Relic Wars - Fast and Furious Battle to the Relics, or Knock Out Everyone
Welcome to Relic Wars, where you are racing to collect chalicees. Not just the one like Harry Potter Terren. No. Although equally dangerous. Oh yeah, for sure. Three chalicees for this one and having to retain all till your next turn to win or kill everyone else. Yes. So it is a Fast and Furious battle game inspired by Lego Raer which is a video game from 1999.
This game was designed by Denver Walker with art by Ricardo Dariano and published by Flying Pig Games. And the components we are showing you here are prototype. The quality of the components will be greatly increased for the final production version. It's two to four player game and we'll be playing it today at two players.
And hi everyone, it's Stella and Taran from Maven University. All right. What we're going to do as with our other play through, we're going to do a quick overview and then we're going to start playing while explaining what's going on. And hopefully I will come back with Victory against Taran. Yes. But first, let's have a look.
Or not. Or not. But first, let's have a look at our characters here. Yes. Uh these are the four characters with their minis from the base version of the game. There's an expansion that comes uh with the crowdfunding release that they're looking at at the moment also. Mhm. I am playing as this character here, Zachary Lionhe Heart.
Oh, nice. I'm playing the V Walker. So, the same name as the designer's last name. So, it is. Also, check out the link to the project page. We'll put it in the description below. Yes. Right. We'll introduce you to the other characters a little bit later on. Yep. So, let's do this, Darren. So, as we mentioned before, the game was uh inspired by Lego races, and it seems like a bit of a Mario Karty type of game as well, where you are racing around and lots of powerups appear, and you're using those power-ups, and that's what's going to be reflected out here on this board.
For the two-player game and also the three-player game, we've got a 5x5 grid of tiles placed randomly. uh you go up to a 6x6 grid if you're playing with four. And we're going to have quick snappy turns. Each turn, our character can take two actions which are very simply move, attack, and pick up object, pick up power up.
And there's going to be tokens that will come onto the board from this bag every time a new tile is revealed. So, it's as simple as that. Move. We each have a different movement range shown here. So, you're a little bit uh little bit quicker than I am. Yep. Five. And you are four. Yep. But I have slightly more health when time comes to attack.
Uh movement can be interrupted by other actions. And to end each turn, you draw a divine intervention card, which is going to cause some sort of random effect to come into play. You can see we have a whole collection of dice here. Those are going to impact most of our battle and randomized effects. Now, the aim of the game, as we mentioned before, is to collect three chalicees.
So, in the two-player game, there's four of these chalice tokens in the bag. They're going to come out periodically as time goes on. And so, yeah, it's the first person who collects three of those and hangs on to them until the start of the next turn who's going to win the game. Or it's the player who kills the other one, knocks them out.
Sorry. Knocking them out is the official term. And you're just so eager to kill me, T. Yeah. certain knocking the other player out. And there are ways to recover from that as well. There's a few ways to heal. There's some revivifier cards in here that are going to let you come back to life. We'll see all of that as we get into play.
So, let's choose first player. One, two, three. I am cut. Well, does that mean I'm the first player then? Yes, it does. Okay, good. So, the final thing we do for setup, uh, we each roll the direction die. It tells us which side of the board we have to come in on. Mhm. Right. I will roll from the west.
West. So, you'll be coming in from over here. Yep. And I will roll east. So, I'll be coming in over here. Oh, with the other way around. Okay. And then the central tile on the board gets revealed. Uh, we have a hill. There's lots of different terrain types here, and we'll explain those as we encounter them.
And then any tile that gets flipped in the game always gets a Relic Wars token on it. And specifically for the one we flip in setup, it must be a chalice. So something for us to race for from the beginning. And now it's your turn. So you must start with movement. You have five movement points. It will always cost two movement points to flip over an unrevealed tile and move into it.
And then otherwise to move onto a revealed tile, it will cost whatever is shown in the corner. So a standard location will cost one. Uh, this hill here is going to require two because you've got to hike up the hill and it's hard work. If this isn't a hill, I'll be able to raise through with two, two, and one.
But because this is two, I just want short. So, I'm going to start in the middle though. So, I'll go there for two movement to reveal this. We have a watchtowwer. So, watch towers, if you collected a ranged weapon, uh, gives you much better ability to attack your opponent. And then we draw a random tile from the base.
