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Valor & Villainy: Lludwik's Labyrinth - Tutorial

Getting Games Jun 22, 2021
Transcript 39:41

welcome to the jungkook's games tutorial for valor and villainy ludwig's labyrinth in this video i'll be teaching you the game as we progress through the entire tutorial scenario that comes with the game now i do want to ask that if you end up enjoying this video that you please click the like button for it down below as well as the subscribe button for the channel and i'd also like to ask that if you'd like to directly support the channel and the creation of videos like this one in the future that you please go to johngetsgames.com support there you'll find a bunch of ways that you can really help things out and some of them come with bonuses like watching some videos early and advertisement-free as well as voting on which of those videos are made alright let's now jump into the game at this point we would normally begin by reading out loud a thematic introduction for the scenario but to summarize it for the video we are actively pursuing a band of demons that kidnapped our friend giuseppe and retreated into a strange and mysterious labyrinth after searching in vain for hours our heroes rowan and william have just found a secret room with demons and this means they are on the right path now time is of the essence rowan the druid and welling of the warlock chase the demons with two objectives in mind for this tutorial scenario the first is pursue the retreating invaders and the second is finding a good site for the order without borders base camp the heroes are going to lose the game as soon as a villain round begins and the approach of doom track has reached day 4 where a soul token has been placed now the heroes will lose the game if at the start of a villain round this token is at the day four spot on the approach of doom track where there is a soul token to help signify that this is the location where

we lose all right it's now time to start playing the game and in this video we are going to be going through the tutorial scenario now this is built to teach the game as it goes on and it has this stack of tutorial cards that we will begin at the front of and then work our way through in this way we can actually play through this scenario and learn all of the basics of the game without actually reading through the rule book although reading through the rulebook later on is heavily recommended now ludwig's labyrinth is a fully cooperative game so all of the heroes will win or lose together now at the start william is the lead hero and we know that because they have this initiative token this token has a charge and a pulled side and at this point the lead hero has to decide on one of these orientations if they go with charge then they will be the starting player for the round and if they go withhold then instead the next player in clockwise order will be the starting player and play will go clockwise around so that means if they choose hold they will go last in the round and if they choose charge then they will go first in this case william is going to choose charge so they can now take their turn and the first thing they want to do is a free action called scouting since it's a free action it does not use any action points and i'll describe how those work later on the way the scouting free action works is the hero is going to reveal new tiles onto every open hallway that is connected to the tile that hero is currently at wellium is over here and there's just one open hallway and for each of these they will draw the bottom tile from this stack so they can scout over here and draw this tile and then they can place this down into any orientation that matches with the

restrictions for the game as you can see these tiles are not square so when you place this down you have to have the long sides always matching other long sides you cannot have a short side going towards a long side you are also not allowed to place this so that there is a wall blocking a hallway entrance so this would be an illegal play because that hole needs to extend on to another one beyond that this tile can be flipped and rotated and in this case we are going to place it like that now if this drawn tile could not legally fit we'd put it on top of the deck and then draw another one after we have scouted an empty spot we will continue scouting for all of the empty locations next to the region where that hero is but in this case there was just one spot after all of the tiles have been placed if any of those tiles have an event icon then one event will be performed from the top of the event deck that deck is over here and what we do is take the card from that deck and then place it on top of the first tile that was revealed that has an event symbol so we'll place it right there and then thematically we have raced ahead and our torch has revealed a pack of starling demon hounds now as you can see there are a couple of treasure icons and then a couple of the chump minion icons over there now what we have to do is draw a treasure from the top of this deck equal to that number of icons and we're going to put those onto the right side of this tile and then these icons mean we have to place two of the chump style minions the chump minions have a roman numeral eye on the top now the way we place these is we actually draw them from the bottom of

this deck and then we place them with their fresh side up this is the fresh side and the wounded side has a red border in this case we do have to draw two so we can draw another one and continue to stack these on top it's worth noting that as we are playing through the game the heroes will be able to wound and defeat these minions by using action rolls and i'll be describing how that works and next now at this point we are done with this event card so we can discard it though it is worth noting that some events have special instructions that involve flipping the cards over as well as potentially putting them into other locations like the heroes stash this event however is just removed from the game all right that free scouting action is done and william now wants to use one of their action points in order to perform an action roll to try and wound or maybe defeat this minion now each of the heroes has an action meter on their board and the number inside the indicator tells them how many action points they have to spend on any given turn so rowan has two action points to spend on each of their turns and so does william now for the first action point spent on this turn william is going to do a ranged attack roll now ranged attacks can only target tiles that are adjacent to the tile where the hero is it cannot attack that specific tile but before they even get to targeting they first have to roll dice when you do a attack roll you simply take dice that match the icons on that associated row and then roll them so for this ranged attack roll they will roll a red and a yellow die after that they can sum all of the numbers on these dice and that will be their hit pool in this case it looks like they have

