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Catharsis: Divine Wrath | Playthrough | Battle of Fate

Meet Me At The Table Jul 15, 2024
Transcript 2:11:30

hello everyone and welcome to meet me at the table this is Colin and today I have a treat for you I'm going to do a playthrough of catharsis Divine wrath this is a standalone expansion that comes from the catharsis game that was uh I think came out about a year or so ago I actually did a playthrough of it on one stop I'll put a link in the description below so you can see that if you'd like to see what the original game looks like this is a standalone expansion but you can also include everything in here with the uh different Heroes and bosses from the original game now I did pre-order this game on my own but art was able to Shi me an earlier copy so if you've backed this yours should be coming in the in the next month or two and if after you watch this you're really interested in this I'll put links in the description below where you can purchase this game if you would like what we have here is essentially all the new content so it's divine wrath and then there's these three separate boxes these two box are chapters 3 and chapter 4 they provide one boss and one hero in each of those and they're actually playable with just what's in the box over here we have the mega pack the mega pack includes a few more Heroes as well as Champion cards that you can add in to any scenario you swap them in for one of your specific hero powers and it's like you have a champion with you it's really actually quite cool I'm not going to do a playthrough with this I'm actually just going to do a playthrough with just the Divine wrath but know that all of this fits in this box and one of

my biggest things that I didn't like about the original game was the size of the Box this box now first of all fits everything from the original game I have everything in here but second of all it fits on my GX I'm just going to show you the size of the box that uh the game was in before and you'll see how much nicer this is before we do that I also want to mention it looks like each of the heroes because we have the deluxe version of this have their own unique dice I am though going to using just the regular Dice from the original game because it'll be easier to see on camera because some of these it might be hard on camera to be able to determine is that a one or a two but when you're playing and you're looking at it not from a camera's point of view it is very easy to tell which number you've rolled do make sure you turn on your cling on subtitles as you watch this because if I do make any errors and miss them in editing and someone tells me about them I will put them up in clling on subtitles so it pops up while you watch let me just show you the comparison in the box size here if you look at this this is the original box I can't even get it on camera it was ginormous I had to place it on top of my cxes now I'm going to be able to put everything just on a calx which is great all right let's go ahead and set up and start our playthrough one of the best parts about this game is just how quick it is to set up so what you need to do is choose which boss you want to fight and which hero or Heroes you want to play with you can play with one to five players out of the box but there are a

couple scenarios where you can actually play with more characters one of the scenarios which I can't wait to try you can play with up to seven players it's a murder mystery looks really cool and I do want to mention if you have those boxes that I just showed you you will have around 10 Heroes to choose from and seven different scenarios which is quite a lot if you think about it for our playthrough today I am actually just going to use one character I'd like to show you the solo version of the game and with actually really awesome is in the rule book it tells you for each of the different uh Heroes whether they are uh good for Solo or not how hard they are for challenge mode Let's see for an example the sortin Wind Dancer he's not very complex and four out of five for solo he's pretty good we're going to play luia the Tinker because she looks awesome her ability to solo is five which why is why I felt like that'd be pretty good if you'd like to see a two-player playthrough I did one on one stop so check out that video this scenario SL boss that we're playing is the Battle of Fate this one was recommended to me by Art and it looks awesome I actually have not played it I didn't want to spoil myself so I can enjoy that first experience with you guys of going through it I know how it works I've made sure I understand that but oh boy it looks really really cool okay let's first set up our hero then we'll set this up and then we'll start our playr every hero will have a roll card and then some will have a setup card our roll card is something that we will have available to us throughout the

game and we can flip it to do a certain action then every time we use morale to ready everything we can ReRe our roll our roll here lets us gain a cobble which is just a generic token type we'll just use one of these and we use our cobbles to actually level up our powers so the Tinker this is why I wanted to play her she looks so cool you actually unlike other of the heroes when you Shuffle up their deck and you ran L draw six Powers we actually get to choose our six powers that we're going to use during the game and that's the only six Powers we're going to use however we can level them up how cool is that we can see on our setup card we're going to choose six level one Powers you want to start with put the corresponding level two and level three powers under those I'm actually just going to set them aside because as I'm flipping them over to exhaust them I don't want cards flying all over the place but you can just slide them underneath when you play in order to gain access to those higher level Powers you'll need to level them up by spending Cobble which was those uh tokens that I was showing you we'll track that on our card and then we can spend them during our uh attack phase we do have some notes Here unlike the first game there are a lot of keywords in this game and all keywords are underlined which is great so if it says reload or partner with an underline that means we need to make sure we understand what that does by reading the rule book we do also want to mention that leveling up when you level up one of of your powers it does not refresh the power so if it's an exhausted and you've leveled it up to

level two well it comes into play exhausted discarding or removing a power from your player board causes all levels to be removed so that is the only risk if ever we have to discard a power the whole all three levels are gone and we can never do a replacement we'll see if that even matters as we play if it does I'll make sure to bring it up this always active is always active even if our roll card is flipped that's why it states that gain one Cobble each time you activate an ability and an ability you'll see those in a second those are from the cards that we have on the table we're going to be rolling dice in a yatsi style we can roll them up to three times use our dice to activate abilities you are immune to replacement effects if you're forced to replace two or more Powers at a time just deal ourselves to damage adjust sounds terrible so hopefully that doesn't happen I have no idea cuz I've never played this scenario our passive is during the player Attack Phase you may level up your powers in order to level up a a power we have to spend seven Cobble uh and that levels up from 1 to two and then it's 12 to level up from 2 to three we do have a flip ability on our roll card which states flip choose one either gain just one Cobble or remove one power and all of their levels from your player board but then gain seven so if we really need one of our ones to be leveled up we can just lose one of our six Powers which as you'll see shortly that's our health because these cards are our health so we'd permanently reduce our health by

two essentially but that would allow us to gain seven Cobble which would allow us to power or level up one of our abilities here we have just a small smattering of all the different powers that we can choose from with our Tinker especially with that mega pack the mega pack included more of them look I got more here there's always a level one two and three we could do a mech suit we could do spy glasses we could do goggles we could do uh looking at the future there's tons of them I'm actually not even picking any of these six these are the six I'm going to choose a randomizer a dragon I'm going to choose a stimulant cuz who doesn't want a stimulant a grenade because I love throwing grenades a bow and we have a device so those are the six we're going to use but each time you play this character that means you could do a totally different build which is really fun really replayable and I think that's such a unique idea versus is the other Heroes where you just randomly draw six you don't know what powers you're going to get this way I can set up a plan with the cards that I chose I specifically chose cards that I think will work well solo if I was playing cooperatively with more than one character I might want to choose different ones for example a bike lets you partner with another character but for us now in a Solo game that's not really helpful so I don't have to pick it I love that you have that flexibility with her we have our six level one Powers set up over here we have our our roll card over here which I will use that to track the amount of Cobble we have and of course we can flip it to

just gain a cobble and we have our setup card just so I don't forget I'm going to use these orange dice I'm not going to go through all of these abilities right now we'll see them as we play especially because I'm not going to be changing them they'll just be leveling up uh just know that most of them yeah all of them actually have two different abilities you can choose which one you want to use whenever you use an ability it does become exhaust it okay you're going to flip it over and then you're going to have to heal to get that back you essentially have 12 health because each card can be flipped over once as one damage and then discarded for another damage we lose the game in two different ways one is if we have no cards left gosh if we have no powers left how are we going to attack that is the only way that we can fight so if we lose all these Powers we lose the second way is our morale goes to zero and the new morale mats I really like it used to be in the original game was just a generic morale board that you used now all the bosses have unique boards and you have a card that denotes what happens when you hit the specific spots on the morale track so we have battle with Fates morale track and yes it is magnetic see that so this will stay on there it doesn't move I love that so you don't accidentally hit it the only two tokens I'm going to use are burn SLS Spore tokens and then just the universal tokens so I've punched those out and we're good to go from a hero side here we have the set up for the Battle of Fate so the first thing we need to do we have to separate out each of the six worlds there's an Airship World an arena

World a cyber Punk Labyrinth Undead and Primal World there are four cards for each of those we're going to take them and individually Shuffle each of them they have the name of each World type at the bottom you can see we have Labyrinth Airship Primal here is cyberpunk here is Undead and here's Arena so each one of those I'm going to indiv ually Shuffle and then set them aside then we're going to take the world boss cards and shuffle them together to create a world deck each world has a mini boss and when we go to a specific world the mini boss card is how we're going to determine which World we're going to we'll randomly draw one of those and then actually place it at the bottom of that world deck we have to go through all five of those cards and then we'll move on to the next World we'll set the ending card aside out of play if we end up beating the main boss we can actually read that otherwise we won't we'll also be looking at the morale card in just a second in a separate pile we're going to shuffle five of the six Paradox cards and if you're playing on hard mode which it's stated down here you actually use all six so that means you would go to every single World we're going to go to five of the six worlds cuz I'm not playing on hard mode first time playing let's see how we do on regular mode I'm going to grab five of the six of these and then create a paradox stack after shuffling up five of the six of the Paradox cards I'm just going to place them on top of the Paradox boss with the boss effects card that means our Paradox

deck will be five Paradox cards followed by the Paradox boss with the boss effect and one Paradox card is not used unless you want to make it harder you can use all six that means you're guaranteed to go through all six worlds I think I think that's what's going to happen we'll find out after completing all of that setup all we need to do to to start is draw the top Paradox card to begin the game but before that I'd like to look at the morale card read the introduction and just show you how the turn structure works and then we'll start our playthrough I may have made a mistake that's the first time hedorian of the Fate wizard has ever uttered those words which means that something has gone horribly horribly wrong admittedly you figured that out when you were teleported into an endless void but understanding the cause might help you survive I was just seeing how far I could push my fate manipulation hedorian adds I think I found my limit H you look at him incredulously I probably should have stopped when I felt reality tearing but I'd gotten that far already and I just didn't want to have it to do it all over again a bit later seeing you glare he raises his hand and continues hey it's not my fault reality was weak there well actually it may have been I think my efforts may have removed the natural resistance of the universe to being altered but that's entirely beside the point okay I think we know who to blame for this looking around he continues sounding excited this is definitely something I've never seen before I was trying to alter our past but I think the rules of the universe prevents that so we likely will need to recreate history or rebuild

it or maybe undo it he looks around H you know I'm not entirely sure but I think you'll figure it out I'll do what I can too but try to not contradict what happened before who knows what will happen if you create a temporal Paradox oh boy he starts to shuffle his deck of Fate you just hope his actions won't make the situation any worse it probably will the longer you exist in this space the more reality pushes back against you the unfathomable powers of Fate do not appreciate your medling even to correct the problem and they work to unravel your very essence throughout this scenario we're going to gain a paradox we start at zero I'm just going to use a Tracker you could use generic tokens but I'm just going to use a tracker to track I'm actually using something from Marvel Champion since I just played that game uh to track our total Paradox it states here when gaining Paradox if it occurs during the Paradox fight increase the boss's Health by plus one for every Paradox gained and then increase its damage every time the Paradox reaches a multiple of 20 and roll on the boss effects each time the total Paradox reaches a multiple of 15 you'll understand how that works as long as we get to the boss just know Paradox equals bad okay every time we hit one of the different morale spots on here we're going going to increase our Paradox now since we're only playing with one player we're looking at that farthest left number if we are playing with five players we look at the farthest right so you can see over here when we hit 20 morale we'll gain one Paradox then one

