put in specifically for monsters that have a power when they move, or who are slowed. If a monster is already on an investigator’s space, they will still discard a slowed token and use movement abilities even though they don’t actually move.
Everything else in the section makes it extremely clear to me that the monsters always move toward you.
I’ve also been in frequent contact with the creators of the game, since they sent me the copy for the playthrough. They watched all three playthrough videos and never mentioned this being a rule error.
As I told you I see your point but it's not that clear to me. I'll ask around.
Ok, so after checking in the KS forums you are absolutely right, sorry for doubting you!
nothing original.
weapon system , dice and combat mechanics>>>> same as zombicide
movement mechanics, room design, events >>>>> mansions of madness
changing room conditions by monster, affecting zones attributes >>>> Arkham horror board game 1st and 2nd version.
the only thing is new is the oxygen concept. nothing much original. they basically copied concepts from other games.
this is not to blame other players who pledged, just a personal idea and don't get mad!
Can’t really disagree with what you said. But it comes together really well 😁
@@OneStopCoopShop no problem. First thanks for video a lot. It's very well made and instructive . Everyone has an opinion and i respect that. I was going to back it today through late pledge but when I looked at the videos, I already have experienced these mechanics in other games. I am looking for something new and creative. Now , I'm looking at some videos from project elite to see what that has to offer.
Super different game. I don’t enjoy it much, but Peter and Colin like it a ton.