three hits in their hit pool now it's time for them to choose a region to attack and this is a ranged attack which means it has to go onto an adjacent tile not the tile where they are so william will attack this tile here and now they can spend these hits in order to wound or maybe even defeat the minions that are at the top of this stack as you can see this minion has two numbers on it a five and a one and what that means is if welliam had five hits total right now they could defeat this cuddle hound but in this case they only have three hits which is not enough to get to five that's fine though they can spend one of these hits from the pool in order to wound this cuddle hound the way that works is they flip this over and as you can see it now shows a four which means in the future heroes just need four hits in order to defeat this cuddle hound now at this point william has used one out of their three total hits which means they have two hits left over obviously two is not enough to get to four in order to defeat this minion but fortunately heroes can also spend their hits in order to gain plus one tokens the way this works is they can spend two unused hits to take a plus one token from the supply and then they will put it onto the plus one token spot associated with the attack role they just performed these plus one tokens are great because after doing an attack roll the hero can spend plus one tokens on that associated row to add plus one to the overall number of hits that that hero rolled now it is worth noting that each of these heroes can have a maximum of four plus one tokens so as you can see wellium started with one on their magic roll and now they just bought another one for

their ranged attack roll at this point they have used all of the hits in their hit pool it is worth noting that if they wanted to they could have not attacked any minions and used all of the hits in their pool to simply make plus one tokens at a rate of two hits for one token at this point william is done with their ranged attack role and it's important to note that heroes can never perform the same attack roll twice on a turn that means william has one more action left but they cannot do another ranged attack role because they already performed one of those now they can spend that action to do something else and in this case william wants to perform a magic attack roll so just like before they are going to start by rolling all of these dice in that case it's going to be two red and a yellow so let's see how they do in this case they have four hits in their hit pool and now what they can do is spend these hits in order to cast spells that they have in their hand it's worth noting that generally players need to hide their spells from their partners but in this tutorial scenario we can have all of these be face up let's focus on these spells and william is now going to cast beating heart now in the top right corner of each spell it tells you what you have to spend in order to successfully cast it the numbers next to the blue magic symbol tell you how many hits you have to spend from the hit pool that was just rolled in order to make that happen some of these spells also have other costs like the beating heart spell that has a cost of spending one health from that hero now wellingham does want to cast beating heart so they have to spend one health which means they'll go from 14 down to 13. next up they have to spend their magic hits and as you can see they can

spend two three or four hits and that will change the effect down at the bottom the beating heart says they can choose someone on the map and they can cause them to either heal or pay three four or six health now in this case someone would mean anyone on the map friend or foe in this case they are going to spend four hits in order to force a minion to spend six health and it's worth noting that since this spell said choose they don't have to hit the first minion at the top of the stack like you normally have to do with melee and ranged attacks in this case they can choose a minion lower in the stack and they're going to choose this one and they're going to force it to pay six health so by casting that beating heart spell they have just defeated the cuddle hound that was at the bottom of that stack now heroes are always going to take all defeated minions and place them into their hero loot stash where they will gain benefits from them later on in the round at this point we now need to focus it down over here because each of the heroes has a special effect and for william it says that each time they defeat anyone they may heal any hero on the board for one health currently rowan is at max health so they are going to heal themselves bringing them back up to 14.