then two then two then three and if ever we get to zero the party has lost between time doomed to Forever exist and not you lose the game as I was showing you before this is our morale tracker we will track it up and down uh just know that morale is used to heal ourselves so a lot of times after we complete an encounter or after a round of combat we can use morale to refresh any everything which is great but if we do it too often we may accidentally knock ourselves down to zero morale plus some of the enemies might actually cause us to lose morale this game though if ever you hit one of these markers and then you go past it and then you go buy it again you don't reactivate it so you only activate those abilities one time the gameplay Loop in this game is quite simple we draw the top card of the boss deck now many of the bosses just have a single deck we have a bunch of different decks here we're starting with the Paradox deck we'll draw our first one in just a moment if it's a trap an event or a special we just read it and do whatever it says if it's an enemy card we have to set its Health based on that farthest left number because that's we're playing a one player game and then after the card is resolved and before drawing a new boss card we may spend that one morale to refresh unflip all of our powers and roll cards but of course we're spending morale to do that this means I think we're ready to start our playthrough so that means our first Paradox card will be drawn and we have Paradox resolve you look at the portal take a deep breath and step through or

rather you try to step through what should have been a single step instead leaves you hanging in an in between space you see a few symbols in the vast nothingness symbols that you recognize as ones in hedorian deck of fate their outlines are barely more than smudges against the black and you find your attention instead drawn to the exit portal that you are now slowly drifting towards you see yourselves adventuring through the world looking much more uncertain than you are now as though you had faced countless tribulations and your resolve had been shaken and you realize that this isn't the future this is something that already happened oh interesting we now need to set this card aside and choose a morale value at least five lower than your current morale when you complete this world compare your morale to the predicted morale for each point you are off the party gains four total Paradox oh draw the first card of your next world I think the number I'm going to choose is 19 which is exactly five lower hopefully I don't get there after just five cards but I guess it's a catch 22 if I do I get less Paradox so that's good after we've chosen our ra value now we draw our first card from the world stack which is the different bosses there's six of them that will tell us what world we being pulled into this is a really really cool scenario I like it okay we're in the Airship we're going to be fighting a dragon oh boy so

I'm going to grab the four Airship cards and place them on top of this world boss here we have that Dragon will be fighting and the four cards set on top of it all right let's flip our first one it's an event raise the shield you lunge forward to grab onto the shielding device as the Airship pitches again the dragon is getting more aggressive with its actions forcing the Airship to make more extreme Maneuvers to avoid it the captain tries to Rally the crew to say that they need only hold on for a little bit more once they are outside of the creature's territory it will undoubtedly leave you alone you see her look directly at you and indicate starting up the shield she's doing what she needs to do in order to keep the crew from panicking but she knows that but it's only a matter of time before the dragon Moves In For the Kill if you can get the shield generator started hopefully it will be ready in time for the inevitable draconic assault each player may choose a number and I'm assuming it's a number between 1 and six they then roll one of their dice if a player does not roll the number they chose they may set their die on this card to count it as a match if all players dice match the number they called set this card aside the party May discard this card to prevent all damage from the Airship boss for the round return dice on this card at the end of the round this card is discarded oh so you can put a die on here if you do we can prevent damage however then you're only rolling five dice for the rest of the cards uh let's see what we get so

I'm going to choose five I guess we'll roll up our die and we have a six you know uh this is the first boss I have no idea what this dragon's going to be like so I'm going to count that as a match I'm going to lose the die I believe until we actually use the effect against the boss so that means I'll only be rolling five dice instead of six but that means we did Raise The Shield at least that's how I'm understanding that our next card is a trap the unstable footing all Airship Crews know that the first rule of flying is to keep yourself Tethered to the Airship duh whether above deck or below if the vessel encounters turbulence you can be sent flying wildly without something holding you in place this can make maneuvering around the ship somewhat inconvenient but anyone found not connected to the safety lines will get a severe lashing with salt rubbed into the wounds to make sure they do not ever forget this point of safety this holds true for passengers too this is not a ship in the water where there is a chance to save someone overboard a good point you especially appreciate the requirement now as the houndsman starts to do some Maneuvers that you are positive are not things the ship was built to do at one point you are staring staring at the ship's deck above you as it rotates around without the tethers you and everyone on the ship would be headed towards the ground and without that maneuver the ship would be splinters from the dragon's attack but that doesn't make being jerked around any easier our effect here is reveal the next boss Deck card if it is a monster or boss during the first round of combat

we lose all rolls because essentially we're being flipped around and of course we have a parasite so that means in our first round of combat and from what I understand I'm only going to roll five dice instead of the six because of the raise the shield how did the parasite get through the shield we're going to have to uh we lose our rolls for our first round of combat the thing that lands on the deck before you is definitely a parasite of some sort it's sucker likee mouth not only has thousands of barbs to let it embed and stay attached to a creature's flesh but its long pensile tongue is also serrated on the edges letting it spear forth and saw its way into better position while this creature could use its head to attack the lack of neck prevents it from being quite effective instead it seems designed to be rooted in place in fact its spiny legs have large flat feet that allow them to suction to skin and scales alike but perhaps worst of all is its strange humming it releases the frequency is pitched just right to move well past annoyance and into painful as the humming continues you feel a splintering migraine start although the parasite doesn't seem to be overly hostile if left alone you fear you will will be driven to Insanity okay so we have to set a health dial here to 10 so we have 10 health for this guy once again this game does come with counters but I just find these markers a lot easier to use so 10 Total Health when it attacks us it will decrease our morale by one no way it has a special each round after the first draw the next boss

Deck card if the boss is revealed in this way cancel this ability and you must fight this monster and the boss at the same time on defeat the Beast thrashes in pain and plunges off the Airship if the boss is in play the parasite falls on the dragon deal it 10 damage or reduce damage to each player uh by the boss this round by two oh that's awesome well it seems like we are ready to take on this parasite this is just the first round I'm only rolling five dice instead of six let me roll these up and then I'll show you what we'll use them for our powers that we have on the table give us different dice combinations you can see here if we use a one and a four or that's a slash three and a six we can use our wooden dragon and choose one deal to burn damage that just puts burn on that monster and at the beginning of each of the rounds they take that amount of damage uh which is a new mechanic for this expansion or you can just deal two damage up to two different enemies however if we do trigger this we then have to flip it over and it's no longer usable with our roll I do think I'm going to use my six and my I three here to activate our wooden Dragon we can either deal two burn or deal two damage up to two different enemies right now the burn seems like the best option because if this parasite hangs around that's going to deal two damage each round so from how I understand it that Burn's just going to sit there dealing two damage to this parasite every round don't forget

that normally we could have rerolled our Dice and any amount of dice up to two more times but I didn't get to do that because of the event we were trapped we had unstable footing so we could not roll to get the best options for us we're just making it work we also need to remember we activated an ability so that means we have one Cobble we need six more and we can level something up I have a four and a six I'm going to activate this and Target a player we're going to Target ourselves the next round we can roll two additional dice which makes up for the fact that we had to give up one you can see here these are three question marks that means instead we could have used any three dice to activate this this is our vitalizing stimulant that we're using that's going to flip this over it does give us another Cobble so now we have two Cobble I do think we also are going to use our roll here flipping our roll over to gain one Cobble so that gives us three cuz I'm probably going to have to use some morale to heal I have just a twoa left I'm going to use our crossbow our crossbow just deals one damage so the parasite's going to go from 10 Health down to 9 Total Health but remember with with that burn it's going to be seven at the beginning of the next round this though has the keyword reloaded one after we activate an ability that has the reload keyword we have to set that power aside instead of exhausting it that power will come back to our player board when you paid dice equal to the number after the reloaded at the start of a round before rolling dice we actually have to give up dice for that

which works great because I'm getting to extra dice next next round I can spend one of them just to get this back so it doesn't even exhaust it just gets removed from the board that also means though we can't take that as damage we did activate another ability so that means we have a total of four Cobble already yeah I'm trying to activate as many abilities as we can so we can level these up now we have to deal with the attack from the parasite and that will decrease our morale by one so we go from 24 to 23 total morale then that ends the round we get to choose if we want to use morale to ready everything and you know maybe I don't need to this time and I'm not going to be fighting the boss this next time because the next card will definitely not be a boss I don't know if it's a monster oh that's true it could be another monster no I'm going to I'm going to risk it I'm not going to spend the morale to ready everything I'm going to leave everything as is let's go ahead and deal with the burn and then we'll draw the next boss card because we set this parasite on fire which seems like a good idea it's going to be burned down to seven total health now though we need to activate its special and we have to draw the next card before the boss and it's an event harpoons while we're fighting the parasite we need to deal with this just the other day the captain was showing off her newest Gadget a beautifully crafted Harpoon Gun oh our Tinker would love that the gun looks almost too good for the ship making you wonder how the captain could afford such a Marvel but you deemed it better to not

question her finances your suspicions are increased when she adds the only drawback is that we aren't exactly sure how to use it had to leave before anyone told us innocuous enough but the wink she throws your way at the end just raises more questions if you can figure out how to get it to work I'd be Mighty pleased to have it available if any unfriendlies come our way she Winks again and you wonder if she's trying to indicate that she knows something or if she simply has an eye tick each player chooses either one or six then they roll a die if a player does not roll the number they chose they may deal the themselves one damage to adjust their Roll by one and they may do this any number of times I should have healed oh no if all players dice match the number they called set this card aside the party May discard it to deal 15 damage to the Airship boss I want that so bad I'm going to say six because I love to roll High we'll give our die a roll we rolled a six that means we actually have our harpoons ready and we didn't have to spend anything so we have harpoons and we have the shield raced that will help us with our mini boss fight for the next round we get to roll two additional dice but I'm actually going to remove one so I can reload my crossbow it only had a Reload cost of one for the ability we used so now we have at least six dice that we can roll let's see what we get we get three fives of one and two threes with those three fives do you see how it says three A's that means that needs to

be three of the exact same Dice and we have that we have three fives right here that will mean we can deal five damage but it will cost us two dice to reload that that will put the parasite down to only two Total Health and that gives us another Cobble so that's a total of five Cobble for us we will once again have to remove this crossbow and we'll have to reload it we know the boss is coming next and I was thinking of keeping that parasite around but since I dealt at five damage I don't think I'm going to be able to anyways it'll kill itself with the burn so I think instead we're going to use two threes here that means we can just deal two damage we get to choose one of these we could prevent a damage deal one burn adjust one die by two which is really nice or deal three damage but then all players which would include us takes one this is our complex device I love it we're going to gain another marker so that means we have six of the Cobble one more and we can level up one of our abilities to level two I can't wait the undefeat effect only happens if the boss is out the boss is not out so we'll just discard this parasite and since we have no monsters out this is why I like this we get to heal two of our different abilities that means I don't have to use a morale to heal everything if I don't want we'll flip over these two abilities to refresh our one ability the crossbow we still need to reload and this time we're going

to need to reload it with two dice which could be really bag cuz I'm only rolling five dice so that means our first round if I want that back we're only rolling three dice I don't know if we want to do that but we are healed up the only thing that is not healed is our roll which just means we don't get that free Cobble and I don't think we're going to use any morale instead we're just going to face the boss and we're already on our first boss of the first world I love this the deck of the ship Slants alarmingly as the Helmsman veers to avoid the charging manye Dragon the Beast is cuge huge and it attacks as though it's already won and is simply toying with its meal beforehand the lack of maneuverability of your Airship certainly doesn't help matters with every turn causing the ship to pitch in an alarming ways you are careful to keep your harness attached to the guard rails lest you completely fall overboard and plunge hundreds of feet to your death who wanted to be on this Airship anyways 40 health for this boss this Dragon boss I love it let's take him down the attack of the dragon is rolling a die and deal each player that much damage wa it could be six damage roll if it's the same number as the previous round if it's six and you've used any of your abilities that could make us discard him he is brutal we have his special here the deck of the Airship is incredibly unstable duh and you find you must fight to keep your balance as much as you fight the dragon each round the first and second attacks by each

