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Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
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Showing 1–2 of 2
Video EDBjk2ms2NE
Meeple University Rules Teach
video_pk 70499 · mention_pk 167508
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The time for one versus one backyard mage battles is over.
- two to six players must band together, use their spells cooperatively, and defeat it.
- The basic aims of play are unchanged.
- The players win if they do enough damage to reduce the tyrant's health to zero.
- Your hand limit is now always four cards, never five.
- And your spell book is limited to three cards instead of four.
- For the purposes of spell effects, your rival is now the tyrant, not the other players.
- The four chromatic spells from the base game are not used.
- If the tyrant's draw deck is empty, then shuffle the discard pile to form a new draw deck.
- The game ends and the players lose if all mages are eliminated.
- If the tyrant runs out of health before either of these things occurs, then the players win.
- The cooperative egos and the fractured arcana card are specifically geared towards this cooperative play.
- The heal effect is also fully cooperative.
- A terrifying tyrant is attacking the land of Alar,
References (from this video)
No references stored for this video.
Video EDBjk2ms2NE
Meeple University Rules Teach at 0:12
video_pk 70499 · mention_pk 215641
Click to watch at 0:12 · YouTube ↗
Pros
none
Cons
none
Thematic elements
- cooperative combat against a tyrant
- land of Alar
- fantasy cooperative boss battle
Comparison games
none
Mechanics (from transcript analysis)
- Cooperative Game — players cooperate to defeat a tyrant using shared resources
- cooperative play — players cooperate to defeat a tyrant using shared resources
- deck-building/hand management — each player has a three-slot spellbook and a deck of spells; manage charges and slots
- health tracking and loss conditions — tyrant and players have health; game ends if tyrant health reaches zero or if all players eliminated or tyrant deck empties
- Player Elimination — tyrant and players have health; game ends if tyrant health reaches zero or if all players eliminated or tyrant deck empties
- turn-based tyrant and player turns with instinct/focus/prepare steps — tyrant turn resolves steps; players resolve turns in bulk; the tyrant draws from its tyrant deck
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The time for one versus one backyard mage battles is over.
- two to six players must band together, use their spells cooperatively, and defeat it.
- The basic aims of play are unchanged.
- The players win if they do enough damage to reduce the tyrant's health to zero.
- Your hand limit is now always four cards, never five.
- And your spell book is limited to three cards instead of four.
- For the purposes of spell effects, your rival is now the tyrant, not the other players.
- The four chromatic spells from the base game are not used.
- If the tyrant's draw deck is empty, then shuffle the discard pile to form a new draw deck.
- The game ends and the players lose if all mages are eliminated.
- If the tyrant runs out of health before either of these things occurs, then the players win.
- The cooperative egos and the fractured arcana card are specifically geared towards this cooperative play.
- The heal effect is also fully cooperative.
- A terrifying tyrant is attacking the land of Alar,
References (from this video)
No references stored for this video.
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Showing 1–2 of 2