at this point william is done with the beating heart spell so this can be put into a discard pile and they have no more hits now technically they could cast this spell it has a zero cost but they've decided it is not going to help them out right now so we're not going to talk about the details of it at this point all right william has completed both of their actions and they don't want to do any other free actions so that means their turn is done and play can move to the next hero in clockwise order that means rowan can now go and they are going to use one of their two actions in order to move for each move action a hero can move up to three times and when they move they are going to go onto an adjacent tile that has a hallway that matches up so rowan has used one out of their three moves but at this point they must stop because no one can leave a region when there is an enemy present now that's just fine rowan wanted to move on to this tile in order to do a melee attack roll to try and defeat this cuddle hound so they're now going to spend their second action to perform that melee attack role so they have to take dice from the supply equal to the icons on their melee attack row and then they can roll them that was a pretty unlucky roll as you can see the yellow dice only have one blank so at the moment rowan only has one hit now rowan does have a single plus one token on their melee attack roll row so they could spend that to increase this hit pool by one before rowan decides to spend this they want to cast a spell they have this bare form spell over here and it is a reaction type spell because it has that lightning bolt icon we can see the beating heart spell that was cast earlier

did not have that icon now this means that has to be spent when doing a magic attack roll but reactions can be cast at any time the spell specifies as long of course as they can meet the costs in the top right corner when we focus in you'll notice there are two cost options the first is they could discard any card from their hand in order to pay to cast the spell and the other is they could spend a plus one token specifically from their magic attack row because of that icon in order to cast this spell that is what rowan wants to do so they are going to spend this plus one from the magic row to pay for that spell and now they can perform it at the bottom it says they can cast this at any time onto any ally including themselves and then the targeted ally gains two red attack dice when specifically doing a melee attack roll and this effect will last until the end of the round now before they actually roll these dice we need to look at the special ability for rowan it says the beast within and whenever they cast a green wild spell onto any hero they also gain a plus one token and they can put it onto any row of their choice in this case they are targeting a hero that is themselves so they can place a plus one token onto any row and they'll put it up here now they can gain the effect of bear form which lets them roll two more red dice and as you can see their hit pool now has four total hits so they don't even need to spend any plus ones because the minion on rowan's tile only has four health to be defeated now this is a melee attack roll and when you target with a melee attack it has to go onto the tile where that character currently is so

rowan will spend four hits on this tile in order to defeat that cuddle hound and this will go into the hero stash at this point rowan has finished both of her actions but she could still take free actions and at this point she wants to do a looting free action now as you can see rowan is on the same tile as treasure and you can do a looting action as long as there are treasure cards on a tile and as long as there are no minions on that tile there are no minions over here so rowan can for free loot every single treasure from this tile and then these will all be placed into the hero stash to be revealed later on in the round after looting rowan decides to do another free action in this case they are going to scout there is one open hallway from the region where they are at so now we can draw the bottom card from the tile stack and this one is going to be placed over here we could do like this and uh yeah that's actually the only way it'll go we could rotate it i suppose obviously if we went like that then that wall would break the hallway continuity this point there are no other spots that need to be scouted and since at least one of the scouted tiles has an event icon we now need to perform the next event card on the event deck so we can draw the card and again we put this onto the first tile that was revealed that has that event icon so we'll put it over here and then we can read the text it says that rowan bear bounds into the cigar scent which trails behind the retreating imp oh you poor idiots followed me he calls down the hall well what's a few more ants in the hill right ha welcome to the mad house

he laughs and a starling demon hound is hoofed into the torchlight we once again have icons on this event that is going to put a single treasure onto this card and then here we can see two of these trump minion icons the first does not have any other descriptors so we are going to draw one and put it onto this spot but then the second one says four plus now that means you will only put a second jump minion onto this tile if there are four or more heroes currently playing and remember we currently have two heroes so only one chump minion will be placed rowan's turn is done and at this point every hero has now taken their turn which means it's now time to move into the hero level up step the first thing all heroes have to do is check to see if they have a level up step ability rowan over here has student of the wild and that says they can draw one green wild spell at the start of the game and during each level up step so they're going to draw this card here and then for william it says they may draw two red mortality spells at the start of the game and during each of their level up steps so they are going to draw two of these red mortality spells all of these spells can go into the heroes areas and if at this point they have more than six spells in their hand they must discard it down to six the next thing we do for the level up step is take all of the treasure cards that are currently over here at the hero loot stash and we then reveal them and we can discuss together which if any heroes are going to actually take these treasure items let's focus back over here and as you can see every hero has three slots for treasure underneath now these slots are color coded

