Nightmare Cathedral - Learn While Playing!
welcome to the junkets games tutorial for nightmare cathedral in this video i'll be teaching you the rules of the game as it's being played and i will be showing you the first couple of rounds and then i'll fast forward and show some rounds in the middle of the game as well now before i jump into that i would like to ask that if you enjoy this video that you please click the like button for it down below as well as the subscribe button for the channel in addition to that if you'd like to directly support the channel then you can learn how to do that by going to patreon.comgames there you'll find a bunch of ways you can get access to exclusive perks like watching my opinions episodes where i talk about my subjective opinions about all of the games that i'm playing you'll also gain access to some videos early and advertisement free now the last thing i'd like to ask is if while you were watching this video you see a turn where you think we should have done something differently or maybe just some part of this game really jumps out to you then please comment about it down below because i'd love to see that kind of feedback alright let's now jump into the game out here we have the game fully set up and ready to play for our three different players now before i start i would like to ask that you please turn on the klingon subtitles because i might make mistakes as i'm showing you the game and those will let me put corrections on the screen where you should be able to see them and i will also put corrections below this video in the top comment the other thing i'd like to mention is that today i am filming with a prototype version of the game that means the art components and potentially even some of the rules might be different in the final version so you should keep that in mind while you're watching this video well let's start things off with a brief overview of the game in it each player exists in this nightmarish dreamscape and what we are trying to do is exist here while also wielding the power of our dreams in order to dominate various parts of this realm now as we play through the game a nightmarish cathedral will be built in the middle of the playing area once it is completely constructed we will shift into the nightmare second stage of the game where these nightmares will actually enter the fray and then their powerful effects will allow various players to devour the followers of their opponents as well as potentially themselves in order to vie for points each time you play the game you will use two nightmares and you will select those from a wider variety and each nightmare's effects will vary so the combo that you have will definitely change how that game will play out now on each player's turn we will move our dreamer to a new action spot we will then perform the action of that location and then depending on where the other dreamers are our opponents will either conform to the action we went with or they will dissent against it but either way all players get to do something on all other players turns now each of these actions has an associated action card in front of us and as we play through the game we can actually upgrade these actions so that they become more powerful when we select those actions as well as when we conform or dissent on those actions when other players select them also on each player's turn we're going to try to play out dream cards which have specific conditions and if we match those conditions then we can play these out and get the points that are associated with them now we will continue to play the game until we either complete three rounds or until a certain number of followers are devoured once this nightmare cathedral is fully built and after that we score up the points and the player with the most points will be the winner now this was obviously a very high level overview of the game and i'll explain in detail how all of this works while we're playing it and on that note we can now start playing the game for this tutorial we are going to control the green player and now we're ready to start playing the game now let's begin by focusing up here because as you can see there is a track going around the outside of these different actions here now this is the turn tracker which shows us which turn we are at and after each player's turn this is going to move on to the next one of these spots now as you can see every one of these spots has a player color next to it and on the first spot it shows a green token that means we get to perform the first turn of the game and we will be the primary player for it once our turn is done this will shift over here and then the blue player will go after that this will go here and the red player will go and once this goes all the way around once we will slide this round of tracker down and once we complete three full rounds the game will end unless we've hit another endgame condition which i'll explain in detail later on now i'm sure you've noticed there are symbols on top of each of these spots and i'll explain why those are important very soon now as you can see we get to perform the first turn of the game so let's now go for it now as you can see every player has one dream or figure and at the start of the game we are all on the night action spaces in this action area there are five day spaces and three night spaces and what we have to do is move our dreamer onto a day action space that is not adjacent to the night action space we started on we chose to start over here and as you can see this is adjacent to both of those actions so that means we are not allowed to go to either of these but we can go to any of these instead now i think we want to go over here and this is associated with the maneuver action so let's focus over here because this is our player area now as i mentioned in the overview we have one of these action cards for each one of the five day action options and in this case we chose maneuver now these cards that tell us exactly what we will do for those actions and we can actually upgrade these cards as the game goes on during setup each player gained one upgrade and for us we got to the fortify upgrade so that means our fortify action is a little bit better than it was at the start and i'll explain how that works later on so let's focus on this card and as you can see it's split into three different chunks now this top one is for the active player when they perform this action and then conform and descent are for our opponents and i'll talk about how those work rather soon this means we can do this top part or for any of the day actions instead of doing what the card says we can simply draw two development cards we started the game with four of those cards and i don't think we need to draw more and i'll talk about them in more detail soon so let's perform this action it says we get to receive four movement points and then we can perform a conversion in our shapers area then we can resolve up to three conflicts now that is essentially three things happening so let's start with the top now each mp lets us move one of our followers or our shaper to an adjacent spot so let's focus back out on the board now there are a bunch of figures out here and each player has a bunch of followers which look like this we also have a single shaper which looks like that and then there are a bunch of shadows which are neutral units that all players will be fighting against now as i said we have up to 4 mp and that means we can move a follower to an adjacent spot or the shaper to an adjacent spot for each one of those well we started the game with some units over here so let's focus on the spot now i do think we want to move our shaper so let's go right over there and that used one of our mp and then for our second mp let's move this follower over there now for our third we have a new restriction because we can't actually move this follower out of that area because you can't remove followers from spaces that have opposing units in them so you can move in but you can't move out and that is where conflict is going to come into play and we'll talk about that very soon now at this point we have two mp left and i think let's move both of these up there all right we finished the first part of the maneuver and then it says we can perform a conversion in our shapers area we can see the shaper is right over here and the way a conversion works is we simply select an opposing unit so that could be a shadow or one of our opponent's followers and then we remove it and we put it back to the associated supply and then we put one of our own followers down into that spot so we've essentially converted that shadow into one of our followers all right the final thing that we get to do is resolve up to three conflicts now the way this works is we can select up to three areas on the board that have more than one player's units in them now that does include the shadows and when we focus out it looks like currently these are the only two areas that have multiple different players units in them if there was a situation like this where the purple player and the blue player both had followers over there we could actually instigate a conflict in this zone even though we are not part of it but of course that is not currently the case that means we could do a conflict here or here or both because remember we can trigger up to three conflicts now let's go ahead and start over here now we are fighting the neutral shadows so the way this works is we can now choose cards from our hand and then once we've selected all the cards we will reveal them and then we will reveal the top one of these conflict cards for the shadow and then we'll see what actually happens with this combat if we were fighting opponents instead then each player would play cards from their hand into that conflict to see how it resolves now i'll explain the details of player versus player conflict soon for now let's just talk about going against the shadows now what we have to do is select cards and we have to choose at least one and we can play at most one card per follower that we have in an area as well as per fort now we can place these into various zones and they can be stacked up on top and no matter how many are stacked on top of each other each of these is going to add one card into a conflict in that zone you can never have more than one fort in a zone so that means if it was like this we could play three cards but since this isn't here we can only play two now we started the game with four cards in our hand although one of them we always have in our hand it's called basic combat and it always comes back into our hand and that's good because again you must always select at least one card when you perform combat and you'll always have this one available in this case i think let's select these two development cards now during a conflict all we care about is the bottom part of the card you'll notice there is other stuff going on with these cards and that's because these are multi-use and i'll explain what the top parts can do for us later on for now though we're just going to select these two and reveal it to our opponents and now what we have to do is draw the top card from the conflict deck so let's draw the top card and see what it says now the first thing to point out is that