Stellis, jealous. There's a shield. Okay, that is that is not bad. It's good for defense considering I'm really pretty low in HP. I'm going to pick it up as my second action. I can continue doing my movement action though. So, shield goes there. Yes. And then I'm going to continue to go there. And we have another hill.
Yeah. So, you find the hill, you move up it, and we've got a water spell. Oo, nice. All right. So, that is it. So, I've already done all my movement, which is four out of five, and then pick up the shield. Yes, you could walk back to the watchtowwer, should you choose. No. Thanks, Ben. But no. All right.
And then you flip a divine intervention. All right. Let's see what this is. Heal. Player in this tile is healed. one HP. Well, I'm not damaged, so no effects. My turn. So, no uh no reason to lolly gag. I think I'm going to head straight in. So, two movement points to go there. Again, we draw a token.
This one is a sword. I do want some attack capability. So, I'm going to pick up the sword for my second action. And then for the rest of my movement, flip. It's another field. Very basic field. And then another item appear. Yes. So we will draw it is another water spell. So by the way we have asymmetric power.
So my special ability is pickpocket. As an action I can or I may steal an item of my choice from another player. So it can be done only once per turn. So hello turn. What can I steal? Nothing. Well there's one. Well, there is one. You do need to be next to me. And then I have a special ability. My special ability is that I can retaliate after I'm attacked.
So, it makes it a bit harder for you to attack me. Correct. It's also why I want to build up a lot of uh attack capability because if you can steal my chalicees, uh it makes it harder for me to win that way and easier for me to win with combat. That's true. Uh divine intervention first. So, traveling archaeologist, all chalicees on the map are removed and returned to the container.
A everyone's rushing to this to this middle and then No, it's gone. That's all right. I think someone lit up the grail shaped beacon. All right, I will pick up this spell ter. Yes. And I will put it in my inventory. Yes. So, there are three types of spells in the game. There are earth spells, fire spells, and water spells.
And you can collect as many as of them as you want. And to use a spell doesn't cost an action. So on your turn, you take two actions plus any number of spells. And it allows you to really build up to these uh big explosive combinations at key moments of the game. Uh each of the three spells does various kinds of things, and we'll show them as they come along.
And if you have one of each of the three spells, you can also merge them into the arcane tptic, which is a very powerful spell that lets you just hunt through the bag to get the chalice you need. Or it's a much better way of reviving yourself when you get uh knocked out rather than just one hit point.
All right, I'm going to move this way. Okay, so this is your second action, which is movement. Yes, you have found a city. So in a city, you draw two of these tokens and then pick one. Choose one to place on the tile and return the other to the bag. I'll choose this one. Putting the portal back. Portals allow for quicker movement around the board.
I can't pick it up because I have already picked up an item. And I'm going to continue moving this way for another two actions. Oh, it's a lake. Yes. So, a lake cannot be walked into because it is made of water. So, you actually stay where you are. You expend your two movement, but you stay where you are.
And it still gets a item. Still gets an item. And it's a chalice. Oh, there's a chalice there, but you can't walk on there to get it. Well, I have a spell here that I can use for free. Yes. Uh, water spell. Sorry. Yes. Water spells have all the power over water, which includes turning liquid water to ice.
This is handy. All right, let's do that. So, you want to do it now or do you want to wait until I don't have any chance of getting it? Of course, I'll wait until you have no chance of getting there. I mean, you can pick up your the water spell as well and then make your way here if you want to. That's true.
It's a long way. There's a lot of hills there. That's actually true. What are the chance that that's going to be gone? Yeah. Okay. All right. And divine intervention. Yep. Is violent blessing sounds violent. Any player without a shield equipped is attacked with the basic attack role roll for each unshielded player.
Terrain advantage do not apply. So this is a simple loss of hit points essentially. Uh you have a shield so you're fine. I do not have a shield. I have to roll the attack die which is this standard black dye here and one. Yeah. So that'll give between zero and three. I'm pretty happy to take one hit.
I got out of that lightly, I think. So, that will take me down from 7 to six. In the final version, the health marker will be on your number of hit points. Uh, for me, I'm just showing it's the number to the left of my token, which is my current hit points. Okay, I think I will also uh collect some equipment for the big uh big upcoming fight.
So my first action will be to get that water spell and then my second action I will move and I will move into here. Yeah. So I found a monastery here and that's pretty helpful for me right now. So I draw one token. Oops. Here we have an earth spell. Can't pick it up yet. Uh the effect of the monastery is that I if I'm standing here before I get the divine intervention, I can heal two health.