the red is for offensive treasures the yellow are for defensive treasures and the tlr4 item-based treasures as you can see we got an item and an offensive treasure and now we can give these to both heroes if we want to or we could also not use either of them well let's take a closer look at these two items the first one is the wand of firebolt and as an offensive item this is going to add one yellow die roll to all of the magic and ranged attack rolls that that player does so if we put this over here for instance we could tuck it under the board and now all of william's ranged and magic attack rolls will be better and considering those are two of their focuses it might be a good idea to give them that treasure the other treasure that we have is an item this one says book of life hacks down below it says the first plus one token that is gained on an attack roll costs just one hit instead of the normal two now we could give this to rowan or william and while this does seem quite good i think let's actually not equip equipped on either because instead we will gain a bounty benefit which i will talk about very soon now i do want to point out that each of these slots can only take one treasure but during this part of the round heroes can trade any treasures they have amongst each other they could return them to the stash and they could also equip new treasures from the stash or they could just clear out all of their treasure if they ended up prioritizing the bounty on those treasures so this will go back into the hero loot stash and before we move on we do need to pass the initiative token clockwise to the next hero now it's time for us to gain the bounty of everything that's

currently in our hero loot stash as you can see in the top left corner there is a bounty number and we are going to take that amount of bounty from the supply and that is going to be placed onto the heroes horde now we will not gain benefits for the heroes horde until the end of this scenario and bounty will accrue on the heroes horde as the scenario continues next up each hero is going to gain experience equal to the amount associated with the overall bounty amount that we have here this shows three bounty so we can look to the hero loot stash card and that has a three underneath which means every hero will take three experience points tokens and they can freely spend them or save them at this point now there are four different ways that heroes can spend their experience and the first involves spending one experience to add a white attack die upgrade onto one of their attack roll rows this token could go onto any empty spot so for example wellingham could place it up there and now they have the ability to do melee attack rolls although it wouldn't be very effective considering they would just roll one white die but still that's something they could work towards now i think in this case william is going to place this down here so that they roll a white die when they do magic attack rolls and now the second thing that heroes can spend their experience on is by spending one experience they could upgrade a white icon or token into a yellow one i think wellium does want to do this so that means they will now remove this token and they can place a yellow one right over there now the third thing that heroes can spend their experience on is upgrading a yellow token or icon into a red one

i think let's have wellium do that so they will spend this one experience and now they could flip this token over to the red or they could just cover up the pre-printed icon with the red those are effectively the same thing so wellium has been to all three of their experience and over here rowan does have three now the fourth thing that heroes can spend their experience on is upgrading the number of actions they can take on a turn this always costs three experience but in the tutorial scenario we're not actually allowed to do that so let's not worry about that for now now i think in this case what rowan wants to do is roll lots of dice so they are going to spend all three of their experience placing these white attack die icons down and they'll put two up onto the melee row and they'll put one down onto their magic row now once again heroes do not need to spend all of their experience they could hold some of it for future level up steps but at this point i think both of the heroes wanted to spend all of it the final part of the hero level up step involves discarding everything from the hero loot stash into face face-up discard piles near their stacks all right we've now finished the first hero round of the game so now we can move into the first villain round now the villain round is where the villain if there is one conjures spells as well as minions and the lead hero is going to be the one to actually perform these steps now in the tutorial there is no villain and that means no spells or minions will be conjured in the standard way now the tutorial does want to explain how spawning of minions works so that means one minion is going to be automatically spawned once again in the standard rules of play

there are more steps to actually placing these out and those are not going to be covered in this tutorial so the tutorial automatically spawns this minion and now we have to place it down onto one of these region tiles now the way this works is the minions always get placed onto a portal and that is going to be this icon which shows up on some of the tiles and not others now this minion is going to be spawned onto the portal that is closest to the hero that has the least health currently william has 14 health and rowan has 16. so as you can see this is going to spawn over here at that portal because this is closest to wellium at this point it's time to talk about what would have happened if there were multiple equal options for where this minion could go now in this case we would use the golden rule of the game which is explained up here and the way that goes is you have to say i prefer my nearest enemy who is farthest north and then farthest east now in this case obviously the enemy of a minion would be a hero so that means the minion would be placed according to this golden rule at this point conjuring is done so it's now time to move into the minion step of the villain round now at this point every single minion that's currently out here on the map will activate and the order which they activate will be according to the golden rule that means the northmost minion will activate first and if there is a tie for that then the east-most of those villains will activate first if that selected minion is in a stack of minions then you activate the top one first and then proceed down the stack now there is a process for each minion's activation and that is also printed up