there are a couple of rows this shows one shadow that's two and that is three and this will dictate the effect based off of the number of shadows that are in this conflict there will never be more than three shadows within one given area and in this case there is just one shadow over here so we can look over here and it looks like one defense icon is showing and one attack now down here we can see we played one defense icon and one attack and now we can resolve this simultaneously the way this works is every defense will absorb one attack and every attack that is not absorbed will eliminate one follower from the opposing forces damage can also eliminate levels of these forts at a one-to-one ratio but you only deal damage to the forts once all followers of that player are removed and again i'll talk more about conflict between players later on well we did one damage and the shadows absorbed it and they did one damage and we absorbed it so that means we don't actually remove any of these figures this means we can now move on to the resolution step the first thing we do for that is discard these cards although the basic combat is always going to come back into our hand and now we can check to see if we are victorious as you can see every conflict card has a victory and a defeat condition and again we only see these cards when we're fighting against the neutral shadows and we now have to figure out if we won in order to do that we need to talk about a fundamental idea in this game which is called dominating zones now in order to win we have to dominate this zone and the way we calculate domination is we first check to see if there are any forts in this zone if there is at least one fort then the player who controls that fort dominates the zone no matter what other units are in it obviously in this case though there is no fort so now we have to count up the number of units that are in this area now units are defined as player followers and shadows but not these shapers this does not count towards dominance at all so we can see that we have two units and the shadow has one and the player with a majority of units will dominate if there is a tie then in this case no one would be dominating and if there is ever a situation where there are no units then the shadows by definition are dominating now in this case we obviously have two to one so that means we are successfully dominating this zone that means we are victorious and again if we did not dominate this after we resolved this damage then we would have been defeated so we can read the text and perform what this says based off of the victory or defeat obviously in defeat that would have been bad we would have added two shadows to any single adjacent area but for the victory it says we may play one upgrade card or draw one card so let's focus back over here and we still have these three cards in our hand now the basic combat is just used in combat but what we could do is play this upgrade if we want to or we could draw a random development card and put that into our hand obviously we've lost a development card because we played it into combat but as you can see we do have this card that says upgrade and i think we should take this opportunity to do that now this says develop so what that means is we can upgrade our develop action we haven't even talked about this action just yet but when we do this upgrade we simply put it right on top and that means when we do perform the develop action either as a primary action or conforming or dissenting the effects will have potentially gotten better at this point there's one last thing for us to resolve and that is retreating once a conflict is done the losing player must retreat all of their units out of the space in this case the shadows were the losing player and when you retreat you have to go to a connected space that has either one or more of your presence in it or you are dominating it or it can be empty so the shadow has to retreat and we can see over here they do not have presence they are also not dominating it and it is also not empty so that is not a legal option but over here they are dominating it and it does have their presence so it matches either of those conditions now as you can see those are the only two options if this was a four player game however this blocking token wouldn't be there and there would be an entire other space down here as a movement option of course this is a three player game though so we're not playing with that space and now that the retreat is done the conflict has been fully resolved so let's come back to the action and remember we can resolve up to three conflicts and if there are conflict options we must perform them there's a conflict happening right up here it is two of our followers versus one shadow this means once again we can play two cards if we want to although we only have these two cards left in our hand now the basic combat is one we will always have but the other one is pretty good it deals two damage and as you can see there's just one shadow over here so i don't think it makes sense to commit this to this battle let's just go with one card and then we can reveal the top conflict card and we can see that that shadow is going to do one damage if there were two shadows it would do two damage which would be a bigger problem for us now in this case we will do one damage which eliminates this shadow and we simply remove it from the board and put it back into the supply but then that shadow also deals one damage to us that means this follower is going to be removed and it does not go back to our supply instead it goes down into limbo which is the bottom right hand corner of the board now followers in limbo can do some good things for us later on with the ritual track and again i'll explain how this works later on so for now we can simply leave this follower over here in limbo next up we can check over here and see that nothing has to retreat and then the final thing that we can do is resolve the victory condition because we were victorious again that's because we dominate this area obviously we have more followers than any of the opposing forces now the victory condition for this says we can produce up to two followers in any area that is empty or under our control and it's under our control if we dominate it now whenever we produce followers we simply take them from our supply over here or from limbo and we put it down into the appropriate location now as long as we have followers in our supply it does not make sense to remove any from limbo because they can be helpful down here so let's simply take two from our supply and we could put them down into any of these four spots because again that card said it had to be a spot that we control or that's empty now i think we actually want to go over here into this empty spot so that means we now control this spot and in fact we control four different areas on the board after that the second conflict is done and there would be a third conflict if there was an option for it but it looks like that's not the case so we've come to the end of our action and before we move on with our turn it's now time to talk about dream cards now we have two of these in our hand and these can be played whenever the associated text on them says in this case we have one that's called battle and it says it can be played anytime we have to play this as soon as we win a battle against the shadows and the other card that we have says it happens at the end of any player's turn and we can play this if we have at least nine followers on the map currently we have six followers on the map so this one isn't complete but this battle one is because we just won a battle against the shadows technically we won two battles against the shadows now that means we can place this into our dream discard pile it is going to be worth two points to us at the end of the game and you can see this cathedral icon right here well if we were playing the advanced version of the game then every time this symbol shows up on dream cards that are played would be the moment that we would place new tokens down here in order to build out the cathedral in the middle of the map for today's tutorial we are going to play with the standard mode though where the cathedral is going to be built out at the end of players turns and i'll explain how that works later on so that means we can simply ignore this icon but again if you're playing with the advanced rules the cathedral is only constructed when players are able to successfully play dream cards that have that icon on them fortunately many of these dream cards do have that icon well at this point in our turn after we finish our action we've now reached the dream step now i said that these cards can be played whenever they specify but at this point on every player's turn they can now discard as many dream cards as they want to and then they will draw back until they have two dream cards in their hand so let's focus over here and we currently have one card in our hand so we could discard this if we want to if we just don't think with something that we'll realistically be able to do and after we potentially do that we'll draw up we could of course just keep this and then draw one card as you can see there are three face up dream cards out here and if we took one of these we would immediately replace it so a new card would go out and then we could potentially take that one if we wanted to and we also could just draw blind from the top of the deck out of all these options i think i actually like this one which is associated with the ritual track so let's put that in our hand and i think we'll also keep this dream units one considering we have six units on the map we just need three more and that should hypothetically be something we can do relatively easily we'll just have to see if we actually make that happen after this we have to of course immediately refill the market and then the next thing that we have to do is check our development card hand limit if we had more than eight cards in our hand right now we would have to discard down until we had eight and remember this basic combat card counts as one of those in this case we only have two so obviously we are fine and at this moment if anything triggered at the end of our turn now would be the time that we did that but the only thing that we have for that is this card right here and again we don't actually have enough followers on the board in order to trigger it so let's now continue on with our turn now we are technically done with everything we are going to do as the primary player but each of our opponents also can do something on our turn we do this in a player order going clockwise around the board so that means the blue player now can either conform to the action that we chose or they could descend so let's focus over here to talk about the difference between those two options now in order to conform to an action you have to have your dreamer be adjacent to the day action that was just triggered as you can see the day action is right over here and that means the purple player is adjacent to it so they could conform to it if they want to but the blue player is not adjacent that means conforming is not an option for them and the only thing they can do is descent it's worth noting that once the purple player goes