So, this is probably um probably bad for me, actually. It's a nice central place where you can go and heal if I'm spending my effort trying to attack you. Um that's all right. It's there now. Uh I do finish yourself. I mean, you're the one with one less health right now. Not right now. I just That's right.
Yeah. Okay. And we flip and it's St. Michael's sword. The current player chooses another player on the map to attack with infinite range ignoring visibility. Uh terrain, weapons, shields do not apply. So basically, similar to the last one, I basically just choose you roll the black dye and it's a three.
So you suffer three hits. A I lose three. That's already half of my health. That's quite sad. And I will point out that you can't come to the monastery while I'm there either. Um, it is a you can there can't be multiple players in the same space in this game. But getting me off that tile is one potential use for the water spell.
You can use a water spell to push someone one space. That's true. But I feel like there's another valuable thing that I can chase for for now. I'm going to still do what I was planning to do, which is discard this spell. And that goes out of the game, not back to the bag, and then turn this into frozen leg.
Yes. So, we put this token on here to signify it's frozen. This now acts as if it's a standard field. Mhm. So, I'll go there for one. Take this one for my second action. And then I'm going to go around. Now, that I really need to go there somehow. And I don't have the water spell anymore. I'm going to keep exploring.
So I'm going to go here. Oh no, there's another one. Right. So new token. Yeah, it's another chalice. Oh wow. Hard to get. Oh no. All right. I'm going to go to here because I'm not going there. Yep. You have five movements and you can do that. There you go. And you move to the forest. So a forest uh is a good defensive foothold.
Cities are like that as well. Speaking of defensive footholds, there's a shield. Defense. And now we'll see what's behind door number one. I mean, there's only one door, aka card, divine intervention. It's Oh, this is the one that you are talking about. Yes. Riverify. So, you can collect this card. Mhm.
And if I do uh knock you out, that's one way you can come back. So, you would discard that to come back with one health. Yay. Well, I can't get to you for an attack, so I will collect the earth spell. Try to work on having arcane tptic and I will move. So, four movement points. I will try I'll work away from you for now.
I'll try this one. Okay, that is simply a field. So, new token. It's a portal. So, once there's multiple portals, it will be possible to spend a single movement point to move between them. Yeah. But that's not the case right now. Uh, two more movement points. I'll go over here and it is the city. So here again, I get to draw two and pick one.
Chalice and earth spell. Oh, of course you want to get chalice. Well, do I want to get chalice? It puts it into play. You can steal it from me potentially. Yeah, but then when I get close to you worried about that, you might actually um bait me into coming there and then attack me. Yeah, that's true.
Mhm. Okay. So, I finished there. I don't have enough to pick it up. Divine intervention. Oh, that's unfortunate. Plague. All players currently located in cities, which I am, take one hit point of damage. Oh, sorry, Terren. Oh, well, easy come, easy go. You're good. Yeah, I used my first action to pick up another shield.
Now I have upgraded shield. Yes, it is. It counts as two items on the board, but it's now a single more powerful shield. And you'll have noticed all these dice here. We haven't got into really fighting each other yet, but if you've got a single shield, you get to roll the simple uh shield d6 die. If you've got an upgraded shield, you move up to the much better D8 and then once again up to the d10.
So that's the real benefit of upgrading. One second action. I will move here. Let's see what's in here. This is This is what I need. It's the other monastery. So, you could finish your movement there and uh and heal. Yep. I will do that. I will heal two. One, two. Seems wise. I've also got a bow here.
So, now that the bow is in play, uh, if you pick that up, it gives you ranged attack, which puts me at a potential disadvantage there. Well, yeah, because you can't re retaliate, but I still need to be next to you to steal something from you. That is true. Divine intervention. Yeah, it is portal instability.
Oh, portal instability. So, any players who are on a portal tile are transported to another portal of their neighbor's choice. Yeah. But no one nothing happens. Okay. I'll start by grabbing the chalice. It's better in my hands than yours. And second action will be to move two movement points to go to this empty field.
And a fire spell. So I could I could complete my tptic. That's right. Uh and second movement. So I can go back and pick that up later. It is a watchtowwer. So a earth spell. So, a lot of spells coming into play. We'll go divine intervention. The flames of hell. That doesn't sound good. Roll one attack die on the current player's tile and orthogonally adjacent tiles.