here at the top of the board as you can see the first thing that it does is spend actions moving and it does so until they get their target within range of their primary power action so let's focus over here and obviously the first minion to activate will be that one because it is the north most one and there is no tie for east most now let's focus on this card in the bottom left corner we can see a number of actions that this minion can spend and as i said the first thing they do is move until they get their target within range of their power attack for the cuddle hound the power attack is melee because it has that little star icon and the target for a minion is going to be the enemy of that minion that is closest and if there is a tie then we use the golden rule of the enemy that is the northernmost then the east most of those tide options obviously william is on the same tile as the cuddle hound so they are the closest and that also means that the cuddle hound does not need to spend any actions moving because they are already within range of their power attack after potentially spending actions moving if the minion is within range of their target with their power attack then they will now spend an action to roll for that attack in this case the cuddle hound is within melee range of william so they are going to roll a red yellow and white die now that did five hits overall which means wellium is going to take five damage this is done by moving the sliders so they go from 14 down to nine health at this point the cuddle hound has used one of their three actions and just like heroes the minions can never perform the same attack role twice within a given turn now the next thing the minion tries to

do is spend actions to move into range to use their secondary attack role if they have one but as you can see the cuddle hound has only one attack roll the secondary would be over here but there are no icons there so this cuddle hound is done with their turn because they have no way to spend their other actions now every minion does have to be activated and the next one is this one over here it has three actions and it has a melee attack role as its power attack and there are no targets on this spot so it is going to move its target is going to be rowan since they are the closest enemy to that minion and it will spend one action to move on to the spot and then a second action to perform a power attack in this case rolling a red yellow and white die against rowan now that went a lot better for the heroes that only did two damage to rowan so they go down to 14 health and now that minion is done with return they have one action left but no way to effectively use it the minions are done and now i'd like to briefly talk about the defender token if we had a situation where there were multiple heroes on the same tile and the minions entered to attack then all of the heroes would decide which of the heroes on that tile would be the defender so we could do something like this and then the hero with that defender token would be the focus of all of the attacks for the rest of this villain round or until that hero died all right it's now time to move on to the villain level up step now if we had a villain then they would use this villain loot stash card over here and the villain would gain benefits for every hero that they had been able to defeat over the course of that round in particular the villain would gain three bounty for each defeated hero

and then that hero would be returned to the base camp location for that scenario with all of their health returned and any negative effects removed now in the tutorial we don't have a villain so we can skip all of that and move right on to the approach of doom track what we have to do is move the pawn one day forward and then we can read the text on this spot it says if no heroes have been defeated up to this point in the game the villain would gain two extra experience but again in this tutorial there is no villain so we don't have to worry about that experience now what we have to do is read the day one entry from the campaign book for this scenario oh this will be good you hear the giddy imp say in the distance you quickly ponder who it will be good for and you are just arriving at the conclusion that it won't be you when the walls explode the blast deals 5 aoe damage to every region on the map now aoe means area of effect and this means the damage is dealt to everyone on the affected regions whether they be friend or foe so rowan will take five damage bringing them down to nine health william will take five damage bringing them down to 4 health and then all of the minions will also take 5 damage as you can see each of the minions takes 5 damage to be defeated so that means this blast has actually defeated both of these and even though we weren't the ones to defeat them these will still go into the hero loot stash alright the villain round is done so it's now time to kick off the second hero round of the game and rowan is the lead hero since they have the initiative marker they are going to choose charge which means they will go first and for their first action they want to do a power surge action now you can only do one power surge

action per turn and the way this works is that hero is going to draw up to two cards and they can be taken in any combination from the available spell decks as well as feet card decks now in the tutorial there are no feet cards but we do have the green and red spell decks and in this case rowan is going to use this power surge to draw one green and one red card it's worth noting you are not allowed to look at any of these cards until you have drawn all of them at this point rowan has one action left and filled with primal rage they've decided to blitz blindly into the darkness and they're going to use this action to move so they're going to go from this spot onto that region right there now they are currently in the middle of their move action but at this moment they have decided to pause in order to do a free loot action this does not disrupt the move overall so they can continue moving afterwards and when they do the loot action they can take this undefended treasure and put it onto the hero loot stash after that rowan is going to do a free scouting action and again they could continue on with their move after this scout action as long as they do not reveal any events if they do reveal an event then that will end this movement so rowan is going to scout and there is indeed one empty edge to this tile and that is this edge here as you can see it's next to this border and there is an arrow there which shows that it actually wraps around to this location up at the top so by scouting rowan is going to place a tile onto this spot here and it's worth noting that the border also wraps from the left to right and