player have a Mis chance when making attacks roll a DI for the first two attacks if the rolls match or are lower than the listed number they miss ignore this if the dragon's attack role was a six the previous round as it approached too close in the to the Airship to make an attack currently we are under 15 Paradox so that means for the first attack we have to roll higher than a two and for the second attack we have to roll higher than a one thank goodness we are not at the 60 Paradox undefeat the Airship flies into a portal but only you are drawn through draw the next Paradox card so then we'll move to the next World we have our five dice for this round let's give up two I'm going to give up two because that crossbow can deal five damage and it can potentially soak some damage we have all six of our powers ready let's put our dice tray here give our dice a roll we have three ones huh 3 ones we could use our 3 ones to activate our crossbow again but then we we have to spend two dice to put it back out I prefer to have a bunch of dice next round so what I'm going to do is use all three of these you can use any three dice Target a player the next time they roll they roll two additional Dice and we don't have to worry about missing with that we'll flip that over it's been exhausted we've used this crossbow multiple times why don't we use the seven Cobble that we have and level this up to the titanium bow that is our level two power this will now deal eight

damage instead of five and with a single die we can deal three damage and a single reload so you can see it they get slightly better level three will probably be even better than that then we are going to use our Harpoon because that deals just straight 15 damage I don't believe that's an attack uh because that is something that we had to get before so I'm just going to say that hits no matter what so that will put him down to 25 Total Health unfortunately that's all we're going to be able to do 25 health for the boss let's roll a d and see how much damage we're going to take maybe we want to use that Shield we'll roll a d and we have four so either I could just take four damage and then use a morale to ready everything or I can try and prot you know what I'm going to take that four damage this time with four damage we'd have to flip four of these cards over or remember if one is exhausted we can actually discard it but then we lose it for the game and with her we can't can't ever replace them with some of the other characters you can replace Powers but here we're not going to be able to so I really don't want to do that so instead what we're going to do is at the end of the round we're going to push our morale down by one now we're only three away from 19 I can't believe that's coming into play I love this the Paradox is coming into play we'll flip all of these cards back over I have no Cobble anymore by the way but we are all set up and ready to go we can use that Shield next time we get attacked and then we can get

that die back but don't forget we're going to be rolling two extra dice this next round what's nice about the two extra dice is we also don't have to spend anything for a Reload which is great wow two 2 three 4 4 6 and a one lots of options here remember I could roll these dice up to two more times I'm just getting dice that I need cuz I'm actually just going to activate all of them which is amazing I'm going to start with our titanium bow this we need a one two and a three we have all of that that will deal eight damage and then we have a Reload to but now we need to roll a die if we roll a two or a one that misses we're trying to hit smog in the face it's a six we're good eight damage is true that will knock the boss Dragon down to 17 Total Health we'll gain one Cobble for that and we have to exhaust that card so I'll flip it over next we have two fours so that matches matches our complex uh device this will give us a second Cobble I don't want to forget that we have that and we get to choose deal two damage prevent one damage deal one burn adjust one die by up to two deal three damage and then deal all players one damage I might as well just do the one burn because I don't think that can miss that's not an attack uh from what I understand so we'll just throw that one burn on the boss and then each round he'll take a point of damage for that and then we have to exhaust this that's activating on another card so that's why we have two Cobble and I'm so sorry our titanium bow will not be

exhausted it's a Reload too so I'm just going to set it aside we don't get it back until we give up to dice gosh I love how this works it's so different from the original game and I really like the additions that he's added this game has definitely yeah I I really like this all right we're going to set off our grenade so this has a fuse okay don't worry about the counters yet it says when you activate this ability set it aside with one counter add one counter at the start of each round at the end of the round you may ch choose to bring it back to your player board to deal the listed damage and exhaust it so right now it's going to have one counter and I'm going to set it aside I could immediately bring this back to then deal three damage or I can hold on to it for five damage or even get three counters on it for eight damage I'm not going to use it for the three I'm going to set it aside for now we activated three abilities so that means three Cobble will be placed here the dragon will now attack us if we roll a four we have to roll again oh it's a four so we have to roll uh it is a fource we have to roll are you serious uh it is a two it's only two damage do I want to yeah I guess I really want my die back so do I really want to use my shield for a two if I took two damage right now i' only have one ability so yeah I do think I'm going to use raise the shield this can prevent all damage from a boss for around so we'll just discard this and we don't take any damage that means I'm not going to use Mor we're going to roll our dice

for the next round of combat but I am going to give up two dice so that I can get the titanium bow back and I'm going to place our second counter on the grenade because at the start of the round we get to do that that means if I decide to use this this round that will deal five damage to the dragon we also have at the start of the round the dragon taking one point of damage because of the one burn he's down to 16 Health 16 we got this all right we'll roll our dice we got a five a two a 1 and a six why don't we use R2 R5 and we'll use R1 here and we can either choose to deal three B burn or incinerate if you activate incinerate for all players and enemies that have burn counters when this triggers no matter how many burn they have deal damage equal to their burn then remove half of their burn counters rounded up incinerate automatically triggers when either a player or an enemy has 12 total burn tokens I don't need to do an incinerate here because he'd only take one uh so I'm definitely going to deal three burn I just is that an attack I don't quite know I will ask Art but we're going to say h did I I did it as not an attack before so we'll say it's not an attack we'll just add the three burn to the dragon so three burn that will give us a fourth Cobble I am cuz I'm going to have to use a morale I'm going to flip this as well to gain a fifth Cobble almost ready to level up and we have to exhaust this the dragon

then gets to attack us for only one damage oh that's so good so with that one I'll just flip over the titanium bow because I am going to use one morale for sure going down to 21 so I can ready everything uh and then I get to either send off this bomb and that would deal five damage or place another counter on it now if I place another counter on it and then it deals eight damage I do have to roll to see if it hits him but I think it's worth it we're going to wait and hopefully we can finish him off with that grenade oh and I almost forgot to flip this over I should have all of my other abilities ready the dragon here has four burn so it will go from 16 down to 12 Total Health we have our six dice let's give them a roll two sixes of five four and two twos at the end of the round we're hopefully going to be dealing eight damage I'd love to use my titanium bow I need three of the same number I have two sixes and two twos so I'm going to try and roll the other dice to see if I can get a six or a two that's two dice this will be my second roll I've got a two so that gives me three twos I'm going to go with that the three twos will theoretically deal eight damage let's roll a die if I roll a two or a one it misses well roll a die we've got a six eight damage that means so long as our grenade hits we're done that boss is at four Health remaining that

also gives me a sixth Cobble we will remove this because it's a Reload to I'll flip this over to give ourselves a seventh Cobble and then I think I'm going to level something up we've been watching this Dragon attacking us and I think we've discovered how to create not a wooden Dragon but a mechanical Dragon deal three burn we can deal five burn here and incinerate that just seems really cool but that's all seven of our Cobble so our seven Cobble has been removed I have a couple dice remaining but I don't think I'm going to do anything let's deal with the boss attack and then hopefully we'll take them out with the grenades if we roll a one we can't do it it's a four four damage means all of these are flipped ow yeah we're going to have to use another morale that is most certainly what we're going to do right now we're going to knock ourselves down to 20 and then that's going to impact our Paradox we'll look at that in a second but that will mean we can ready everything and then we're going to send off our grenade and I believe that ready happens before the grenade so now we're going to send off the grenade this will be flipped over it's dealing eight damage we need to not roll a one cuz we're still within the same round and we've already done one attack we'll roll we rolled a four that dragon is done four Health we just blew it up with a grenade however the moment we hit 20 morale our Paradox in increases by one so we have one Paradox now once we've

defeated the dragon we can draw our next Paradox card but first we need to compare where our total morale is based on what we guessed that was 19 so we're actually only one off for every point we were off we would need to increase our Paradox by four so our Paradox now is at five that's not terrible one world done four to go let's draw our next Paradox card we've completed one world we have free to go so we have Paradox skill this time you step into the portal and find yourself drifting through a large room filled with shelves most are completely empty only a few have any books on them their presence makes the library or so you assume this to be seem so much emptier looking at a shelf you see a name plate but the language is not one that you know you have no idea what the books are about as you never drift close enough to touch any of them how however at the end you do come to a plinth with a portal showing your battle against a foe it was a brutal fight and next to the plinth you see a book opened to a page the words are almost legible and you sense that they are a record of the battle but why this battle what was so special about it set this card aside each player predicts which Powers will be exhausted at the end of the boss fight before refreshing minimum two oh I need to remember I get to refresh two power so I do think I can refresh my bomb that I used on my grenade I cannot and I

don't need to refresh my crossbow I still think I need to reload that for each power a player incorrectly predicts either it was exhausted and it was not chosen or unexhausted and it was the party gains plus two paradox powers that are removed drain the world are automatically considered incorrectly predicted okay draw the first card for your next world first things first after that boss fight we should have been able to heal by two I only had one that was damaged this card is removed it's not exhausted so I think that I'm going to claim that that one's not going to be exhausted I think grenade will be exhausted the mechanical Dragon will be exhausted and uh the vitalizing stimulant these three are going to be exhausted I'll try and make that happen we'll flip over our next World boss we have the cyberpunk world let's get that one set up we have our mini boss plus our four cyber Punk cards let's flip our first one oh we have the marketing monster the team before you squint their eyes definitely within the expected demographic I think they would be susceptible to standard treatments 1 six and 8 are you sure I think that five beta would be better look at the psychographic numbers you're not accounting for their region look at their clothing I doubt that such people are local so the five beta interventions may be up to 65% less effective well we need data begin the campaign your senses

are overloaded as devices hidden about the room trigger you find it nearly impossible to filter through the information but not your foes if you can just figure out who is where in the room before the next mental Onslaught you can land a few blows okay let's see we have 22 Health it'll deal us only one damage actually to the party the special here is there's strange and Insidious techniques thoroughly confound you each round the first single attack that's made by the party targets players not the monster in a Solo game you may spend two wild dice to cancel this effect two wild dice I believe wild dice are something that you get from abilities and I don't have any wild dice so that means the first damage or attack that I do each round is going to attack me now remember dealing three burn though is not an attack I did ask Art and that's not considered an attack burn because it's not actually dealing damage so maybe I just load this thing with a ton of burn and Let it Burn instead of trying to attack it because holy moly I don't have a lot of small attacks do I the bottom part of the titanium bow used to only deal one damage but it now deals three I don't want to deal three damage to myself so I guess we'll see what we're going to do well first thing we're going to do we're going to remove two dice so we're only going to roll four dice this round I want to reload my titanium bow four dice let's give him roll see what we get h two sixes a five and a three that doesn't activate anything here and I