they could conform or they could still dissent from this if they feel like the descent action is something they would prefer to do again we do this in clockwise order so blue gets to make this decision but it isn't really a decision they can't conform so instead they'll perform the descent option now when a player conforms or descends they do this based off of the action that was triggered by the active player and they do this whether or not the active player actually activated it remember we could have just drawn two development cards instead of doing this but our opponents would still use this icon for the conform or descent action so blue will look over here at their maneuver card and where it says descent it says they get to draw one card that's pretty simple they just draw one development card and add that to their hand after that the purple player can conform or descend because they are adjacent to the day action that was activated so they will look at their maneuver card to make this decision again you look at your own personal one not the active players that means if they had an upgraded maneuver they would do the upgraded conform or descent option that is on it now we know how the descent works already but the purple player could conform instead and that would let them produce a total of two of their followers into areas under their control between these two options they've decided they're definitely going to conform so they will take up to two followers from their supply and then place these into areas they control now when they do this they're going to have to put one over here and one over there and the reason for that is because they have hit their unit limit the limit is listed on the fortify action as you can see it says unit limit three now that is the standard limit for the game and that means players are not allowed to have more than that number in a given space now there could be three units of the purple player three shadows three green and three blue all in the same area but no one unit group could have more than that limit because of that purple decided to split this produce conform action up and they are now at their limit in both of the areas that they control after all of our opponents have dissented or conformed it's now time to move our dreamer from the day action over to the associated night spot as you can see every one of these day actions has an arrow and from maneuver that's gonna send our dreamer right over here and there is no penalty or benefit for sharing a night action with any other dreamers what this does mean is the next time we are the active player and we go to choose a day action we won't be able to choose either one of these because they're adjacent to our knight action this means we will never be able to perform the same day action two turns in a row and that means we'll have to choose one of these three options once it's our turn again but it's going to be a little while until that happens at this point the final thing that we do is move the turn token clockwise so we now put it right over there and as you can see this shows the blue players token so that means the blue player will now be the active player and they must choose one of these three options after considering it they're gonna go right here and perform the development action when they focus on their development card it says they can play up to two development cards from their hand and a maximum of one of these can be an upgrade card after that they will draw one new card into their hand so they'll look at their hand and the first card they want to play is indeed an upgrade this is the upgrade for maneuver and that means they can cover up their other maneuver card with it now let's focus over here and see how it's different we obviously activated maneuver on our first turn like this that gives you four movement points and then you can move your shaper and then do one conversion and then resolve three conflicts for the conform you can produce up to two units and then for descent you draw one card when it comes to the upgrade we can see you get six movement points instead of four the conform action is also different this says you produce one into any area not necessarily one you control and then you draw a card so you actually produce one less unit but you're more flexible with where it goes and drawing cards is a good thing finally the descent action lets you draw two cards instead of one so all in all this is a pretty significant upgrade now their develop action lets them play up to two cards only one could be an upgrade and they have done the upgrade and now the other card they're going to play is this ploy as you can see that says they can perform up to two conversions in a single area adjacent to their shaper and then they have to resolve one conflict their shaper is right over here and there are two adjacent spots now between these two they've decided to target this area and remember the conversion is going to convert one unit into their type so they'll convert each of these shadows into their own follower type after that they do a conflict but there's currently no conflict out here because that conversion completely turned this zone from a shadow controlled area to their own control well they've played two cards and the final thing their action lets them do is draw one card so they'll take that from the deck and add it to their hand now they do have a couple of dream cards to consider but currently they can't play either of these and now it's time for their dream step that means they can discard one or both of these and then draw back until they have two after considering all of these they are going to discard one of them and then draw one from the top of the deck after this they don't have to discard any cards from their hand because they don't have more than eight and now it's time for the rest of us to go this happens in clockwise order so that means purple will go first they are adjacent to the main action so that means they can conform if they want and if they did they could play one development card from their hand but it could not be an upgrade if instead they dissented they would simply draw one card after looking at their hand they do want to play a card and it is going to be this ploy that says they receive two movement points and then they perform a conversion in their shapers area and then they resolve one conflict now they could use this to move their followers or their shaper and if they want to use this conversion they better move their shaper in this case they are going to do that they could go right over here with one move and then convert one of these and then move a follower if they want they could also go one two and then simply convert to this into one of their own and then not have any conflicts at all at the moment they've got a bunch of cards in their hand so they think conflict might be a good idea so yeah they will move one space over here uh they have one more movement point and with that they are going to move one of these out after that this shaper will convert this into one of their own units and then they resolve up to one conflict and there is conflict over here they have two of their units and there is one shadow and the two units means purple can play up to two cards from their hand they have decided to play two cards it's these they have their basic combat and another one now that is three damage so it seems they really want to make sure they eliminate that shadow and now they can draw the top conflict card there is one shadow so that is going to do one damage this means they probably way over committed here three damage is going to obviously not get absorbed at all that will easily defeat this shadow and then the shadow will do one damage back to them that means one of their followers will go down to limbo this development card will go away and the other one goes back into their hand and they dominate this area so they have been victorious that means we actually have to look at this conflict card once again the victory condition says they get to draw two cards well that's pretty simple they'll just take the top two development cards from the deck all right purple is done conforming to the blue players development action and that means it's now time for us to make our decision we are also next to this action so we can conform or descend and when we focus over here we did upgrade the development action so that means ours is more powerful if we dissented we would draw two cards instead of one and if we conformed we could play a card not an upgrade and that's actually the same between these two so the main upgrade here was with the descent part now we only have two cards in our hand so drawing two cards is somewhat attractive let's take a look at this effect though that says we could move up to three of our followers from any single area to any marked area and then resolve a conflict now we haven't talked about marked areas just yet and i think this is a good time to explain it earlier in the tutorial i noted that there are icons on the turn spots and these have to do with marking we can see right now we are in this turn and it has that icon and that means every space on the board with this icon next to it is a marked space so let's focus back out on the board and in this three player game there are four spaces for each one of the mark symbols for the symbol we are currently in it is these four spaces and remember this development card says we could move up to three of our followers from a single area to a marked space right now we don't have three followers in an area but we do have a couple that have two so that means we could simply remove them from one of our spaces and send them to a marked spot when we look around it looks like every single marked spot has multiple opposing units in them if any of them had just one then i think i'd be tempted to do this but let's just hold on to it i like the idea of potentially playing this into combat to get a couple of attacks and i don't see this as an amazing moment to actually move so let's go ahead and draw two cards into our hand and then that's going to finish our descent action well blue is done and their dreamer will head right over here to a rather popular night spot after that we can move the turn token over here that means this tombstone icon is going to be the marked icon for the round and now the purple player has to take their action they're over here so they must choose one of these three options and they've decided to go with a perform ritual action so let's focus over here and as you can see at the start of the game they began with an upgrade on their perform ritual action let's take a look at the basic version before we see what they do with the upgrade as you can see at the top there's a few things going on the first thing that it says is they can climb up on their ritual track they can climb one step into a gray or blue spot before or after they spend followers to go up the track we can see the next bullet point says they can spend their followers and units in limbo to climb up to the gray blue or red spots on the ritual track now effectively what this means is they can spend followers to do this as many times as they want and then once per action they will get a free jump onto a gray or blue spot with that in mind let's