right back to left so they'll draw the bottom tile from the labyrinth deck and this has to be placed so that one of these edges matches up with the other one that wraps around so we'll put it like this now that tile does indeed have an event that means rowan is going to not be able to move anymore on this turn and we now have to read the next event in the stack we can draw that from the pile and place it right on top of this tile how's the labyrinth treating you calls the imps raspy voice from just ahead you might say we have an arrangement rowan hears a click and then the ground beneath them gives away as they grab onto a ledge to stop from falling now the scouting hero who is rowan must do a test melee three if they fail they are going to suffer three damage the way this works is the testing hero is going to roll all of their dice associated with the test and if they meet or exceed the test value then they'll be fine so rowan can roll all of these for melee they are quite well equipped for this test and they got four hits now this was a test of melee three and because they got three or more hits that means they passed the test and they do not suffer the three damage from that event that has finished the event and it's now time for william's turn they've decided to use their first out of two actions to move so they can go one two three onto this newly scouted tile after that william wants to do a free scouting action so that means a tile is going to be placed here since that is the only open edge now as you can see this tile has four open edges and what that means is this is not a

legal placement because that open edge is running into a wall so this tile needs to be placed back on top of the labyrinth deck and then the next tile will be drawn to see if that one fits now it looks like this one will we could place it like this or we could flip it over and place it like that and i figure we'll go with this orientation now that tile does have an event so we can draw the top card and in fact this is a multi-card event we can see 4a and 4b so we are going to start by reading 4a wellium hears a chunk sound and then up ahead a massive bull made of fire and stones releases a painstaking roar as a bear trap shuts on its leg around the bend the imp cackles hearing his trap head caused some mayhem at this point william has a choice now when given a choice on an event we have to stop reading and then make that choice before reading on although in this tutorial the choice has been made for us as you can see below we could either free the beast from the trap or we could potentially leave the beast and pursue the imp but in the tutorial that is not an option so let's now free the beast from the trap so let's move on and it says that william is a sworn member of the order without borders hawkmoor's top squad of do-gooders and a generally helpful folk the first page of their handbook clearly states you be nice now he slows his pursuit and chooses a to help the beast in need now we have to do is draw tutorial event b and read it so let's take a look at that one it says option a was selected and we can see that this is a majestic fireball from the astral reef whatever hellish heat vortex conjured it here is a mystery wellingham frees the molten beast and it

follows him with gratitude at this point we can place an elemental sidekick standee into williams region and then we will set a mini health die next to it with a value of five that means this elemental bull has five health total after that william can put this elemental sidekick card in front of them and as you can see it shows some important statistics for that sidekick first of all it is going to take two actions and sidekicks always operate immediately after the turn of the hero who controls them now we can also see that the amount of health is explained with this x which matches the dye value and we can see down here that it has a power melee attack where they roll one red dye for each of their health so that means if this elemental was to attack it would roll five red dice which is a very powerful attack so william can place this over here to show that they are in control of that sidekick and it's worth noting each hero can only control one sidekick at a time if they want to control a new one they could optionally disband the old one to then gain control of the new one alright that event is done at this point william has one action left and they are desperate to not lose sight of the retreating enemies so they are going to use that action to once again move with this in mind they are going to move on to this region tile and then they are going to scout again so we can draw the bottom tile from the labyrinth deck and that will fit like this or we could go like that if we want and i think we'll go with this orientation william has used one of their movements so they could potentially move two more times however there is an event icon here so their movement is done and now we can draw the next event from the stack

and in this case that's the final event of the tutorial scenario so let's focus on the card wheezing william catches up to ludwig's crew and yells give us back giuseppe you're mad enough to follow me down here ludwig and his gang roar with laughter good luck little man with that they break off down the hall and you can hear giuseppe's voice bouncing off the walls mamma mia wellingham then races down the hall but it transforms severing itself from ludwig and dumping our heroes into an empty room at this point we have to replace the scouted region l6 with the last tile from the labyrinth deck which is x1 so we can remove this and place x1 there at this point a lagging hound is left dutifully dragging a gigantic shield in its mouth when it notices it has been separated from the gang it drops the shield and snarls so we're instructed to place one chump minion down onto this region and now this event is done at this point william has used both of their actions which means their main turn is done but since they have a sidekick it is now time for their sidekick to take actions once again this elemental has two actions on it and the back side of this explains what we can and cannot spend actions doing with that sidekick when we focus in we can see that sidekicks cannot scout new regions or do power surge actions they also can't be healed and they cannot gain plus one tokens although there are certain spells and effects in the game that can increase health back for sidekicks now with sidekicks also are not considered heroes for the purposes of spells and effects and defeated sidekicks are returned to the box where they can be later summoned