So, if you were in near to me, uh you would also roll, but it's just me. One. One. You keep rolling one for yourself and then three for me. Thanks, Darren. You're welcome. I think I'd like to pick up the bow cuz I'm pretty weak at the moment. So it give me a bit of a range. So that's good. So that's one action.
So I got to keep collecting flipping up tiles. So I get potentially a good thing is because once the tile is flipped there nothing else is going to be appearing in there. So I'm going to spend one two and then go to here. Three, four, another city. Choose two. And then you get to choose two. Pick one.
Thank you. It is only fire and earth spell. I think I want to get the earth spell put on there so that if fire spell fire spell, sorry. So that if tan would attack me, I could potentially ignore it. Define interferation says torrential downpour. Torrential downpour. Players may only take one action for the remainder of this round.
So each of us gets only one action next turn. Yeah. Uh, that is upsetting because I was hoping to move and pick up that fire spell. Oh, sorry, Terren. At least the downpour hasn't extinguished it. I'll just pick up the earth spell then. Okay, got a couple of earth spells. Gives me some flex. Let's draw the card.
Another St. Michael sword. So, once again, I get to attack you with infinite range with one of the black dice. Two. One, two, three. I'm just going to also pick up an item which is already there. And that's it. Divine intervention is heal. Yay. To heal one. Excellent. I need to take the initiative and start getting some combat.
So I'm going to with my first action move one, two, three, four into the hill and then I'm going to attack you. So our first proper attack. You always roll the attack dice. And because I have a single sword, I roll the weapon die. And I'm hoping to roll sword icons. I don't want to see these bows. I want to see the swords.
I'm also on a hill. And part of the ability of the hill is I can roll the black dye if I want. All right. So, let's roll. So, that is two damage. Two damage. I hit the bow, so I don't get anything for that. Two is pretty good, so I'm not going to use the hills ability. Mhm. going to give you the two damage.
Well, I have two shields. So, I have the not the D6, but the D8 shield. And because I'm in the city, I will roll city die. Yes. So, the city the cities and the forests are good defensive positions. And if you roll their symbol, they count as a defense. Yeah. All right. So, yay. Two defended two. Okay.
So, no damage. Now, I don't like being in this position next to you because you can take my chalice and then try to get that one. So, I'm going to spend an earth spell. One of its abilities is to take an extra action. And I'm going to run away. No. One, two, three, four. Sorry, run away is not the term.
A uh tactical retreat. Fine. Divine intervention. And it's lucky. All players draw a relic or token from the container and add it to their inventory if possible. So, we each get something for free. Yay. Something. I got a ch. No. No. You look so happy, Taran. I got a bar. Oo, I don't like that. You now have a range of three.
Makes you much easier to attack me. Mhm. So, we're in a uh All the chalicees are out. Yeah, it's very hard to get this one and it's very hard for me to steal from you. So, I I'd probably prefer them in the bag to be honest. Well, I prefer that salad on the back. How's that? Yeah. All right. I'm probably going to attack you, Taran.
Yes. With that extra bow, it makes it a lot easier for you to get within range and line of sight of me. So, I'll just quickly explain how that works. Range is counted orthogonally. So, right now you're at 1 2 3 4 five from me. So, you've got to get a lot closer. But because you have two bows, your range is your potential range is three.
The other thing is that anything uh anything that looks like it might block uh your ability to shoot a bow counts as blocking line of sight. So, if we look, your line to shoot at me would go through this hill tile ever so slightly. And so, you can't shoot through a hill. So, you don't have line of sight to me right now.
So, line of sight is blocked by hills, cities, watchtowers, unless you're on top of the watchtowwer, and you can be on top of the hill as well and shoot over stuff. Uh, monasteries get in the way, forests get in the way, and undiscovered tiles get in the way. Actually, most of the tiles, most of what's fun from a tile standpoint does get in the way of ranged.
Not that I can anyway because it's too far away at the moment. Yes. However, you could move. There's any number of spaces you could move to. If you got to here, you would be able to shoot across the diagonal straight to me. Uh, you couldn't from here because the city would get in the way. You could from the city or from the watchtower itself.
So, you got a lot of options. Y. Now, the other thing, of course, is that you don't want to get within range one of me. You don't want to be next to me because then I would get the chance to use my power to re to retaliate. Yeah. Ready, Tan? Yep. All right. I'm going to try to go here. Yeah. All right.