don't even know if I want to keep maybe I'll keep this five so I'm going to keep this five and then what I'm going to do is reroll these three uh we've got oh 333 that can activate something and a five our 333 though can activate our battle randomizer if we use all three dice here we have to roll a die but we could deal two burn or two a Spore neither of those are attacks a Target player could unflip their role do I want to just flip my roll now cuz I can do that anytime I'm I'll flip my roll just in case so that will give me one Cobble I've got one Cobble back so I can continue to level up uh this one would deal three sport so let's see what we get we'll roll up a die and we have a four a four is dealing three burn perfect so we'll give him three burn I'm not going to do anything else there so we will exhaust this this card flipping it over we then have to take one damage I think this complex device we're going to flip this over for our one damage that will end this round we'll start the next round one two three the enemy is now so what this marketing enemy is down to 19 health I'm hoping to trigger my mechanical Dragon because we could deal five burn then it would take eight damage at the beginning of the next turn and this time we get to roll all six dice instead of only four because we have reloaded and that's actually maybe a good idea I could take damage with that reload crossbow because I'm probably not going to use that I don't

want to take the damage okay we've got two sixes a 4 3 2 1 to deal the five burn I need a two five in any die I have a two I'm going to roll everything else for a five looking for a five for our second roll we do have a five and we have a two which I have another idea with that too we'll use a two five and a four to deal five burn that means that this guy is at eight burn if only I could choose incinerate we could have him immedately take eight damage but that's okay we will see him take the eight damage at the beginning of the next turn then we'll use our two and this four to go ahead and set our fuse so we'll Place one counter on this and I need to remember I'm activating two abilities that's two more Cobble it's so easy to forget that so I have three total Cobble what I'm thinking of doing is using this bomb to take this guy out maybe in a round or two I'll have to deal some damage to myself do nothing else and then use this to blow them up so that way it goes through at the end of the round we do have to take one damage I'm going to take the damage here and then we could either deal three damage but that three damage would be to us because we haven't dealt damage to marketing uh the marketing monster so I'm not going to do that I am just going to place a second counter onto the grenade then at the end of the round I am going to use one morale jeez I'm going to 19 morale at this rate we're not going to get to the boss but at 19 morale I can ready everything that we

have here thank goodness and then at the start of the round the marketing monster is going to take eight damage going from 19 down to 11 total health this might be the time that we can do this so to start our round we'll draw or I should say roll our six dice let's see what we get we have a one two five 3 threes or two threes and a six I'll start by activating our complex device I've got two threes that works here this will add our fourth Cobble and we are going to deal ourselves to damage that means I'm going to have the titanium bow take a damage and I'm going to have the mechanical Dragon taking damage but now that means we'll be able to hit the boss for the rest of this turn however I have three my cards face down I think because of this I am going to flip this over to gain another Cobble that means I have 1 2 3 4 five five Cobble two more and I could level up to another level two or I could hold on and get a level three if I wanted which is tempting I'd like to activate another ability so I have this one I'm looking for a three I did not get a three so I'm going to pick these up and roll them come on three there we go I've got a one and a three this will give us our sixth Cobble that's the only reason I'm doing it because I'm just going to use the heal one and we're going to heal our bow not that it really matters because then this one gets flipped over so we didn't really gain

anything by doing that other than maybe flipping over a card that would be more helpful to us and you know what let's use the battle randomizer we'll use a two that will give us our seventh Cobble I am thinking of leveling up I know I could go to a level three but I want all these to be at level twos I'm going to heal one the nice thing is this doesn't become exhausted because it's a Reload so I am going to heal up now let's do the complex device okay so I'm going to flip that then this will be removed and we will have to reload by giving up a die next time we are then going to spend all seven of our Cobble to level up this stimulant to level two you'll see what it is in a little bit I have to remember to put it face down we'll then end our activation we have to take one damage from marketing we'll flip that over then we could spend a morale here but I think I'm going to hold because instead I'm going to set off this grenade when I set off this grenade it's got two counters on it that's dealing five damage okay that is great that will put him down to six total health and then at the beginning of the next turn guess what happens he dies cuz he's got a total of eight burn so that means we can heal two of these so I'm going to heal my bow and I'm going to heal my level two stimulant because that now can heal us too which is part of the reason why I wanted that uh yeah that's good we ended that one do I want to use morale to ready these

three I don't think so I think I'm going to hold I had to use one morale I don't want to use more than one morale a cter we're never going to get to the end we can flip our next boss card and we have another monster only has three Health but that usually isn't good we have found some grunts the people filling this room look like they've intended L dressed and cut their hair to look as close to identical as possible well almost in the moment that they all stand from their desks you notice two distinct differences first their skin tones while all falling within a fairly similar range do have some subtle differences in color with some including undertones spanning the rainbow you don't know why but the one with the hint of fluorescent green strikes you as the rebel of the group second they all have a bit of customization in their weapons they draw the green one has a small Daisy in their shock Brad beyond that they are basically identical you sense that they have been artificially altered so that they are the same height build and genderless form you shudder as you prepare for the fight to voluntarily give up so much of your identity is quite inconceivable to you this is a really interesting card it only has three Health deal one damage to the party the workers are packed into the room why would they work in such dehumanizing conditions at the start of combat each player rolls a die add the values and create that many additional copies of this monster in a Solo game if I roll a six it only creates five copies but I could have five copies of this that means six grunts all with only three Health but each one deals one

damage to the party this this could be bad especially because look at my board it is an utter wreck all right we'll roll our die okay we have a two so that means we have a total of three of these that we have to take out and remember if we deal excess damage to one of those monsters it doesn't roll to the other so there's three of them I'll just use some counters with three health so I remember so I have a total of three of these and once I defeat all three of them I'm done with this encounter to start our combat I will remove one die so we can get our battle randomizer back I definitely need this okay I'm going to roll five dice and then we'll see what we can do with that I'm hoping we can activate at least a couple of times okay I've got a six two four is a five and a one I have a plan for the the two fours and a one the five and the six I'm going to take a chance I'd like a three if I can so I'm going to reroll these ones for my second roll that's a five and a six so it's exactly the same third roll hoping for a three no I have a five and a one so I have a 5 1 144 that's my final roll we'll start using our five dealing three damage taking out one of these monsters one down two to go this will have to be Rel loaded and we have one counter on our Cobble I'm then going to use two fours here I can do that with the two A's To Deal three damage and take a second one out however I have to deal one damage to ourselves for that that

will mean we have to exhaust this one for taking out that second Grunt and then we have to take one damage which I'll flip over this one I only have two ones left they're useless can't do anything with them only one enemy is remaining that enemy will attack us for one we flip this one over oh we activated two cards there so I should get oh and I already got one Cobble so here's our second Cobble it's so easy to forget hopefully I have that right uh so we've taken our one damage it's now the be uh the end of this round and we are going to use one of our U morale and that's going to allow us to ready everything thank goodness including our roll which we're just going to flip our roll right back over to be able to gain another Cobble cuz I love Cobble I love leveling up okay everything is ready we just need to deal three damage so I am going to give up one die so we can get our titanium bow back I'm hoping actually it's not going to matter what I roll I'm going to roll I'm going to use this one for the titanium bow to deal three damage reload it up and I don't think there's anything else we need to do we could then heal because we just took out that monster uh but I don't need to heal cuz everything is good and don't forget another Cobble because we activated an ability okay that was an interesting one I like it we have now promotions the pair before you look outright angry not at you but rather the folders in their hands this is ridiculous the woman shouts angrily

flickering her long hair from her face I spent the past month on all this paperwork and they aren't even at their desk huh mine is even worse the man complains there's a group of Assassins who just killed the people I worked on liter I don't think I'll be able to get the blood off my Souls completely and I'll have to get new shoes to be compliant and all my work down the drain the pair suddenly notice you here the woman rips the folders from the man's hand and thrusts all the paperwork into yours congratulations you're promoted she doesn't listen to your protest what a waste of time each player May either replace up to two Powers which we cannot do any replacing or place a promotion counter on up to two abilities abilities with with promotion counters deal double damage discard promotion counters on abilities after the ability is used or if the power is exhausted for any reason double damage I'd like to deal double damage with a grenade don't you let's choose the complex device for the other one I'm not sure if I can use or I can place a promotion uh token on the titanium bow considering it's not in my player area so I'm just going to do the grenade and complex device we can flip the next card over it's another event a potluck the sign outside of the door seems like it's written in a language you don't understand the nutritionally efficient Exchange program neep is an opportunity to leverage our synergetic skill sets to create communality with process-oriented intermediate Solutions and internal customer focused outcomes

voluntary participation is mandatory voluntary participation is mandatory I I'll let you read that again and just enjoy it you know what some of the words mean by themselves but you cannot figure out what the author is trying to convey there's a picture under it of a cooked bird and a few other food items although the style of artwork is wildly inconsistent the bird looks realistic but next to it is a simplistic drawn rendition of fruit the result is just pure confusion that you stare at for a while trying to understand what it is the door eventually opens and the person who emerges shakes their head just such a disappointing spread no booze anywhere each player heals to well I don't need to heal at all reduce this by two if there's only one cyberpunk world monster in the discard pile no there's two if there are two monsters in the discard pile each player instead flips their roll oh I can I can flip my roll I'll flip my roll over and as immedately as I can I will be flipping that back over to gain another Cobble here is our final card for the cyberpunk world the CEO oh that's really thematic the man before you was cold calculating and ruthless or so the picture on the back wall proclaims with a head shot of the man you gather that he is the leader of the organization you've infiltrated and the dispassionate way he looks at you is unnerving he doesn't scream pull out a weapon or even blink instead he leans over to a device on his desk and calmly says please send in the candidates a group of people with metallic implants surge into the room a

promotion to those who kill these assassins while his words lack any emotion the underlings jump into The Fray with wild abandon nearly getting in each other's way to land a blow okay he only has 25 Health compared to the 40 of the Dragon but I don't have a what did I have last time uh a harpoon or something whoa he's got a lot going on let's see when he attacks he'll summon one corporate Thug with two health and dealing one damage to the party starting the third round instead summon two of these corporate thugs special unwilling to fight himself the CEO has surrounded himself with Lackey at the start of combat roll a die and we're going to see one to three for every 10 Paradox summon a carpet Thug uh four for th for every 10 I'm only at five so I don't know undefeat unlike the first time here the door behind the desk leads to a portal I'm going to say no matter what I roll he'll summon at least one of those even though I only have five Paradox right now uh I'm going to say at minimum he summons one of these to be his bodyguard well roll up a die we have a two that means he is going to summon a single Corp Thug with only two Health dealing one damage to the party okay that's not bad I might even just ignore that and go for the throat right let's take him out fast if we can he only has 25 Health Plus I have a grenade that can deal double damage so the first thing I'm going to do is give up a die so I can get my titanium bow back I have all my

dice I am going to roll them actually before I even do that I'm going to flip my roll card so I have five Cobble cuz if I can get seven I can level something up too so I'm going to roll these up I have a three a two a one a five and a four let's start by using the 1 two and three dealing eight damage to the boss he'll be knocked down to 17 health and this is a Reload to so I'll have to spend two dice to get that back I'm going to roll the two dice that I had I have a four and a six a four and a six actually could work we'll use the four and six so that we can roll three additional dice the next round but we have to flip this one over we then move to the enemy phase and the single Thug will attack us we're going to flip over our mechanical Dragon I don't think we're going to use that then the boss himself is going to summon another one of these uh corporate Thugs That's the second one with two health so next turn we're going to be attacked twice and then after the next two rounds all of a sudden he's going to be summoning two of them which is not great we can then choose to use a morale I'm not going to yet I'm going to see what we can do here because I get three additional dice this round I'm going to remove two of them so that I can get my titanium bow back that gives us seven dice what I really want is two doubles if I get two doubles I can deal 16 damage and he has one Health left so really I just need two doubles