focus down here on the ritual track as you can see every player has two tokens over here and on every step of the track they are either gray blue or red way over here at the right side now the main part of this action involves moving your token forward on this track and then spending followers to pay for it as you can see there are these icons along the top and you have to spend a follower from an area that matches that specific icon in order to do that you could do this as many times as you want of course you'll just have to keep spending followers as that happens as you can see the first spot shows this tree icon and the purple player has three of their followers on a space that has that icon that means they could spend these to move to that spot and before we actually see that happen let's take a look once again at their upgrade card remember this is what they're performing and the only difference up here is the fact that they draw a card before they are able to get that free bump to a gray or blue spot and before they can spend their followers to go up to the gray blue or red so the upgrade essentially just gives them an extra card whereas they would not have had this otherwise now let's see them actually start to go up those tracks and they will start by spending two followers over here from the tree area for each of these followers they can move one of their tokens onto a spot that has that tree requirement so this follower will move that token forward and then that follower will move their other token forward now as you can see in order to move again they need to remove followers from this symbol or they could use their once per action free bump so they could just do that without removing any followers but they've decided they are going to remove followers for this now before they do that i do want to mention that these removed followers go directly back to your supply followers only go into limbo when they are lost during combat speaking of limbo i did mention that followers over here can be useful and that does have to do with going up this track as you can see you can spend three followers from limbo putting them back into your main supply and every time you do that you get to go forward once on this ritual track it does not matter what the icon requirements are when you do this so as you can see purple has one follower over here so they can't do this but if they got two more into limbo based off of suffering damaging conflict they could then use all of these to get a ritual track bump well as i mentioned before they do need to remove followers from this icon to go up again and they have a couple over here with that icon they've decided to remove both of these to move both of their tokens forward so they'll go like this and now in order to move either of these tokens forward again they need to spend a follower from each of these so it is two followers to go onto the spot one of each coming from these symbols when we look back at the board purple does have one follower with that symbol but they also need to remove one from this symbol and they don't have any over here that means that they don't have a way to actually do this but remember with this action whether it's upgraded or not they get one free bump up to gray or to blue and they can do that before or after spending followers in order to go up the tracks normally so they are done with this option and now they will get that free bump going up to the blue spot effectively saving them two followers they would have had to remove so they'll move this token over here and as you can see on each one of the blue spots there are action options they get to perform this the moment they move a token onto this and when there's a slash that means they have to choose one or the other icon now this icon right here would let them control a nightmare but the nightmares only come out onto the board once the second stage of the game has been triggered and i'll explain how that works later on for now though the nightmares do not exist because the cathedral has not yet been built this means their only option is that one and that just gives them three movement points these are optional but they've decided to use two of them they'll move this right over here and then they'll move their shaper over there they could move this one out as well if they wanted to and if they did that there would not be a conflict because again conflicts only happen when an action tells you to perform a conflict in this case though they feel like it's probably better to have this follower hang out back over here well at this point purple is done with the main action of the ritual and as you can see they got pretty far up here that was five total steps they advanced now i'm sure you're wondering why we're actually doing this now part of it is the action bonuses that we get but another part is victory points once the game is over when we focus in you'll see these victory point icons and at the end of the game you get points for how far these tokens have gone down if this one was here and that one was there this would be worth seven points to them and that one would be worth three so that would be ten points right there victory point totals at the end of the game are generally not super high and ten points would be significant so this is certainly something players are keeping in mind also you have a unit cap out there on the board so there is certainly something to be said for spending your units in order to gain advantages to then free up space to then produce more units into those spots at this point purple's done with their actions and they're going to keep their dream cards instead of discarding any to draw new ones they are also good with their development card hand size so now it's time for the rest of us to do something we are next in clockwise order and we are not adjacent to this action that means we cannot conform but we can dissent so let's focus on our card now i'm bummed we can't do the conform action because that'd be pretty nice climbing one step onto a gray spot on the ritual track would essentially save us one follower we have to remove later on from a specific spot we would absolutely do that if we could but again we are not next to that action this means we have to dissent and we'll simply draw one development card and add that into our hand and the same thing will happen for the blue player all right purple is now done with their turn and we can slide this forward and that means we are the active player once again now for our turn we have to choose one of these three options because again we cannot go to a spot that's adjacent to the night location where our dreamer currently is so we have to choose one of these three options and we did start the game with an upgraded fordify action so i think let's go for that next up let's focus over here and see how this works although we are going to start by looking at the standard fordify and then i'll talk about the details of our upgrade very soon now as you can see the first thing it says we can do is spend one or three of our followers from anywhere on the map in order to build one or two fort levels in areas under our control now you don't have to put the fort down into the spot where you remove the followers so we could remove these three like that and then put two four levels down over there if we wanted to now when we put the fort levels down we either put the first one down into an area or we stack them as you can see every player started with one ford on the board in one of the corners and actually this one is special it has this fortress token and that essentially means that the bottom most token in this fort can never be removed which also means players will always dominate that spot with their fortress no matter what happens during the game now each fort can never have more than three tokens on them so if a spot is already maxed out at three you cannot add a fourth so that's how it works if we haven't upgraded our action but now let's look at hours we can see the upgrade says we could spend zero or two of our followers to build one or two fort levels in any area under our control normally it's one or three and that definitely leaves us more flexible this means we could spend no followers and simply place one of these down but i figure while we are here we may as well spend some followers in order to place two four levels down in this case i think let's spend this follower and then let's go with one of these and then we could place these down as a double stack or we could split them up and i think splitting them up makes a little more sense let's actually go like this and like that now one reason we want forts is because anyone who has a fort in an area dominates it and another reason is because when we do the summon action forts are the main place where we will place new followers onto the board now i'll explain the details of the summon action soon and at this point we've finished our action actually before we move on there's one more thing i'd like to mention about why we want to have forts on the board and that has to do with endgame points once the game is over every one of our two level forts will get us one point and every one of our three level fours will give us two points so as you can see right now we are getting no points for our fourths and this is certainly a reason to stack our forts up in order to get those end game points but the end game is very far away from us right now so i think spreading out makes a little bit more sense at this point we could now discard dream cards if we want now this one wants us to have nine followers on the map and we currently only have four but with all of those forts i feel like we should be in a position to do a strong summon action at some point in the near-ish future so i think holding on to this is probably a good idea this ritual track wants us to climb at least four steps on the ritual track in one turn we did see the purple player went five steps on their turn but even going four can be somewhat tricky and i think let's go ahead and discard this and then pick up this one because this aligns a little bit better with what we're trying to do that says at the end of any player's turn if we have two or more level two forts we can cash this in for two points at the end of the game currently we don't have any level two forts but we have three level one forts so one more fortify action would let us make two if we wanted so i think this one is relatively close after that we have to refill the spot with a new one ooh and we could actually do that one right now of course we don't have the option of taking it but if this is still here on our next turn we might discard one of these to take us it's only one point but it says we need to have two upgrades and we already have two upgrades next up we can check our hand limit and we don't have more than eight so we're good and now it's time for our opponents to go blue is next in clockwise order and they are not adjacent to this so they can't conform instead they have to descend when we look at their fortify we can see the conform action would let them draw a card or play one upgrade but of course they are not conforming they are dissenting now this says they could spend two of their followers to build one fort level in an area under their control or