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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 0 ·
mix 0 ·
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Showing 1–2 of 2
Video imJ5GK5B0wE
Rules Teach
video_pk 70527 · mention_pk 167536
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)
- in the fantasy world inspired by Babylon
- today we'll be teaching you how to play God's Heist
- collect six artifacts over a campaign of six Expeditions and you'll win the game God's Heist
- we are using a prototype copy of the game so the rules and components may not be final
- this is not a oneandone narrative campaign
- The draconid Minis are always considered directional in the game
References (from this video)
No references stored for this video.
Video imJ5GK5B0wE
Rules Teach at 0:08 sentiment: neutral
video_pk 70527 · mention_pk 184029
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
- team-based artifact heist and exploration of ancient sanctuaries guarded by draconids
- the fantasy world inspired by Babylon and Olympus
- campaign-based expeditions with main and side quests
Comparison games
none
Mechanics (from transcript analysis)
- artifacts and alarms — collect artifacts and trigger alarms that increase difficulty mid-campaign
- combat resolution — attacking a draconid uses dice rolls; exceeding the draconid's value neutralizes it, a tie results in being hunted
- draconid activation and movement — draconids activate via an activation deck and move according to arrows; they are directional
- draconid spawning and handling — draconids spawn on red/blue spaces or special spaces; neutralized draconids can be stood up and turned toward Black/White arrows
- escaping and victory conditions — victory requires collecting six artifacts and escaping alive; campaigns can fail under several conditions
- expeditions and campaigns — the game is played over six expeditions in a campaign with variable setups and difficulties
- inventory and deck management — hand limit is four; cards are drawn, discarded, archived, or reshuffled; loot tokens and equipment circulate
- leveling and upgrading dice — after conditions are met, marauder dice can be upgraded to stronger values (eventually a D12)
- Line of Sight — line of sight both enables and blocks actions; upright minis block sight; visibility affects interceptions
- line of sight and visibility — line of sight both enables and blocks actions; upright minis block sight; visibility affects interceptions
- marauder actions and movement — each turn involves Marauders taking actions with movement points and spatial positioning
- Movement Points — each turn involves Marauders taking actions with movement points and spatial positioning
- Resource Management — starting money pool, planning cards (e.g., bribe planning), potions, wounds, and loot
- special spaces and actions — various tile features like fountains (heal), side/main quest spaces, and loot icons influence actions
- tests and modifiers — tests are resolved by rolling the Marauder die, applying modifiers from tension cards and other effects
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- in the fantasy world inspired by Babylon
- today we'll be teaching you how to play God's Heist
- collect six artifacts over a campaign of six Expeditions and you'll win the game God's Heist
- we are using a prototype copy of the game so the rules and components may not be final
- this is not a oneandone narrative campaign
- The draconid Minis are always considered directional in the game
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2