on these come on I've got a four and a four oh I'm so close so actually I am I got it a 44 and a 66 two doubles this might actually work with the two doubles that's normally eight damage but it'll actually be 16 damage however we have to deal two damage to all players because we hurt ourselves by doing that oh and I activated how many I activated two things last round golly I need to remember this so that means I should have gotten two Cobble last round so that gives us 1 2 3 4 five 6 7even eight and then I activated this one for one so that will be nine and that 16 damage means that the CEO is down to one Total Health however we have to take two damage I am going to take damage on the complex device which means I lose that token and the Damage here which I lose that that's okay I have one more thing I can do for the one Health why don't we use any die here for the titanium bow three damage just hit him it's a Reload one so that's going to be removed but he is done his corporate thugs run away I didn't have to use any of my morale but I'm going to in just a second however before doing that I need to see I'm going to gain some Paradox here because I stated I'd have grenade dragon and stimulant face down which I do have those three face down 1 two three the two that I don't will cause us to gain Paradox and that happens before we

refresh then we'll refresh uh grenade and we'll refresh complex device I don't really care which ones I'm going to refresh cuz I think I am going to use a morale before we start the next World for each power that we incorrectly predicted we have to increase our Paradox by two so that will be four more that means our Paradox is at nine right now but after two worlds only at nine I'm okay with that we are going to use another morale knocking ourselves to 17 so we can heal up to full and we're going to spend 1 2 3 4 5 six seven seven of these I was only two away from getting a level three but I do think I'm going to level up our grenade to the level two and then we're able to ready everything else we have a magma grenade who doesn't want a magma grade oh this deals 11 damage by the way when we use it see I love this I love this character and leveling up it is awesome we can now draw our next Paradox and we have timeliness you step into something your mind assembles into a museum likee building with infinite hallways pictures cover each wall the ceiling in the floor walking down any path recreates a scene from history looking at the intersection you see a slight variations decisions that happen faster or slower having a ripple effect on the outcome you find a recent adventure and you try to find the path that matches what happened but you aren't certain if you're traveling down the right hallways we need to set this

card aside we need to predict how long it will take us to defeat the boss between 1 to five rounds for each round longer or shorter than the prediction we gain plus three total Paradox then we're going to draw our first world okay that last one was only three the dragon was way more so I'm going to guess I'm going to guess four I'm going to guess four rounds we'll flip that next World boss and this one is a labyrinth okay so we'll grab all of the labyrinth cards we'll slide this back over that is our world boss I'll Shuffle up these cards and this one will be our first one we have a trap the rued doors you have exhausted all other paths or rather you remember doing that exploring the Labyrinth thoroughly to see if there were other avenues forward all you found the first time were dead ends with traps and monsters and you feel like you've already explored those paths didn't you something feels different about this time the runes on the door before you aren't quite right you feel like they are very similar and close examination of them chose nothing different the doors before you are definitely the way forward or else you might have chosen a different path as each time you reach for the handles a sense of dread grows at last you realize that you can no longer put off the inevitable and you touch the doors ready to push them open but unlike the first time which should be this time right the energy stored in the runes flows through you setting all

your nerves a light with pain as you risee in agony you can't help but wonder how runes change is the magic of the labyrinth able to recognize that you are reliving reality can you just imagine walking from the Cyber Punk to a huge labyrinthine world oh it's so cool I love the imagery in my mind right now it's awesome okay roll six dice the party May roll any number of dice up to two times each player suffers damage equal to six minus the number of dice in the largest of a Kind rolled for example if the party rolled 2 4 4 4 5 six each player would take three damage because there's three fours okay interesting so I want as many unique numbers as possible because the more unique numbers the less damage I'll take wow I like that let's roll one through six shall we we have 1 2 two 5 five okay so those three of fives I'm going to roll right now the two twos I could handle uh so second roll let's see okay now I have three twos okay I have two sixes this is my last rule so I'm going to roll these three twos I've got one and two sixes I love this I don't even know if this is the best way to do it okay I have three once wow there's there's nothing I can do I got three of something so I'm going to take three damage with what I have out I don't think I can handle three damage and survive so I'm not even going to flip anything I am just going to decrease our morale by one going down to

16 that means we've hit the second spot on our morale track and our second spot is just gaining plus one total Paradox so now we're at 10 Paradox okay we haven't hit 20 we're at 10 total Paradox all right that was a great trap thanks for that our next card is going to be a monster red caps the most common kind of red caps are those F known for dipping their hats in the blood of their fallen enemies that sounds terrible staining their caps however such creatures could be equally known as brown Caps or mold caps as their unhygienic practice results in their caps aging the fresh blood drying out and eventually becoming the perfect food for various molds these red caps have somehow Enchanted their caps to continually ooze with new blood Oh leaving a slimy Trail everywhere they go blood runs in slow rivulets down their faces and along their muscular bodies they charge at you naked claws bared and teeth nashing like so many primitive monsters you've encountered before only they start to fall into formation as they approach a canniness in their eyes showing that they know that their only chance of success is to accept strategic losses that The Others May fight on these red caps have six Health they deal two damage to a player it says at the start of combat create two copies of this monster for each player so we're going to have three of these three of six Health they're special as their Brethren fall the remaining red caps dip their hats in the

blood empowering them when a red cap is killed all other red caps gain plus one armor armor is an each round effect so the party must deal this much damage before being able to reduce an enemy's health so it's an each round effect but if I have multiple attacks I think you only have to hit the armor once in one round oh man so three of these to start this combat you know I want my titanium bow because that can take out one of these guys no problem with that deal eight damage so I will spend one di I'm only rolling five dice this round so we'll pick up our dice give them a roll we've got a one two three and two fives speaking of that titanium bow I think I've got to level this thing up because I use it all the time 1 2 3 deal eight damage that will just take one of the Brethren out that means there's only two of them left they each have one armor now uh but we do have a Reload too that we're going to have to deal with that also gives us one Cobble and I am going to flip this for another Cobble so I have four Cobble and I think I'm going to get to 12 before I use them and level up that titanium bow we have two FS remaining I don't want to activate my complex device I don't think it's going to be super helpful I'm looking for a two if we can come on a two beautiful a two and a six with the two and the six we can activate our magma grenade when you activate this ability set it aside with one counter add one counter at the end of the round you may choose to bring it into your player board and deal the

listed damage to exhaust it at the end of the round so if we look two counters is seven damage which means if I put one counter on it now and at the end of the round this time I place another counter that means that could one-hot one of these red caps next turn we did activate another ability so we gained another Cobble now there are two of those monsters out they each deal two damage to one player well it's only me so all four of these would be flipped which you know I'm going I can't leave it like that so I'm going to have to use another morale after that going down down to 15 15 morale and I'm going to refresh everything including this roll and I'm going to flip the roll right now so that I can gain another Cobble 1 2 3 4 5 six okay I just need six more to make that titanium bow better then I am going to oh yeah at the end of the round I should have placed another token on my magma grenade so at the end of the round that magma grenade can go off and blow up and take out one of those red caps unless I take out another one then it's only going to deal seven damage well well we'll see what we get the first thing that we're going to do though is give up the two dice here so we're only going to roll four because I want that titanium bow back so the titanium bow is back we have four dice we're going to roll let's see what we get we'll roll them up we've got two oh three sixes and a one with that crazy die roll three sixes Three A's we can deal another eight damage that will take out another

one of the red caps because it has six Health with one armor boom done now but the last one has six Health with two armor because it dips its hat in the blood oh and this doesn't get uh flipped it's reloaded so we'll set it aside we then only have one die left I really want a two if we can it's another six oh my gosh or a two that will work what do you think about dealing a single burn that means even if we don't take them out with the grenade which we won't it'll have one Health left it'll die at the beginning of its next turn oh so we'll give that burn over to the red cap that one red cap and then this will place be placed in a red a Reload pile we just activated two more abilities so I get two more tokens here 1 2 3 4 5 6 seven eight okay I just need four more we then have to take two damage I'm going to flip this one for one and flip this one for one and then uh are we going to use a morale no we're going to heal by two so I'm not instead I am going to at the end of the round use my magma grenade it deals seven damage that means oh no it has two armor the one burn is not going to be enough oh wait no what am I talking about yes it will we're going to deal seven minus the two armor is five so it only will have uh one Health left and at the beginning of the next turn then it dies

because that burn goes through armor cuz armor is only for attacking I believe so the burn would burn through and kill that red cap that means once the red Cap's gone we can heal too and I'm going to definitely heal this one and do I want to heal this one yeah because this gives me more options and it's easier to get then we have to choose do we want to try and use another morale I don't really want to I have another card before the boss I'll probably use it right before the boss so the hard part is is I only have three Health before I have to start losing these cards and I really don't want to lose any so it's a little risky but let's go for it we can flip over our next card and we have the poisoned darts that doesn't sound good a classic trap of many a dungeon is the pressure plates that causes darts to fly out of the wall most also add poison to the darts although depending on how long the poison has been sitting unused it may lose its efficacy such traps are often magically reset so there's a chance to time your passage after springing the Trap you remember being pin cushioned by this trap the first time and you would definitely like to avoid a Repeat Performance even though that would break continuity with your last attempt at the Trap you wonder if you really need to adhere so closely to reality or if you can afford to use your knowledge to avoid the pain and exhaustion you've suffered choose a player to go first well I guess that's going to be me each player Stacks a die

creating a pillar in a four to five player game the party May create an add dice to a second pillar if any pillar falls the person attempting to stack their dice must exhaust all their powers and roll and deal two damage to the player on their right and left oh my gosh okay here we go in Solo games the player instead suffers four damage before exhausting their powers and rooll oh my gosh if the party is able to successfully stack all their Dice and so I have six dice I have to stack I'll gain two paradox I only have to stack six dice I should be able to do this right we're starting with one we're placing our second one oh this is kind of fun I love when there's random dexterity uh pieces in a game it makes me think of city of Kings I really enjoyed that in city of Kings uh some people didn't but it just made some hilarious experiences I don't think there's anything against me touching the bottom so far I'm doing pretty good I just need to do two more dut okay one cuz if I take four damage I'm losing a power and I really don't want to do that so let's put this here let's see 1 2 3 4 five six beautiful so what I'm going to get is just two more Paradox that knocks us up to 12 but we were able to dodge that Dart which I am a okay with I didn't need the damage I'm going to take a chance and deal with one more card my next one is the world boss card

or do I need to use morale no I'm not going to use Morel I'm not okay it's an event winding path not all labyrinths have long corridors that stretch to Infinity causing despair by their unending and repetitive length and making Intruders wonder if they are actually making forward progress the one you are wandering now uses switchbacks and unusual angles to disorient you making tracking your progress very difficult in giving you a creeping sense of claustrophobia there are times when the turns come so quickly that you think you may have passed through your own path at some point it makes preparing for what is coming almost impossible because you can't tell if the Echoes you hear are your own distorted by strange architecture or an actual threat whatever God designed this prison maze sought to unnerve Intruders and captives alike our effect is encounter the top Labyrinth World boss Deck card from the discard pile if there's no such card in the discard pile all players instead heal to I think that that means the one that we just did which is just stacking our Dice and then if we succeed we're going to get two more Paradox we did it once we should be able to do it again right oh man we ran into another trap okay one two three do you like how I did sixes the first time I'm doing ones the second time I love it now if you were doing this in a two-player game I think you'd have to actually have 12 dice lined up so it's a lot more challenging then just six whoa that almost fell okay