they could draw a card out of these options blue has decided they want to spend the two followers to build one fort level they're going to spend these two right here and then the fort level has to go into an area that they dominate and they'll put it right over there after this purple is up and they must descent they are not adjacent to us in order to conform just like blue that means they could draw a card or spend the two of their followers to build a fort level but at the moment they only have two followers on the board and they've decided they don't want to spend these two so instead they will just draw one card well at this point our turn is coming to an end so we can move our dreamer onto the associated knight space but now before we actually complete our turn it's now time to start constructing the cathedral the way this works in the standard game is at the end of each player's turn we're going to place a new cathedral piece down but we don't do it on the first turn of each player obviously all of us have performed one turn and we are now finishing our second turn of the game so that means at this point we put one cathedral piece down and we will do this at the end of every player's turn until the cathedral is fully constructed remember this is the standard way to play if you use the advanced rules then you only place new pieces of the cathedral out every time someone plays a dream card that has that cathedral icon so at this point we can take the next cathedral piece which is this one right here and we can now add it onto the cathedral that's getting constructed in the middle of the board as you can see this side is smooth on both edges so it goes either there or there after this if there was an effect on the spot that we just removed a token from everyone would gain that effect in this case though this just means we only have the piece there in a three or four player game we can look out here though and see several of these effects once we remove this then every player will get to produce one follower in an area they control when we remove this one everyone will be able to move their shaper once after that this effect would let all of us move once into a grey spot on the ritual track then we have another produce action and another shaper action after that we have this one which lets every player place one neutral shadow token into any area of their choice after this we all once again gain a free ritual track bump into the gray spot and then after that we get to this very momentous icon when this piece is placed out that will be the moment that we take all of the stage two cards and shuffle those into the respective decks now you may have noticed on all of the dream development and conflict cards we've been playing so far there has been a stage 1 icon on the top and when we hit that stage 2 icon on the cathedral board that will be the moment that we take all of the stage 2 development cards and we shuffle these in with the deck of stage 1 development cards and then we'll start to see stage 1 and stage 2 cards come into play and these have more powerful effects overall in addition to this we will shuffle in stage two dream cards into the dream card deck and we'll actually shuffle the market up in that moment and then put out a new market then might have level one and two cards and then finally we actually remove the stage one conflict deck entirely and replace it with a stage two conflict deck that we will use for the rest of the game now once we have placed this down and do that action the cathedral won't be quite done yet there's still two more pieces and once the last piece is placed that will be the moment that the nightmares come out onto the board and we flip this board over and i'll explain how all of that works later on in the tutorial well our turn is now completely over so we can move the round track over and we can see the blue player now gets to perform their turn now they have these three options available to them because those are not adjacent to their night space and they want to perform the first summon action of the game so let's focus over here and they've actually upgraded their summon action so we'll talk about that upgrade very soon let's start by looking at the basic version now this says that each one of their forts are going to produce two of their followers and then every marked area will produce one of the appropriate unit remember marked areas are ones that have the icon of the current round and this actually would produce shadows in areas where the shadows are dominant and it will also produce units for their opponents if their opponents dominate any of the current marked area now of course the blue player is not performing this action they're doing the upgraded version it does everything we've seen so far but then has the added benefit of their shaper produces two of their followers wherever the shaper currently is as i said the first thing they do is produce up to two units in each area with a fort of theirs so they can put two units over here and then two units right over there after that every area with this marked icon will produce once and this will actually be pretty great for us down here we can see that icon so we get to produce once we also have this one up here so this is two units that we've made so far when it's not our turn there's also that icon over there so purple will produce once there and then finally that icon is down over here and that means blue will produce yet again in this corner remember all of us need to be within our unit limit although we actually have a better unit limit than our opponents i didn't mention this before but there is an added benefit for our fortify upgrade listed down here our base unit limit is still three but then one area is allowed to go up to a unit limit of four so that one area can change as the game is going and obviously at this moment we are not at the limit anywhere but we can certainly keep that in mind as the game goes on finally the blue player's last effect from the upgrade says they can produce two of their followers wherever their shaper is now unfortunately for the blue player their shaper is down here already and this area is at their unit limit so they are not able to fully maximize this summon action but they were still able to put five units down and even though they gave units to their opponents they felt like this was the right thing to do i do want to mention that if one of these marked areas was controlled by shadow figures or if it was empty then we would have produced one shadow into each of those areas blue is done with their action and now they can discard dream cards if they want they are going to do that in order to draw this stream card that we were eyeing after that we can reveal another one and then the blue player is going to immediately play that dream card once again it says they can play at any time and in order to play this one they have to have at least two upgrades and they do indeed have two upgrades so this is going to be one point for them at the end of the game after that they can check their hand limit and they are not over eight development cards and now it's time for the rest of us to go purple is adjacent to them so they can conform or dissent the purple player currently has the starting summon card and if they can form then one of their forts can produce twice while instead if they descent they can climb one gray step on the ritual track now purple is definitely tempted by that bonus down here because they could go even farther with their farthest forward ritual token but at the same time they only have three followers out on the board if they conformed they would produce two followers over here which they could then potentially move over there and they think right now it's probably better to get more followers out here instead of just pushing farther down on this ritual track so they are going to conform and then produce two followers at their only fort after that we can make the same decision so we could choose one of our forts to produce two followers or we could climb up on the ritual track and remember that in up to one area we have a unit limit of four with that in mind i think let's conform so that we can produce twice at one of our forts and i think i am tempted to just go over here if we were to produce later on then this would be full but at the same time we are currently next to the summon spot so we cannot actually activate summon until we go somewhere else like maneuver which would let us move these out before potentially summoning so i think we will utilize the fact that we can have a unit limit of up to four in one space well everyone has now performed their actions so now blue can move their dreamer over here and at the end of their turn it's time to put another piece of the nightmare cathedral out that is going to go right here and we have just uncovered that icon which lets everybody produce one follower into an area they control technically it's still the blue player's turn so they will place first they will produce into this area after that purple can produce and they have to go here or there they don't control this spot because they are tied with the shadows and they don't control this spot because remember their shaper doesn't have anything to do with control they've decided to place into this spot and then we can finish things off and i think we'll produce right over here alright blue is done with their turn so now it's time for purple to go now they have to select one of these three options and they've decided to maneuver this means they gain four movement points and then they can also perform a conversion in their shapers area before they then resolve up to three conflicts so they'll start with their movement points now they're actually going to send two of their followers over here into this area after that they still have two movement points left now they don't want to move their shaper and they can't move this follower because they can't leave an area that has any opposing units in it one thing they could do is move this follower into here but it looks like they're planning on using their shaper to convert one of the blue players followers into their own and that would put them at their unit limit of three so instead they're going to use their last two movement points to go here and there next up their shaper can convert one unit within its area so that means they will convert this blue follower into a purple follower after that purple now has three conflicts that they can perform and it looks like there are two spaces on the board that are ready for conflict they get to choose the order in which these happen and they're going to start with doing a conflict right over here now this is going to be between the purple player and the blue player so let's focus in over here and as you can see the purple player has three followers and blue has two but blue is also the one who's in control of the region because they have a fort if there is a fort in a region that establishes dominance for that player no matter how many units are in there for example if it was like this then blue would still be in control of this region now the way we do combat is the player who is not in control of the region in that combat first has to decide which and how many cards to play again you can