Plane. So, that's two movement points for me. Yeah. And a sword has dropped down. That could be good for me. Yeah. Oh, no. That's not a good point. Not a good idea for me. Anyways, that's one uh one, two, three, four, and then I'll attack from here. Right. So, I will take one of these attack and the d8 weapon.
Yes. So, you're looking to roll bows on that. Yep. Let's attack her. Aha. Okay. So, that's one, two, three. Because you've rolled bows. I have no shields or defensive capability at all. And I also don't have any defensive uh spells. The fire spell. Fire is the defensive ones. So, that's going to cost me three hit points.
You're still fine. I continue my movement. I'll move here and inhale, too. Right away. Inhale. All right. Divine. In fact, you can read divine intervention. Guardian Angel, the player is restored to maximum health. Well, award and a and maximum. Okay. All right. I find myself in a tough position here.
Um, you're two3 out of the way to win. Yeah, I better so I better start by collecting the third spell. So that way if you knock me over, I've got Arcane Tptic to uh revive myself. Just as a note, I could spend the arcane trick dick to look through the bag for a chalice and take it and that would give me three, but I know from counting it that there are none in there.
Sorry. Right. So, my movement is going to be defensive movement. I think I'm going to go and hide here in the city. So, at least that way I've got a defensive role. That's true. So, that's two of my four movement. I will stop there. It's fine. Intervention heal. I get one health back. That's good. Yeah.
So happy. You go. I'm going to come closer with movement one and then steal this. So that's one, two, three, four. Let's see what tile. This is hill. Yep. And another portal. Oh no. The most useful portal. Yes. I mean you can't go there. I mean, you can't use it because I'm on it right now. Correct.
Divine inflation is heal heal by one, but I'm already at max. I can see I'm possibly uh with the way it's lined out up. I'm possibly a couple turns away from losing on chalicees, but I do have an ace up my sleeve on that. I One of the things a water spell can do is force you to return something to the bag.
Oh, no. So, if I if we do get to that last turn where I've got the chance, I've got that. Obviously, you do? Yes. So, I'm going to go and attack cuz attacking is what I uh do best. So, one, two. Mhm. I don't have a way of getting up the hill to attack you, so I'll just go with that. Attack. That is three hits.
One, two, three. Oh, no. And I will defend. So, you get only the shield because you're not in a defensive location this time. All right. So, this is you get some pretty cool things on the defensive dice once you level up. This one is two shields. So, you do you get one hit point of damage. Yes. And it's also got the drop icon.
So, I must drop an item of my choice. The chalice. Maybe could be the chalice. The I smell bait. The chalice. You're going to bait me, aren't you? Yeah, it might be baited, but I'm going to drop the chalice because I know if I stand here, you can't steal it from me. It's actually safer on the ground.
That's actually true. Right now, as long as I stand there and you don't have a water spell to push, it's actually safer there. It's true. Um, so it'll cost me an action next time. That's fine. And I'm going to park myself there. Grab two health and s Michael sword infinite range attack on you again.
Two hits. Okay. One, two, down to three. Very good. I'm going to do an exciting thing. I'm going to steal Mhm. your water spell. Okay. I don't have my arcane tptic anymore. Yeah. And then I'm going to use this to push you. Oh dear. Okay. Away. Thank you. Sorry. Thank you. And then I will move here. I will park on it and then I will heal too.
Done. Mountain sacrifice. All players on a hill drop an item, but no one's on the hill. Right. Perhaps that's what I wanted you to do. I will jump across to the through the portal for one movement point up the hill where I get slightly better attacking capabilities. So I get these dice. All right, that is three hits.
I could roll this one, but it's as good as it'll get. So three hits. Well, three hits. So, I could have tried to use my shield dice, but this time I'm going to just discard the uh the fire spell, and I will ignore the damage. Yep. So, one of the things a fire spell can do is ignore all damage from one attack.
All damage. Another thing it can do is allow you to make another attack. So, I'm going to spend this to attack you again. Yeah. Same way. Sure. Bring it on. So, this doesn't count as an action. Yeah. Two. Two. I am on a hill so I can reroll this one. Still two. Still two. Okay. So that means I will roll my shield die, right?