but it didn't so not four damage to us we're just going to increase our Paradox to 14 and now before dealing with the world boss I am going to use one morale going down to 14 so I can ready everything what stinks is that's really only two cards that I'm readying but I just don't want to be at a point where I can't I can't do anything on my turn so I feel like that's worth it and when I flip my roll over I'll get another Cobble hopefully updating or upgrading my bow very soon we can now flip our world boss and we have the buried King 22 Total Health long ago there was a ruler whose people loved him but he made a terrible mistake while the records aren't clear about what the mistake was the consequences were that he was buried in the heart of the Labyrinth the level of solitude during these past decades should have driven him mad but the man before you stands proud and Tall his mind unbroken and his back straight a series of orbs rotate around his head small bursts of magical energy flowing from them and striking the walls he steps forward and the energy bolts Veer towards you but strike at the floor walls and ceiling around you a warning perhaps but if so it's not one you can listen to you must get past him while you would try diplomacy you quickly find that his earlier warning was actually just him attempting to perfect his aim it had been decades since he last saw a fully armed people and that group was the one that locked him in the Maze

while he's been barely sustained by the magic of the labyrinth that doesn't mean he's grown weaker the diet of pure magic he has existed on has fed him admirably but can his raw power beat your years of combat experience I don't know 22 Health two damage to each player he has a special he flies into rage that you dare to intrude on his domain if the party has 20 Paradox we don't the boss attacks you a second time each round dealing one damage to each player the damage of the second attack is increased by plus one for every 20 Paradox oh my gosh uh so he actually will just attack us one time uh for two damage each time though two uh 22 Health let's see can we do this the first thing I am going to notate on this tracker is it's round one remember we said that we were going to do this in four rounds I don't really know if I want to go four rounds cuz I'm going to have to use more of our morale but I'm at round one I'm giving up three dice oh three dice to reload so the reload is great but it's also terrible because Giving Up dice makes it harder for you to trigger your abilities I really like that trade-off but the advantage is they are not damaged they come back in so the other three we have is a four six and a three I think what we are going to do is flip over our roll quick to grab another one of these and then with our four and six we're going to activate this I think we all know what this does we get to roll three more dice next round yeah I love that so we'll flip that over and

that places another token on to our another Cobble I should say and we have 2 4 6 8 9 10 I need two more to level up my titanium bow speaking of which we'll just use our three for our titanium bow knocking down this crazy King down to 19 Total Health and then we'll remove this that will give us another counter we we then have to take two damage hm you know I don't seem to be using my complex device much so I'll flip that over and then I'll flip I'll flip this one okay I'm going to flip these two over now I have to decide do I need to use a morale I think I'm going to I think I have to I'm going to go down to 13 total morale for this next round so that I can ready all of these cards including my roll okay and then what I'm going to do is is I'm going to give up one of our dice we would normally roll 6 + three so that's nine beautiful dice I'm going to give up one so we can get our titanium bow back so we're all ready 1 2 3 4 5 6 7 8 9 10 11 I'm also going to use this to do 12 tokens on here and before I even roll just so I don't forget I'm going to level up that titanium bow that bow Now deals 14 damage that would almost kill him right there yes yes yes that is what I want to see okay we're rolling what is this 6 plus 2 eight dice this time

rolling them up we're in round two by the way so round two remember we said it was going to take four rounds I'm kind of hoping it won't now okay one two three you know what we can do with a 1 two and three that gives us 14 damage it's a Reload too but it's still so worth it that means the boss is down to five Health that gives us one Cobble which we'll grab and and this goes into the reload pile I'm realizing if I instead use the three fours for this ability and then I keep my twos and threes I can do twos and threes here that will be more than enough to blow this buried King to Smith arines however I'm going to have to deal myself two damage to do that that's okay because we'll heal by two and I'm going to probably use another morale but this will deal 11 that will deal 14 this will be at the reload so have to get that back that back later this can be flipped over and that buried King is buried to the ground that means we can place one more Cobble on here because I did activate two cards I do get to heal up cuz I took out an enemy so now it's just my roll that's flipped over and of course I'll have to reload to on our next combat that combat was only two rounds Long and we guessed four so that means I have to increase my Paradox by six putting us exactly to 20 that's not good that's not good at all I have a feeling that is going to hurt us okay we're going to draw our next Paradox

card I am super loving this though this is so fun we have what two more Paradox cards and then it's the boss we have Precision you watch as ghostly Echoes of the future enact a play their moves interact with objects and beans you cannot see and sometimes one of the figures gets flung back or crumbles from an unseen blow the miming doesn't feel quite right though when the battle the images are engaged in ends it restarts an endless repeat of the conflict as you watch the figures move just slightly differently playing out a slight variation the fight repeats again and again dozens then hundreds of permutations the scene slowly evolving towards you and what feels like it is right then changing away from it you note that the silent battles become less distinct the more different they are from what they should be set this card aside the party predicts which abilities they will use in the final round of combat for each ability that was not predicted and each ability predicted that was not used we gain more Paradox well I'm going to say the grenade and the bow those are the two that I seem to use the most so I'm going to choose those two our next world is going to be the Primal World okay Primal it is I have the Primal cards here I'm GNA give him a quick Shuffle and we'll place them on top uh all I can think of is the game Primal right now our first one is of course a trap because why not

before you is a deformed dinosaur oh poor guy its limbs are twisted but functional it gas for breath its staved in chest greatly hinders its ability to breathe two grows cover its head blocking its ability to see on one side and interfering with its bite bony protrusions jut from its back and legs and yet despite these horrific mutations it has been able to survive for years how do we know I don't know it doesn't attack you ey you with that weary look from one Predator to another and then it walks away keeping you in the peripheral of its one good eye you're sure that some of those de formalities are the result of its constant struggle for life but one or two seem to point to a natural evolution of the species gone wrong the dinosaur was deformed from birth but which of its many abnormalities are improper manifestations of the beast's true defense and which are simply the results of its life huh I don't know roll a die then set this card aside the party may choose to add plus five to the roll before rolling to put a counter on this card okay let's see one to two uh rubbery skin abilities that Target Primal World enemies gain reload one oh 34 bone shaking Roar when a player is damaged by a primal World enemy they roll one fewer die exoskeleton Primal World enemies gain plus two two armor I don't want that vampiric Primal World enemies gain life steel too I don't I think that's probably whenever we take damage they heal resilient flesh Primal World

enemies are immune to effects that would reduce their damage in all counters so like burn and Spore and 11 roll twice on this table at least + two instead of + five and then if we roll an 11 roll twice on this table at plus two instead of plus 5 oh that's terrible I'm not entirely sure why why I would want to put a counter on that card or risk the chance of getting to an 11 so I'm not going to but maybe as we go through the Primal World we'll see why so I'm just going to roll oh it's a six so that means they gain plus two armor so I need to remember that they're going to have two armor any of the enemies in this world our next card will be another trap Footprints all good trackers can tell a lot about a creature based on its Footprints stride length can tell you its leg length while depth of the print indicates its weight the presence of claw marks usually indicates a predator while hooves are often more for herbivores these are all basic deductions although trying to interpret such things on tracks not in isolation and for beasts you haven't seen before makes things a bit more challenging but that doesn't stop you from trying roll a die then set this card aside a player May place a die on this card to increase the roll value by plus one one time each if each player in the party places at least one die on this card at a counter dice placed on this card are returned at the end of the first round of combat with the Primal World boss these are all

terrible I haven't figured out what the counters do but I I guess we'll see we'll give our diey a roll and we have a three that means they take one less damage from all attacks okay so they have two armor and they take one less damage on all attacks these guys are going to be terrible we'll flip over our next card and we have an event we have markers signs of dinosaurs are everywhere you look but territory signs marks that indicate that there is a dominant group in the area or much harder to spot however you do see the signs of something dominating the area or rather one species of dinosaur there are plenty of beasts that have traveled through the area but only one has plenty of indicators of their constant patrolling trees that they rub against concentrations of Spore trails to specific resources or feeding areas the prominence of these markers lets you know that the members of this herd feel very comfortable in this region although you are unable to determine their exact number so taken are you with trying to piece together what you can about these beans that you are caught off guard by what you find next oh no can't we have a good event you stumble upon a small pot of the Beast if the Primal monster is in the boss deck discard pile it's not discard this card and you can encounter it you you see signs that the traits you've observed are actually much stronger than you expected if there's a set aside Primal World card double its effect place a counter on it if there isn't one already you may only choose

this if there's a set aside Primal World card there's two of them that would stink for both that would either give them four armor or minus two yeah minus two to the damage that they take one of the markers doesn't seem to fit the rest and you realize that it points to these creatures being much more prevalent and dangerous than you first thought encounter the next deck uh boss Deck card twice if it's a primal World card that can be set aside instead double its effects okay I have a feeling the next one is an enemy so I don't know if I want to deal with that twice I think I'm just going to place a counter so if there's a set aside Primo World card double its effect place a counter on it uh if there isn't one there already I'm going to place a counter on here and now they're going to reduce each attack by two instead of by one so that is what we're going to double we have one final Primal card before the boss yeah I was right it is a monster a dino herd your hunt continues the land you Traverse is packed with trees that seem to touch the sky many so big that you could build a fort inside them the animals and insects are all sizes you see bugs the size of dogs flying around but you have to chase off rodent smaller than your fists during a break the ju to position between the size of the Flora and Fauna strikes you as funny although all the hiking and occasional dodging of unusually sized and curious insects makes actually laughing unlikely those activities and the sounds all around you also act as distractions making it

entirely understandable how you would miss the Three Dinosaurs the size of horses charging at you three oh my gosh they have seven Health they deal one damage to the party increase this by one per other monster in play and this says we need to create two copies so there's three of these monsters with seven Health they also have plus two armor and reduce the first two damage they take each time oh my gosh these guys are going to be crazy all right I'm giving up two dice to go ahead and get my Razor wind bow back I'm going to be rolling four dice this time I think a 14 would still take them out and 11 7 8 9 10 11 11 would also take them out I've got to try and get one of these two to take one out ASAP otherwise we're going to be in some serious trouble cuz each one will attack for three damage that's nine damage I'm not sure I can take nine damage okay we've got a five six 2 and a three looking here that does not trigger any of these cards none of those are com combinations so I'm just going to pick up all four roll them again I've got a one one okay that's good uh do I keep that three and just hope for either a two or a three with this die yeah two or a three with this die oh my gosh a 1133 with that 133 we can activate our magma grenade just Chuck one at one of those dinosaurs

it has seven Health it reduces that to only a nine but that's exactly what we need to blow up one of them so one of them is gone that means there's only two left however we have to take two damage we will get to place a marker here but two damage here from our own bomb and then each of them are going to attack us for two damage one two and then one and I have to discard one of these I'm going to lose it forever well this is still a level one and I never use this so the complex device it was too complex for us I'm going to lose that for the rest of the game oh that hurts but it is what it is now that's going to end that round of battle I'll sneak to 12 on our morale that's the only way we're going to refresh boy these dinosaurs were no jokes that's why I was so glad I didn't have the hey encounter them a second time can you imagine okay we're going to flip everything over we did hit 12 total morale which means we're increasing our total Paradox by two so we're at 22 okay I am just because I can do it right now so I don't forget I'm going to use this roll to increase our Cobble 1 2 3 4 we have four is this this is a level two I could well let me see I'd have to remove another Power no that's not worth it we're just going to see if we can get to another 12 and power up that grenade I also get to roll six dice this time that will really help let's give him a roll