play one card per follower so that means purple can play up to three cards into this combat after that the player who controls the area can choose cards and they can play one card per follower and one card per fort in that region remember there can only ever be one fort and it does not matter how many pieces are on top of it you can only play one card for it this means purple can play up to three cards and blue can also play up to three cards and purple will have to choose the number of cards they want to play before the blue player makes that decision now i do want to point out that if there is a conflict between players in a region that no one controls then the player who decided to start that conflict will be the one who decides who will be the first to play cards and who will be the second now purple has a whole bunch of cards in their hand and they've decided to put three cards towards this combat now blue gets to decide and they can also play up to three cards and it looks like they have decided to do that now these cards can be flipped over along with the cards that purple decided to play and it looks like purple is doing one two three four damage and they have two defense to absorb damage that three damage card right there is pretty effective we can see up here the effect if they had played it as a development card would have let them move their dreamer to any night space so actually if you use this you can potentially activate the same action multiple times in a row but it looks like they decided to use this for the damage over here we can see the blue player played these three cards that one blocks one damage and it looks like they're doing four so that is four damage coming in and 2 is absorbed towards purple so that means 2 damage make it through and both of these will be defeated and they'll be sent to limbo at the same time purple is doing 4 damage and the blue player was only able to block one of that this means three damage will be dealt to blue and damage always hits followers before they hit forts so the first damage will send this follower to limbo and the second damage will send that follower to limbo and then there is still one damage left to deal and that is going to destroy this fort every fort piece can absorb up to one damage total and in this case it looks like purple was able to wipe blue out entirely from this area at this point all of the non-basic attack cards will go to the discard pile it looks like these all go and then there is a basic combat over here so that goes back to the blue player after that we now have to figure out who the victor is remember that is going to be the player who controls this area and if this had not been defeated then blue would still control it but obviously it was we can see that purple is certainly in control of this area after the conflict because they actually happen to be the only ones there remember if they had a couple of followers and there were still opposing pieces from the player who was just fought then these opposing pieces would have to retreat to an area that was empty or had presence for that player or that player dominated obviously that is not the case though which means this conflict right here is coming to a close now before anything else happens purple actually plays both of their dream cards this one right here is called battle and it says it can be played at any time after winning a battle against an opponent they just did that so that is going to be worth two points to them and then the other one is called units that says it can be activated at any time and they have to have at least three followers in limbo well purple has exactly three followers in limbo at the moment so they can complete this dream card as well and that is worth one point to them at the end of the game since they have three followers in limbo that also means they could discard all of these back to their own supply the next time they do a ritual action in order to move either of their tokens up one space well at this point purple has completed one of those conflicts and there are still up to two to happen now the only other spot that can have a conflict right now is this area right over here there's one shadow and one purple follower that means purple can only play one card and they must play one card into this conflict and after looking at their cards they've decided to just go with their basic combat this is not terribly strong for the situation but it seems maybe they used all their good cards in this big conflict over here either way we can now draw a conflict card for the shadows and it looks like they are going to absorb one damage and then deal one damage and that means that the shadows won't take any damage but one damage will come back and send this purple follower into limbo well that didn't go too great for purple but i think the main focus of this turn was to take over this area the basic combat will go back into the purple player's hand and then the defeat effect for this conflict card will happen that says that purple has to add up to three shadows into the conflict area well that's right over here there's already one shadow there though so they can only add up to two after doing that this area is at its unit limit for the shadow but remember every single player and the shadows can have up to their unit limit within that one given area well at this point purple has one more conflict to use but it doesn't look like there's anywhere to do it so that means their main action has come to a close this means it's time for their dream step and they don't have any dream cards which means they have to draw up to two of them now they can draw from any of these three here and they're kind of wishing they had this one in their hand earlier in this round that would give them two points if they initiate at least two battles within one turn although they're not really complaining considering they did complete two dreams on this turn already after considering it they are going to take this one that will give them one point at the end of any player's turn where the purple player's shaper is within their opponent's fortress remember the fortress is the fort that has this ring around it now purple's shaper is just two spaces away from the blue player's fortress so they figure this might be some relatively easy points for themselves after that a new one will be revealed immediately and then they're just gonna take a random one from the top of the deck next up purple does not have to discard any cards because they don't have more than eight and now it's time for us to take our either dissenting or conforming action we are adjacent to this action so we can do either of those which means we can produce a total of two followers into areas under our control or we can draw one card in this case i think let's produce up to two followers and let's place them right over there and now we have a ton of followers out here on the board remember one thing that we are trying to do is to have nine followers on the map at the end of any player's turn and there are four five six seven eight nine ten eleven that means we actually had nine on the board before we even did this so we can certainly use this as purple ends their turn i'm getting a little bit ahead of myself though it's now time for blue to descent they cannot conform because they are not adjacent to this action dissenting for blue is going to let them draw two cards because they did upgrade their maneuver so they will draw two cards from the top of the deck and now purple's turn is coming to a close and now is also the time for us to play this card we can reveal it to all of our opponents we can show that we have at least nine of our followers on the map and that is worth one point to us at the end of the game now we don't actually draw a new dream card until the dream step of our next turn so that means we're going to go into our next turn with just one dream card available to us now there is one more thing to happen before we move on to the next turn and that is that we have to add a new piece into the cathedral that is going to be this corner piece right here we can add it onto that spot and then the effect over there says that every player can move their shaper once we'll start with purple and they're going to head right over here it looks like they are going to try and get over here to the blue players fortress in order to play that dream card that they just picked up they do have to move the shaper over one more time but that doesn't seem like a terribly hard thing for them to do after that we can move our shaper and i think we'll go right over here being able to convert in this area could be pretty good for us considering this is a spot that has that crescent moon and removing followers from that type of area will become necessary pretty soon at least as long as we want to actually move down this ritual track as you can see that moon symbol is on the second spot lastly the blue player can move their shaper and they'll move it right over here well at this point we can move on and the next turn is going to be hours now what we're actually going to do in this moment is fast forward through the game until the nightmare cathedral is fully completed remember once we take this piece off right here that is going to bring in the level 2 cards into the various decks and once every single one of these pieces are placed out here the nightmares will enter the fray so let's fast forward until this cathedral is fully built well there it is the nightmare cathedral has just completed its construction when this happens there are two important things that are going to change to the overall gameplay the first is that this board over here will be flipped over and on the back side of this is where we are going to place devoured units now you may be wondering how units get devoured and that can happen through development cards conflict cards as well as the nightmares that are now going to come into play these are summoned by the completed cathedral and each time you play the game you will choose two different nightmares you will then take their miniatures and place them right here next to the cathedral and you will also take the cards for those in this case i printed these out because this is a prototype and then the cards tell you the specifics of what those nightmares do now these act a lot like shapers in that once they move on to spots they are not constrained by other units and they also do not affect control of regions and these are effectively neutral units that players will have multiple ways to control moving around the board and devouring tons of units now again these start right over here and the first time we move them they go onto an adjacent area and then they will not enter the cathedral space for the rest of the game well i think this is a good time to look at the specifics of the nightmares that just entered play this one right over here says that when you command it you can then move that nightmare up to one space then you must devour up to three units in the current area and if you devoured any followers then you get to climb one gray or blue step on the ritual track if you devoured any shadows then you build one fort level for each of the shadows so that means as we command this nightmare right here we will also be able to go up on