One one shield. So one hit. Oh, that's okay. Invention earthquake. All unoccupied orthogonally revealed adjacent tiles to the current players tile are shuffled with extra map tiles and placed back on the map on the unrevealed side. Hold on to your life. Well, we are next to each other. Yes. So, it only applies to this hill.
I'll shuffle that up with all these tiles that are left over. And this is one of the to sorts of things that uh as the you know it allows other tiles to come onto the board. So there we go. That is now it's your turn. I think it's time for me to run away or pick it up and then run away. So I'll pick up the third chalice and run.
One, two, three, four, five. Oh no, it's a lake. It's a lake. Didn't run as far as you thought. There's a portal on that lake. Mhm. Can't use it though because we would uh fall through. Apparently none of us can swim. At least none of me and Taran. There's another character that can can sort of fly.
Divine intervention is heal one. Hooray. Could be helpful to you. All right. I need to do something about this. Or you can just give up. No, you can't. Movement. One, two, three. attack. Yep. I just never went. Should I go and get that second sword and give you a much stronger attack? Yeah, that's true.
Let's have a look. If I look at the the best I can do out of this is two swords. It would be great if I could have all three. There's an instant knockout side on the third. Uh, sounds very dangerous. So, but I can't quite get there. So, I'll get there. I will roll these two dice. [Music] Two hits. H.
Okay. Okay then. So, I just roll the two two blocks and a drop. Yep. All right. I don't I'm going to struggle to do much about this now. I'm going to drop my sword just so that I can spend my earth spell. Let's do another attack. Let's do another things. The earth spell can do. By the way, all the spells can do three different things.
The earth one is more about manipulating the map, though. It's sending tiles from the board back to the container or flipping tiles over. None of that helps me now. All I need to do is hope that I somehow roll five on this die that five in there. Is this five? I can hope I roll a three and get some divine intervention card that wipes you out.
And it's one one hit. Sorry, Darren. One hit and then I can defend myself or try to trying to defend. Sorry. All right. And then I get the divine intervention card that says that the vowel walker loses immediately. No, it's Revena pie. Sorry. It moves to your turn. Start of your turn. You have three chalicees.
Yes. Therefore, you win. This is not part of the game, but it's cool. It is cool indeed. It would be cooler if I were holding it right now. Sorry, Taran. We can share here. No, I was defeated. Take it. Take it. You're kidding. I'm taking it. Sorry. It's always like the last kind of like almost explosive moment towards the end like whoever that's get it and just like running around is like, "No, don't kill me." Or like trying to run away from everyone else that trying to kill you.
Yes. Yeah. As you can see, that is the game. It plays quickly. You get your items. There's all sorts of combos you can do with your spells to try to win the game in a big explosive creative combo. And that's what really makes the uh you know, it'll be done. We explain through everything there, but you'll get through uh games, rounds of this in 15 20 minutes if you want to.
And you'll always have a new map because the tiles always come out randomly and you got a range of characters as well. So, we showed you Sachi Lion Heart with the retaliation and the Veil Walker. I never got to retaliate. You never attacked me. Oh, yeah. Sad. Oh, well, I attack you, but in range. That's true.
Yeah. And you had Veil Walker who Veil Walker who was a pickpocket. Mhm. The other two basic characters we have here, we have Sanctifra. So, Sanctifra cannot hold weapons. Just show you the uh show you the character here. The mini sacrif can't hold weapons. That's why these are blocked out, but has these uh penitent feel penitent feelers and writhing limbs.
So, gets to roll two black dice and keep the better one and can attack diagonally with these tentacles reaching out. Then we have Lacrimosa, the occultist dem uh basic attack and has more flexibility on the map. So, can indeed fly over lakes. Sorry, I'll grab the mini here. Mini. Can indeed fly over lakes and would have been able to just pick up this chalice from the lake.
Yes. And can also use city tiles as portals. So, would have been able to zapping all around. That's not city. Oh, it's like that's a portal. Yeah, that's Yeah, you really can end up with a lot of variability in play. I mean, we had two monasteries come out on the board relatively early. Yes, it weakened the attack part of the game.
It meant it was relatively easy to heal, but if they don't show up early or if they don't show up at all, then it's it's going to become much more of a game where you've got to focus on attacking and building up the defense and running away. So, there we have it. Yeah. So, congratulations, the real real winner, Taran.
Uh, I don't think so. And that is Relic Wars. Again, check it out the link to the project page in the video description. And thanks so much for watching. See you next time.