I've got a two four four 5 three and a four three fours will deal 14 damage that's more than enough to take out one of the dinosaurs that means there's only one dinosaur left and this is isn't even damaged it's just going to be needed to be reloaded we can place another Cobble here for doing that we have three dice remaining we'll use those three dice to use our charged stimulant and that will give us another Cobble but that means we'll roll three extra dice next round so we can get that back okay then we're going to be attacked by that one dinosaur left it only will attack us for one so we will flip this one yeah because my plan is for our next round we get 6 + three I'm going to give up two of those extra ones so I only get one extra to get our razor wind bow back and you know what we're going to try and do use that thing and attack them we only need 7 89 10 yeah we just need 11 damage to take them out uh let's see we have two ones and two fives that will be good enough I was thinking of the wrong one I need three of a kind while I still have three of a kind that dinosaur is so on okay we totally razor winded all three of them but we lost a power permanently which stinks I do get to heal by two we'll have to reload this at the beginning of our final boss fight but these two will be ready and we do get another Cobble what do we have 2 four 6

7 oh we could level up something to level two let's see this is a level two this is a level two I think everything else here is a level two is my battle no this is only a level one but I think I'm going to wait get to 12 and increase my grenade to a level three here comes the final boss for the Primal world we have oh just dinosaur the ground Shakes as the Behemoth stamps towards you it lets out a roar claiming this area as its territory fresh blood dripping from wounds it received and gave from whomever or whatever was the leader before it then looks around its gaze Al Lighting on you Interlopers clearly threatening its dominance in this land why we're just we're just trying to walk by you you think about trying to run away but the be size means it stride is much longer than yours as undesirable as it is you must Fight This Magnificent creature I don't want to 22 Health deals three damage to one player and zero damage to the party because we're at um we're playing solo three damage okay we have you are prepared for this fight having seen signs of this dinosaur's feature and prowess along the away at the start of combat for each set aside boss Deck card with a counter on it the party attacks deal plus one damage this combat oh okay I have one on there there you go so I have one token on there so I get to deal plus one this creature is enormous truly a paragon of its species with a hide that can withstand the assault of other dinosaurs at the start

of combat for every 20 Paradox yes each player rolls a dine adds the total health of that to the boss's Health dang and then as you walk into the Beast layer you find yourself transported to an in between space we'll move to the next uh Paradox and final Paradox card before we go to the Paradox boss assuming we survive here so it's 22 health and we'll roll a single die okay it's 4 26 Health remember it has two armor and every attack is reduced by two however we have a plus one so I guess it's just reduced by one we'll start that first round of combat giving up two dice to get our razor wind 14 damage you know what I'm trying to do one of these two I could go for a slow burn because that would mean the armor and everything wouldn't impact it well let's just see let's just see we're going to roll four dice let's see what we get we have a six two fours and a one I think we're going to play the long game here use our charged stimulant so that next round we can roll three extra dice that will place our eighth Cobble onto our card we're then going to use just a single die here dealing five damage plus one which is six minus 4 so that's only two damage to the dinosaur but hey it's two damage so he'll go down to 24 Total Health because of that armor that means this is only a Reload one so we should be able to get it back pretty easy next time with three extra dice I'm then going to hope for a two with these final

two rolls and I didn't get one I'm realizing I almost forgot to grab my Cobble for using my Razor wind bow so 2 4 6 8 9 I just need three more well I'm going to take three damage that's going to flip all of these so I have to use a morale my morale is going to go down to 11 this fight you guys this fight it's awesome I love this so I'm going to flip these over and then I'm going to immediately use this so I can get another one of these now I have two 4 6 8 10 okay two more and I can level up my grenade now I'm rolling three extra dice I'm going to give up one to get my bow back so I'm rolling two extra dice that's eight dice this time give me something good 14 damage would be amazing so eight dice give them a roll I've got a 3 4 2 6 3 1 five and a six a 1 two and three is 14 damage + 1 is 15 15 - 4 is 11 that will knock this dinosaur down to 13 Total Health that does mean though this will be a Reload too for the next round that will give us our 11th Cobble we'll then use a four and a six so once again next round we can roll three additional dice that way we can get our razor wind bow back and that gives us our 12 total Cobble we'll use the 12 total Cobble to level up well let's see this is a level two no no let's do the grenade first look at this

thing it deals 14 damage and this time it only deals one damage to us instead of two two which is why I felt like that was worth it I have three dice remaining what can I do with it I'm looking for a two because I can at least heal one so let's see no twos there with the three dice let's try one more time no twos okay can I do anything with two fives and a three well three no two fives and a three well I could do a two oh no I don't want to do the demon grenade because if I do that this gets moved and then I get three damage taken and I have to lose another power so no I'm not going to use any more dice which means no Cobble for me that means the dinosaur is going to come in Deal us another three damage plus zero to the party so we're going to take three damage here okay then I have the thought so if I don't ready anything else we need to deal 13 damage my Razor wind bow deals 14 + 1 is 15 but then I lose four of them yeah so I'm going to have to use another morale I have to because I'm not going to be able to take it out with just that ability so we're going to go down to 10 on the battle with fate that's going to ready all of these except for I'm going to keep this flipped for the one Cobble we got one Cobble here and we'll flip all of these back over and then we roll three additional dice but I'm going to give up

two of them so that I can have my Razor wind bow back so that means I'm just rolling seven dice in instead of six we for sure want to deal the 14 damage and then if I can find a way to eek out just a little bit more damage I'm just looking here this one deal three damage up to two enemies we might be able to take him out so all right let's give our seven dice a roll we've got a four four five six a one o I've got two ones and two fours That Could set off the bomb for 14 damage this will work two 1es two fours that means we're dealing 14 damage plus 1 which is 15us 4 which is 11 so that will put him down to two Total Health okay uh but we have to take a damage when doing this so we're going to take damage on our razor uh razor wind bow we then can use our three and six to deal three damage up to two enemies well we'll deal three damage to that dinosaur no that doesn't work cuz he reduces oh no yeah that'll work cuz that's four damage minus two which is two he's already used the armor for this round he has exactly two Health left that will take him out our prediction of what powers we were going to use were wrong in two accounts we did not use the arrow so that increases our Paradox by three we'll go from 22 to 25 and then we did

use our mechanical Dragon which we didn't plan on doing so that will move us up to 28 eight total parado Paradox okay we have one more Paradox left that means five more encounter cards and then the world boss let's draw our final Paradox it's exhaustion that is what I'm feeling this has been intense the space between where you were and where you seek to go next is a spaceless space the fact such a description is a paradox seems appropriate given the fact that you are reliving your life which should be possible in this state of near non-existence all that does exist is what you feel not physically but in your soul resolve passion something that you cannot put into words but it speaks to a weariness a weariness of fighting of having to fight of knowing that you must be on your guard and cannot rest you realize that the exhaustion isn't what you feel now but rather what you did feel or will feel after that fight before you for undoubtedly this is where you are headed and I am realizing I did not heal up I should heal two of my Powers uh and I should have given myself another two of those uh Cobble counters set this card aside each player rolls a die to determine the number of exhausted powers on their player board at the end of the boss fight before refreshing powers for each power a player is over or under we gain two paradox okay that one's not terrible first things first I'll flip two of these you know we're

doing our demon grenade and razor wind bow then I'm rolling to die so let's see uh three we have to have three of our powers exhausted oh that seems definitely doable I also added two more Cobble to our cards we have three Cobble so there's either Arena or Undead which one are we doing oh we're doing Arena okay that's the one that we're doing we're not going to see the undead in this campaign I'm going to shuffle up these Arena cards we're going to grab this one as our first one oh it's the monster the Berserker voyers and betters welcome to the next round of the battle I give you he shutters uncertain what to call you the Unworthy you are less than thrilled with this name for you especially as you've proven yourselves through several battles already and his name for you has yet to be the same twice and it's somehow more insulting each time you can feel the irritation boiling inside of you starting to spill over into rage you want to lash out and Destroy something or someone see their blood spill and hear their cries of pain you want wait a second no this isn't what you want this is something being imposed on you your mind being forced down a path but while you have realized what is happening the man charging at you clearly hasn't the huge battle ax he's swinging doesn't offer any room for calm conversation either right before you engage you see a small tattoo on his shoulder of a young girl smiling you realize that the psychic intervention

might be a sign that you aren't the only ones forced to fight here here this guy has 15 Total Health it deals two damage to us the inherent Rage of the warrior comes to the four permanently increase the damage dealt by this monster by plus one each time it receives damage wow I need to one shot this guy 15 Health though oh I have damage that deals 14 can I deal 15 I think I have a way of dealing him enough damage before he attacks us but we've got to roll the right dice three fours of three and two sixes and we actually did it two fours two sixes that's 14 damage to him and we have to take one damage that's battle randomizer will work that will give us our fourth Cobble and then I just need to do five damage to take him out yeah so if we had taken him or fought him at the beginning it would have been a lot harder that will give us another Cobble we have three four five total Cobble uh this one is going to be a Reload one and we're going to have to flip over our grenade I do think before we encounter our next card we're going to go down to nine on our morale we're getting low we're getting low uh we're going to flip these over and let's see what our next card is I have a feeling a lot of these could be battles no this is the Bloody Grounds trap the blood of countless battles has mixed with the mud of the ground to create a slurry your feet sink into the ground a few inches making each step squelch disgustingly sometimes you find your step giving another sound as

you step on a discarded organ or body part your Gorge Rises and it's all you can do to stop yourself from adding to the bodily fluids but you must continue fighting continue surviving continue winning this living hell must be destroyed again the sudden memory of having lived through this before makes it slightly more bearable but only just set this card aside while this card is set aside during all combats players have one fewer roll discard this card when you defeat the arena boss ooh I'm glad I found that now we can then draw our next card we only have two more another event spare armor the arena is rarely cleaned Fighters Clash amidst the blood and bodies of previous competitors making footing treacherous but it also offers unexpected opportunities if you had more time in a cart you could easily haul away a small fortune in weapons and armor most of it was made of strange materials are sized for being different than you the weapons are mostly useless for you many of them are slick with blood and bile and they would likely slide out of your grip In the Heat of battle however the armor pieces lying around could be useful you have a few minutes while the arena organizers prepare the next fight and you start to sort through all the armor you quickly discard those pieces that were severely dented or rented uh rent asunder proof that they were not up to the task of protecting their Wares you're able to find other pieces ones that clearly have survived a blow or 10 but did not Buckle or break some in the crowd seem to think

your strategy will lead to better battles and they help point you to more usable pieces your HJ pod armor set doesn't look pretty and it barely fits it will likely Fall Off given a few blows but the crowd loves your new look and you're much more likely to survive until the end okay this one just says each player gains one armor for the next fight that also is amazing please don't have this be a fight it's not it's an event that means we can get that armor for our boss fight along with spare armor we have weapons abound hundreds of Implements of death while the predominant weapon of choice appears to have been swords there are plenty of other options want to break a few bones flails maces and hammers want to pierce the toughest hide take your pick at Spears picks and HDs if you are interested in something more exotic per chance you'd care to pursue the collection of glaive Goos Mars or I don't even know how to say these words CSUS or zers there are ranged weapons as well from bows to crossbows to slings to throwing a is to well you weren't sure what they are but they are clearly for shooting a foe far away each of the implements have been used whether brought in by Outsiders or tools of death that the arena continually brings out you don't feel a compelling need to completely abandon your weapons why change what has served you so well but that doesn't mean you can't take advantage of the dangers the environment now provides you I'm scared because I'm getting these benefits and I'm scared about this boss we can choose one find a particularly weapon filled area to fight for the first round of the next fight