that ritual track and as we devour these units we put them over here onto this board now that is going to be our followers and it will also be shadows that are devoured and in general things that become devoured are never removed from this board let's move on and see what the other nightmare does it says when you command them you move it exactly three times you must devour one unit or place one of your followers per area you move through or stop on if you devoured more units than you placed then you must discard two cards if you placed more units than you devoured then you may draw one card so this one gives you a bit of flexibility with how much you are devouring and of course you might have to pay cards for that or you might gain cards from this effect now i'm sure at this point you're wondering how can we actually perform these command effects well the level two cards are in the game and if we look at our hand of development cards we have one right here that will give us just such effect this says we can devour one unit which means we put it right over there and then we can command one nightmare now this has an alternate option that says or we may discard this card whenever we climb up on the ritual track and if we do this card counts as if we removed a follower from this specific symbol so as you can see these level two developments are certainly different from the level one developments that we've seen and there are other ways that we can command nightmares for example it could show up on conflict cards this is a level two conflict and as a victory condition it says one of your forts produces once and then you can command one nightmare now it's important to note you are never allowed to command the same nightmare more than once on a turn but you might be able to command both of these nightmares within a turn depending on the number of effects you get to activate remember there are also options over here on the ritual track that give you the ability to command a nightmare when you move your token on top of it as long of course as those nightmares are actually spawned on the board well at this point it's currently the purple player's turn and they have decided to perform a ritual the first thing they get to do is draw a card from the top of the deck and remember the vast majority of the cards in this deck are the level 2 developments since we shuffled those in after that they can now spend followers to climb up on the ritual track and before or after they do that they could get one free climb into a gray or blue spot well let's focus out and it looks like the first thing they're going to do is actually play one of these cards from their hand it says they may discard this card when they are climbing up the ritual track in order to gain one of this symbol they could have saved this to command a nightmare when they were playing cards but they decided they wanted to use this right now now they will use this to go up once right there and then they will spend this follower from that tree icon and that will move them up again it looks like they don't have any more of those icons on their cards but what they do have is limbo they actually have five of their followers in limbo and they could spend three of these sending these back over to their supply in order to advance once they will do that in order to get right over here and they're just one other follower in limbo away from being able to do that again but they're sure they'll do another ritual action before the game ends at this point they are done spending their followers and they have not used their free bump up to gray or blue yet so they will use that to go right here now this lets them either build one level of a fort or they could command a nightmare and that is definitely what they are going to do after considering their options they are going to command this nightmare right here now once again that says they can move up to one space and then they must devour up to three units from that space now if they devour any enemy followers they can climb one gray or blue step on the ritual track and if they devour any shadows then they build one four level for each shadow now this might seem a little strange considering they gain a benefit for devouring their opponents but not themselves the reason for that is because when the game is over players will gain points for the devoured followers they have and the more of your followers that are devoured the more likely you are to get the most points now that's why this effect gives an incentive for the purple player to devour their opponent's units because of course opposing units being in here is not a bad thing for those opponents now it is true that followers over here will stay there unless some special action removes them and that means as we go deeper into the latter parts of the game players will have less and less followers to actually put out onto the board and vie for spots in order to actually use them to go up the ritual track so purple activates this nightmare and it must move one space and they've decided to go right over here then it is going to devour up to three units on this location and they've decided to have it devour one of hours and then they'll have it devour two shadows once again if they devoured at least one of their opponent's followers then they get to go up one gray or blue spot on the ritual track and then they also gain one fort for each shadow they devoured now it's important to note these shadows are also going to make it harder for us to get points for our devoured followers at the end of the game and i'll explain how that works soon now this means purple will go up one spot on the ritual track and they will gain two four levels they've decided to add a second fort level to each one of these and then they'll go up one step right here on that ritual track so as you can see using these nightmares can give you really powerful effects just getting two fort levels alone was pretty huge for the purple player well at this point purple is done with that action and now it's time for conforming or dissenting unfortunately for us we cannot conform because we're too far away but we can descend and that will simply let us draw one card from the top of the deck and this is a level two card that would let us devour one shadow to produce two of our followers in an area adjacent to our shaper so as you can see sometimes you can devour units even when you're not controlling nightmares blue is next and they are also going to dissent and that will let them draw one card well at this point purple is done with their turn and now it's time for us to go now as you can see we have these three options available to us and i think we also want to perform a ritual now up to this point we have not actually upgraded our perform ritual card just yet so we will do a standard action but before we actually do that i'd like to show you the upgrade it's in our hand and in the future i'm hoping to get this played out so that we can use it because as you'll see it is quite a bit more powerful now this would let us climb one gray step on the ritual track and we do that first then we could spend our followers and units from limbo as normal and then after that we can climb one gray or blue step on the ritual track normally we only get one bonus move and this one essentially gives us an extra gray move in addition to that the conform here says we can devour one unit to climb one grey step on the ritual track and then produce two which is quite a bit stronger than this one which just lets us climb up one grey step on the ritual track also the descent would let us draw two cards so all in all this is better and you'll notice this is worth victory points no matter if you cover these up with more as you go through the game you'll always take all these out and score the points for the ones that you play so this is an amazing card and certainly one we try to get played later on in the game as it stands however we're going to perform this one and let's start by using our free gray or blue advancement this lets us go right up here and then we can build a level fort or we could command a nightmare and i think we should certainly command a nightmare in particular let's command this one now that means we have to move that nightmare exactly three times and every time we move we have to either devour one unit from that space or place one of our own followers into that area now we do have to keep in mind that if we devoured more units than we placed we have to discard two cards from our hand and if we placed more units then we devoured then we'll draw one card now that nightmare is right over here and we are going to use this to combo in order to do a better ritual right now in order to move this token farther we are going to hit a roadblock right here with that tree symbol currently we don't have any of our followers on symbols like that on the board and we also don't have any of that symbol on cards in our hand and we only have two followers in limbo we would need three to advance on that space so let's use this nightmare to put one of our followers here so we can then use that follower to advance this other one now that means we want to head in this direction and i think we'll start by going right over here when we land on this spot we will devour ourselves because again there is a lot of points to be made by having devoured units and we already have a fort over here so maybe we could get a summon going in order to get some more units over there or maybe this will just go badly and the shadows might hurt our fort but either way i think we'll be a little bit self-centered right now and devour that unit now we have to move two more times so we'll move here and remember with this specific nightmare every time we go into a new spot we either devour or we can add a follower now we don't actually have a choice over here but even if there were things to devour we could add a follower and we are certainly going to add a follower right over there now we have to move one more time and we will head over there and then devour this follower right here so we finished the three moves and we devoured it twice and only placed once now this means we have the penalty of having to discard two cards from our hand so we can look at our hand and we have a couple of these level one cards in our hand still and i'm okay with getting rid of those we already have a fortify and i think we could wait for a better maneuver upgrade so we'll simply discard both of these and keep the rest of these in our hand for the future oh we actually have an upgraded maneuver in our hand already i didn't even see it that is worth one point at the end of the game if we get it played and this one would let us receive five movement points and then we could command a nightmare when we're doing a maneuver then we can perform up to two conversions within our shapers area and then resolve three conflicts uh looking down here the descent ability would let us also devour a unit to produce in a total of three areas under our control that is a very powerful maneuver especially when you compare it to the basic maneuver which simply gives us four movement points and then lets us do one conversion so we definitely want to get this one played at some point in the future as well i think all right we finished