they are not put into the villain loot stash once again this elemental has two actions so let's start by having it move it will go one two and then stop on this location because there is an enemy there now at this point i do want to briefly mention that wellium has this reactive spell that costs zero hits it says ghost walk and they could cast it during anyone's turn for them to gain evade and one more action and they could actually walk through walls but not scout now evade simply means that character can leave a region tile where there are enemies present william is not going to cast that reaction spell though and at this point the elemental is going to use their second action to attack in this case they are going to roll one red die for each of the elemental's health and considering the red dice do not have any blanks on them that means the minimum they could roll is five hits and it looks like they got one two three four five six seven eight hits now that is obviously enough to do the five damage needed to defeat this hound so that will go into the hero loot stash and remember the sidekicks cannot make plus ones so all of the excess hits in this case are not going to be used if there happened to be other minions on this stack underneath that other one then the extra hits could have been applied to those minions well we are done with the sidekick action and at this point in the tutorial we have actually reached the final card so let's go ahead and read that it says the raging bull gores that demon sending it flying off in a smoking trail as the heroes catch up they find an enormous shield that's been left behind glowing brightly at the elemental's feet and just like that ludwig's trail is cold pausing to catch his breath welling him

notices a crackling portal nearby which may just link back to hawkmoor this will make as good a spot as any to establish their base camp so we have located a base camp site and at this point we have also tracked down and eliminated all of the minions which means we have successfully completed this tutorial at this point it's now time to read the conclusion from the campaign book as you can see the narrative conclusion is shown on the left so feel free to pause the video and read through that if you like now at the end of it rowan is given a meal and we are then instructed to discover mini card number 60 which is called the grim dinner the way discovering works is we find the associated sideboard deck in this case the mini sideboard and then we find the card labeled 60 and as you can see that is this grim dinner with that 60 number in the top left corner now this is a treasure as you can see and it's an item type that says as you do level up steps you may heal plus to health now if you were to discover something in the middle of a scenario then this can be immediately equipped but if you get it at the end of a campaign it instead goes into the deck so this can be added into the treasure deck and it will stay there for the rest of the campaign where in future scenarios we might randomly bump into that item after that the conclusion tells us to discover cards 61-66 so we can continue to find those and then all of these treasures will also be added into the treasure deck where we might randomly bump into them when we discover treasure in future scenarios at this point the final thing we have to do is deal with the heroes horde we are going to take all of the minions

and treasures currently in the stash and we are going to add to that any treasures that are currently equipped by heroes then we are going to add up all of the bounty numbers on these and in this case that is five and then we will add that amount of bounty onto the heroes horde so as you can see we got to use this item during the scenario and then still gain the bounty at the end for the hero's hoard at this point we can count up all of the bounties in the horde and we have eight and then we can check this card to see what amount of supplies we gain if we have zero to 13 we will gain one supply if we had 13 up to 22 we would have gained two so in this case we will gain one supply and then we can bring out an order without borders base camp sheet we can write down the party's name and members and then we can use the supply in order to permanently give ourselves benefits that we will use for the rest of the campaign for example if we checked this off for one supply it would be a crude palisade and before each of the games every hero would get one experience to spend so as you proceed through the campaign and get more supplies you will be stronger and stronger at the start of each scenario giving you lots of different opportunities now you can save the supplies for the future if you want to or of course you can spend them immediately at this point the tutorial has come to a close and we would hypothetically be able to move right on to act one now in this overall tutorial i showed you most of the basics for the game but there are still significant mechanics like the uh villain spells as well as minion conjuring as well as a few other things that i

have not covered just yet and those will be explained in detail in a full playthrough video you can find a link to that playthrough in the description of this one and at this point the tutorial is officially over and i do hope that you've enjoyed learning how to play valor and villainy ludwig's labyrinth as always i'd like to thank everyone who's been supporting this channel including these producer-level patreon supporters if you too would like to directly support the channel in the creation of future videos like this one then please go to johngetsgames.com support also if you enjoyed this video please click the like button for it down below as well as the subscribe button for the channel thanks for watching

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