all attacks deal plus two damage fling weapons at your foes for the first two rounds of the next fight all attacks steal plus one gain inspiration from the sheer variety of ways to kill each player may replace I'm not replacing set up a pile of weapons to fall on your foes during the first two rounds of the next fight each player may make two of their dice wild which I'm assuming means we can make them any numbers uh let's do for just the first round gaining plus two to our attack I think I'm just going to go hard into attacking then in that first round well I think we all know what this means we're going to fight this boss here in the arena if we win that one we will then go to the Paradox boss and that's the end of the game we have found the armorist that doesn't sound good at all you've survived several rounds of fighting and you are ready to escape this world but you remember that you fought a heavily armored Warrior you see its face for just a brief moment before it closes its visor and you catch a glimpse of an unknown species all you know is that the bean inside the armor is incredibly strong to carry so much weight easily strong but possibly foolish while the armor certainly offers incredible protection Arena fights are rarely meant to be long drawn out Affairs something you might be able to exploit no matter how strong the bean is carrying all that weight will likely wear them out but can you last long enough to take advantage of that health of this enemy is only 20 and remember we get plus two to our first round of attacks we only get to roll our dice twice but we do have one armor which is

good because he deals five damage to us the longer the fight goes on the more the bean tires at the end of each round permanently decrease this boss's Attack by One special suddenly the bean catches a second wind at the end of every five rounds reset the boss's health and damage well I'm not going to let them last five rounds you frown as you consider the Warriors outfit you are sure that this is more armor than you remember the boss gains plus one 2 three for every five Paradox the party has no way how much armor does he have I'm at so I'm at 30 so this means the boss has six armor that's ridiculous only 20 Health but six armor and he's going to attack us for five damage this round now I have armor of one so four damage 1 2 3 four so I have to do this I have to spend the two dice so that I can get this back and I'm going to try and Trigger this one because then I can soak the four damage and not die that will deal 16 damage minus 10 so that will deal 10 damage uh which is actually half his health so actually that's not terrible uh I only get to reroll my dice twice let's roll them up I've got a four two two and a three in order to activate our razor wind bow I need a one two or three or three of the same numbers so I'm going to keep the two and the three and I'm going to roll these hoping I can get a one somewhere perfect 1 2 and three that means we can deal 16 damage

but then he reduces it by six so he's down to only 10 health and then this gets reloaded I will then also use this to increase my Cobble by one so that means I get to place two Cobble here so I have 2 4 5 6 7 this is only a level one do I want to upgrade my randomizer let me look at that quick I think I'm going to do that I've got the seven and it definitely is better it can heal two instead of one which is nice and it's still only a Reload one that means all of my Cobble is gone but I think that's worth it we then have to soak four damage normally it'd be five so I'm not even going to flip them I'm just going to push down my morale down to eight which means once I hit eight we need to increase morale by another two so now it's at 30 30 even we're so not going to beat this boss I don't think we're going to once again only roll four dice for this round remember now he only attacks for four and we have one armor so it's only going to deal us three damage I have all of these ready I only get two dice rolls and I no longer get the plus two attack he still has six armor let's see I've got a five four one and a six I think what I'm going to do is set myself up for the next round so I am going to use a four and a six oh and yeah no I did use that I'm going to use my four and a six so that we are able to roll three more dice next round grabbing one Cobble

from that then with my one and five what I want to do is a heal if I could do a heal I need a two for that I get one roll instead of two rolls so yeah let's try it I'll just roll these up can I get a two I do get a two so with that two I'll use that here that will place another Cobble here and that let us heal two and this is a Reload one so I can heal this card all the way up okay then I get attacked for four I have one armor so it's three damage so I'm going to go one two and three okay let's see if I deal 14 damage and he reduces that by six that means I'm still dealing him eight damage and then if I could use my combat chaos sizer uh with a two I can actually deal no that doesn't deal any damage no okay so I do think I'm going to use another morale I'm going to knock myself down to seven total morale oh then I'm going to ready everything I'm going to keep my roll flipped down and just gain another Cobble love my cobbles uh I am rolling three extra dice I'm going to give up one of those so I can get my combat chaos U chaos Sizer back so I'm rolling two extra dice I've got all of those I've got my my bow is ready to go we'll roll these up I have three fours which is what I was looking for we're dealing

14us 6 that's eight damage that means he's down to two health and this card is a Reload so I'll put this aside his armor has then all been used up so we'll use this one and four dealing three damage to him that will take him out that means two more counters are placed I have five total Cobble I will flip this card over I still have three dice left I'm going to use all three dice to activate my charged stimulant because I can that will mean technically I would in the next round roll extra dice but I won't because this is the final round for this combat I get another Cobble two four six one more and I I think everything's level two so I need to get 12 to level up again but the nice thing is at the end of combat I have two of my abilities exhausted I gu three so that means I only have to increase Paradox by three actually for this one it's Paradox of two so that means our total Paradox is 32 we'll see if that's good or bad we do get to heal up we'll heal these two after that combat this still needs to be reloaded so we'll have to deal with that next round all right boss fight time we have seven morale left there are no words to describe the being before you or behind or within or meeting you yesterday even just trying to Define its position relative to you doesn't make sense you just know that it is here or is it and you must fight to survive the

latter point is the one thing that doesn't seem to contradict itself you are fighting for your life no not even for your life for your existence and not just an ongoing existence this is your existence ever all that you were and all that you were will be undone if you fail this fight the Avatar gives you the face to ponder the gravity of this while pressing its attack and you find yourself running quickly to catch up and strike the bean that is growing on your skin none of it makes sense but you must fight the final boss has 10 Health Plus our Paradox which was 32 so that is a total of 42 Health 42 the attack of this enemy deals one damage to the party plus one for every 20 Paradox so for us we have 40 that's two so it's a total of three damage every time it attacks I'm going to place a counter so I don't forget that your refusal to follow reality has consequences draw the Paradox boss effects card then roll once on the Paradox boss effect card at the start of combat for every 15 uh Paradox 153 so I have to do that twice reality warps under the Bean's presence each deviation from what truly happened caus es further and further distortions growing the strength and awareness of this being you find that you can barely describe what it is as every attempt to use mere words to encapsulate it end with you

contradicting yourself or trying to provide opposite descriptions at the same time our first role for the boss is a three roll a die for the first attack of each player targeting this boss it misses on a one or a two well that sounds terrible second rle we have a four that means the body has one armor so 42 health and one armor we can now start this final battle we'll start by giving up two dice to place out our weapon you know that bow is going to be super helpful to us we do get three rolls or I should say three total rolls so let's roll with our four we've got a five five a two and a three I think we're just going to use these three dice so that next round we can roll three extra dice that will give us 2 4 6 77 total Cobble and we'll have to flip this over we'll then use our two here to deal two burn to the boss okay uh that means each round it's going to take two damage that goes through armor from what I understand I could be wrong on that but that seems to make thematic sense armor can't stop you from burning that will oh that doesn't flip over that reloads one that'll end our activation we did not attack the boss so we don't have to roll on that no armor to deal with so then the boss will attack us 42 Health you guys it attacks us for three damage so that means all three of these are flipped but then we will flip all of these over including our roll but I'm just going to keep my roll face down and

generate another Cobble and that knocks our morale down to six six total morale but now we get three extra dice I'm going to spend one so I can put the combat choser back so that means we have eight dice for this round this is where we attack we kind of go in these every others with uh our Tinker which I I really kind of love okay we've got a 4 2 1 5 3 2 1 6 we have to really hope this works we're going to deal 14us 1 which is 13 damage but I have to roll this die don't be a one or a two it's a three so that means we definitely hit it's a Reload two that's 13 damage that knocks the boss down to 31 Health this is a Reload too we also gain another counter on our card that's 10 two more and we could level up we're then just going to use a one and a four and we're going to use that to deal three burn to the boss that means the boss has a total of five burn that's going to flip this over okay and then I'm going to be risky here uh that also gives us one more counter we only need one more to level up what I'm thinking of doing but if I do this that means I'm going to have to discard another Power but I feel like it's worth it we're going to use these three dice so we can continue to get three extra dice the next round that does also give us another one of these tokens I am going to give up 12 of these tokens and level up our stimulant I think I'll have

one of these left by doing this though you know what this means we now have to take three damage I can only flip two of these one two and I'm going to lose my randomizer ah that really hurts because I really like that card but I feel like the burn is super helpful the stimulant is how I'm going to get more dice because I'm getting three dice back so I can pay to get my Razor wind bow back it's worth it I'm going to keep telling myself it's worth it we then will have to use another morale we're going to knock ourselves down to five morale this is a great fight we will just keep our roll flipped we're going to place a marker on here uh we'll flip all of these over I mean basically we have all level three fre at this point the boss is then going to take eight burn damage 1 2 3 4 5 6 78 down to 23 Total Health burn is amazing okay we would normally roll three extra dice I am going to remove two of those extra dice so I can get the razor wind bow back and let's see they roll four additional dice yeah four additional that'll be awesome I'm going to grab my six plus one die let's see what we get we have two sixes a three twos a three and a four three twos will activate our bow let's roll up our die we've got a five that means 13 damage goes through that will put the boss down to 10 Total

Health yes and we have to remove this that gives us another Cobble we will then activate this with a three and a six we will deal three damage to him 1 2 3 down to Seven health that means as long as we survive until the end of the round which we should be able to do the burn will take him out with eight burn we do have to take the three damage this is already flipped so this will flip this will flip and we will lose our Dragon we're losing all of our abilities we only have two left I'm realizing actually he is not going to die because we have to use morale actually maybe we don't you know what I'm not going to use morale I'm not going to ready cuz I don't need to because at the beginning of the round he'll take the eight damage he has seven Health why would I ready I don't need to use the morale I think that's right I think we can defeat him with no ready abilities but he burns to death and we just won the game with the defeat of the Avatar you feel the world realign into a logical order the events you just relived suddenly are your history you remember your original EXP experiences through each event and they still feel real to you but they are now part of a lost path through fate you find that you feel quey when thinking back on those experiences you instinctively sense the wrongness of each one and contemplating them for too long can cause further problems essentially you have been saddled with a set of memories that if

you consider them too much could cause an unraveling of Fate only much worse than what you've just went through the Avatar you just laid sits staring at you ready to Uno do its defeat and you are sure that it's willing to do the same to your reality what this means you aren't certain but even considering what it might mean fills you with an existential dread so great you come back to yourself several hours later curled up in the fetal position for the rest of your life and maybe even Beyond you must not think on these events and yet in the nature of paradox the bean seems to demand your attention hedorian finds that his deck contains an additional card he knows where the card is in his deck of fate and somehow no matter how he Stacks it it always is on top he has fortunately been practicing all his life how to cheat the deck ironically the skill that caused this whole situation in the first place is now his Saving Grace or maybe it is meant as a constant reminder from the powers that truly control fate that they are more powerful than hedorian and yet they look on the neilan's face as he contemplates his deck makes you think that he may be in for another lesson oh boy that my friends is divine wrath catharsis I am sure I made a ton of errors but I hope I show just how much fun it is to play I love triggering the abilities I loved the leveling up for this character but all the characters are unique and that boss was awesome the different worlds how different they felt oh so cool that was definitely tight if

I had to play on hard mode and play a whole another world I don't think I would have won uh even with that one woo I barely got there a huge shout out to art for sending this to me early so I could showcase this if you do want to check this out look in the links in the description below you can find the links to purchase this game thank you to our patrons it's because of you that bar and I can do what we're doing and if you're excited to see what comes next on the channel then I need you to meet me at the table goodbye everyone it's your master set me up your enemies

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