controlling this nightmare but we are far from done with our turn remember we've only just used our one free bump up on this track and now we can spend followers from these areas to continue to move up these tracks now what i want to do is command the other nightmare on this turn and in order to do that we'll have to get this token all the way over to here now i think we can't do that and the first thing that we have to do is get this gravestone symbol now we have one of those in our hand we could spend this if we want to but i kind of like the idea of holding on to this to play in the future with a development action to just take command of a nightmare in that moment so instead let's just spend this follower from right over here to do that next up we can move here and then remove this follower oh no and now we actually need to remove another one from this area and i was planning on removing the one that we devoured in order to go to the next spot i guess i got a little bit uh caught up in the moment so let's back up a little bit when this nightmare entered this area let's not devour a person let's actually summon a person if we did that then instead of discarding two cards we would actually draw one card so if we just fix that real quick we can put these back into our hand pretend like there's nothing to see here and we would have drawn this card and we'd have that in our hand as well oh this is an upgraded fordify now that would let us spend one two or three of our followers to build one two or three fort levels in an area that we control the conform ability would let us devour a unit to play a card and draw a card and the descent ability would let us draw a card and spend zero to one of our followers to build one or two four levels in areas that we control so that is certainly a powerful fort ability and look at that it's also worth one victory point if we are able to play it so i've rewound things back to what i was planning on doing before i got a little devour crazy there and now when we are at this situation obviously we can spend this one to advance then we can spend this person right here in order to advance there now we have to use one of these moon symbols and we can spend that one to go there and then we need a moon and a gravestone and i know we're spending a whole bunch of people but this is a big way to get points in the game and i like controlling those nightmares so we will spend this person and that person and we now have almost no units on the map at all as soon as we enter this spot we can build a fort or command a nightmare and remember you can only command each nightmare once per turn so we can't command this one but we can command that one remember that one has us move that specific nightmare once and then we devour up to three times and every shadow that we devour will get us one fourth level and then if we devour at least one opposing unit we will get to go up once up to a gray or blue spot on the ritual track that nightmare is right here and i think i'm going to prioritize the forts instead of the ritual track so let's go here and it's just going to devour all three of these shadows now that means we get to build three four levels now it looks like i've been overzealous we only have these two spots to put down on after we removed so many of those units but i think that's fine let's just keep it going forward that is now a level three tower and that is a level three tower and we're not actually allowed to go up higher than level three and we don't have a spot to put this but remember we could only move this one space and i decided getting a couple of towers was better than going over here and devouring the blue players units which would kind of help them out over there and more importantly not get us a free tower that would have let us advance on the ritual track but either way this is what we're going to go with well at this point i think we're done with a huge action for our turn and i do want to point out these dream cards we have one that's a level one that would get us two points if we were to control two areas adjacent to the cathedral which we currently don't and the other one is a level two dream card it says units and at the end of any player's turn if we have three or more followers in at least four areas this will give us three points but it doesn't look like we're going to get anywhere near making this one happen anytime soon and honestly this one looks pretty hard to do as well so i think let's discard both of these and then draw two more there are three out here and they all happen to be level two cards this is units and it says at the end of any player's turn if we have at least six followers in areas neighboring the cathedral we could get two points this one is nightmares and it says at the end of any player's turn if we devour exactly three of our own followers in a single turn we'll get two points and then there is battle and that says at any time if we win two battles in a single turn we get five points now if i'm being honest i don't think it's going to be easy to do any of these right now based off of our situation considering we have essentially removed just about all of our followers from the board so i think let's just go blind from the top this one is a battle and it says at any time if we win a battle during our turn without taking a maneuver action oh that's interesting then that would get us three points and then the other one is nightmares that says at any time if we devour at least four opposing followers in a single turn then that will get us three points well the next thing that we have to do is check our hand limit we have one two three four five six seven eight cards remember if we had more than eight we'd have to discard down but we have just barely enough and we have got a whole bunch of awesome stuff in here so i think it's very likely on our next turn we'd probably go over here to develop in order to play these right now our develop lets us play up to three cards although only one of those can be an upgrade well it's now time for our opponents to do stuff blue is over here and they are not adjacent so they can't conform but they can do a descent for them that will simply let them draw a card and then purple can conform if they want to their conform option says they could climb one gray step on the ritual track and then draw a card they've decided that it's worth it they'll go right up here all right that has finished up our turn and at the end of our turn we don't actually do anything with the cathedral because of course it is now fully built now this will move and i think we are now actually going to stop playing through the game we've seen a significant amount of stuff happening already and i think it's now time to talk about how the game ends now there are two ways that the game can end the first is if we keep playing until this token reaches the very bottom then that will trigger the end of the game and remember this goes down every time that token reaches the starting point so essentially if we complete three full laps then at that moment everyone will have taken the same number of turns and this will be here and the game will come to an end now there is one other way the game can end and that has to do with the nightmares you may have noticed down at the bottom of the cards there are these numbers now those are for the two three and four player games and what you do is you find the higher of the two numbers for the player count in this case that is the middle number so we have a 16 over here and a 15 over there and then once there is that many or more units over here in the devoured area then that will trigger the end of the game when this happens we keep playing until everyone has performed the same number of turns and then we move into final scoring even though we likely in that moment would not have completed three full laps around the track so in this way not only will the effects of the nightmares that you have each time you play the game change how the game goes but the numbers at the bottom could also change just how long the overall game actually goes so once we've reached the end of the game through either of those means it will then be time for final scoring now at this moment we will gain points for a few different things and the first of those is the ritual track you can get a bunch of points from this track at the end of the game and each one of your tokens will be worth points equal to the highest number that it crossed if the game ended right now purple would get four points we would only be getting two points if these went up here then that would be six points right there and blue has zero points on the track but as you can see it goes all the way up to 13 at the very end of the track the next thing we gain points for are our forts every level two fort gives one point to that player and every level three point gives two points that means if the game was to end right now blue would get zero points for forts purple would get one plus one or two and we would get two plus two or four points for our forts we can easily see that on our cheat sheet right over here the next thing we'll gain points for are our devoured units what we do is we count up the number of units for each of the players as well as the shadows and the player who has the most devoured units will get eight points second most will get five third most will get three and fourth most would get two points if there happens to be a tie then you sum up the tied places and divide by the number of players rounding down after that we can look at all of the upgrades that we have placed and everyone that has victory points on them will be worth points this is obviously not worth any points but other ones like this are worth points and if you cover upgrades up that had points on them then that's fine you still dig through here and find all of the points and then score those the final thing we score points for are our dream cards now this can potentially be the majority of the points that we get throughout the game although that ritual track and those devoured units can also be worth quite a bit if the game was to end right now for example we would have seven points here in dream cards that we played the purple player would have four and down here the blue player has only played one of these dreams so they only have one point in these streams uh overall if we end of the game right now blue would not be faring too well but they've got some pretty cool things up their sleeve so they would potentially be able to turn things around before the actual game came to an end once we all add up points for all of these things the player with the most points will be the winner at this point i've taught just about all of the rules to the game so that's going to bring this tutorial to a close i do want to ask that if while you were watching this game if you saw a turn where you think we really should have done something differently or if just some part of this game really jumps out to you as interesting and you want to talk about it then please comment about it down below because i'd love to see that kind of feedback and i hope you enjoyed learning how to play nightmare cathedral 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 drongetsgames.comsupport 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