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Chronicles of Drunagor: Aftermath preview play and impressions

One Stop Co-op Shop Jun 4, 2026
Transcript 53:21

Hey everybody, this is Mike with the Onetop Co-op Shop and today I'm doing a preview of Chronicles of Drunogore Aftermath. A new start with some rules changes for the fantasy campaign Druidor games overall. And as always, I take no money from publishers to do these previews. I just want to show how the game plays and let you make an informed decision. And if you like the content on the OneTop Co-op shop, consider supporting us through Patreon. You get early access to our videos and exclusive videos every month you can't see anywhere else. You can also listen to our weekly podcast for reviews and design discussions or join the conversation and say hi on our Discord. So, the prototype they sent me has both some adventures for the campaign mode and also one of the new one-off adventures that they've made for this one. I think the original Druigor, which by the way, I have never played. So, this is my first Druigor experience. Uh, just to put that out there cuz I can't make a ton of comparisons to the old one since I don't know that system super well. But I think the original game would let you play campaign missions in one-off mode. But in this release, they actually have separate one-off missions that are just for that new mode and some different rules for it. I got a chance to play that with one of the people working on the game as well as Jeremy Howard from Manus Mele. So, I will be able to talk about the one-off mode at the end of the video with my impressions. But for here, I thought I'd show the more traditional thing and walk you through the beginning of the campaign. I am going to be dualhanding uh two of the three new characters they sent me. I've got Hakee, who is a knight, and Penelopey, who is an oracle with some prediction kind of stuff going on. And this is the initial map, although I haven't spawned anybody yet.

Let me show you my characters, and we'll walk through what's going on with them. So, here's Hakee. And I should say that everything here is very much a prototype. Even though they did the original Druidor games, a lot of things have changed. So, like all these cards are just hand printed and sleeved, for example. And also, they didn't send me a full rule book for this version. Uh just the sort of learn to play, which actually left out a lot of details. So, I had to go back to the original Dunagor rule book and sort of cross reference things. So, I think I'm playing correctly. Uh, but we'll see how it goes. So, each character has five action cubes to start out. And this is just like the original Dunagore, but I haven't played that, and some of you might have never seen it before, so I'll talk through things like you don't know about them. They've got a health track at the top here. Usually, they would start with their max and starting health being the shaded in value, but Hakee's defender role, we'll get to that in a second, is making his max hit points four higher. So, he's at 16 instead of 12. And then each character has eight hero skills, uh, two for each color, although one of them is an ongoing power. In this case, persistence, which will let Hakee get shields whenever he gets hurt. They've also got equipment.

Each of them starts out with armor and a weapon. The weapon gives you your basic attack stats. The armor has another spot to put cubes, cuz the cubes are actually going to go in these little action spots to fire things off. And based on the color of the cube, they'll give different ranges and things. Each character also has some focus abilities when they build up focus which can come from some of their skills. And also each character picks, and again this was in the original Dunagore, a role that will give them some more skills. In this case, I've picked Hakee to be the defender role, which means he's going to be super tanky. And that gives him an ongoing ability. Again, in this case, plus four max health. And he also has some other skills he can use. And some skills are locked to a specific cube color, so I can only use red for battle focus, for example. Uh, some are wild for anything, so I can use any cube to defend with my breastplate. And some are more limited, like charge over here, which is yellow or red. I'm not going to go through all his skills right now.

I'll explain them as I use them. But that's the basics for aim. And here's Penelopey, the elf oracle. Now, their card says we're supposed to have two yellow melee cubes, just like Hakee. But considering they've got a ranged weapon and only a single yellow skill and a bunch of red skills, I think that's probably a misprint. So, I've given them two red cubes. If I'm wrong about that, whatever. But Penelopey has a special ability gain, premonition dice. Basically, she's going to roll a d20 and it hangs out. That's not a very good roll, but it hangs out on her board and once per turn when she would roll a dieice, she can just use the dieice she already rolled. Now, if it's terrible like that one, she's probably not going to want to use it. Oh, I guess. too. Is this like a spot to Oh, that is a little spot to hold the die. How nice is that? Hakee also has a new mechanic that's just for him. That's the case for all the new characters they sent me. In this case, he has the defy token, which some of his abilities can give him, and that makes him the primary target of any enemies that can reach him. So, he can again really tank super well. Now, you'll see there are tons of spots for more level ups and things. We're going to get into a little bit of those, but you're not going to see too much yet.

But yeah, over here on the left, you get more hero skills key to the different colors, red, yellow, blue, and green. Those are unique to your character. So like here, Hakee could get red, the rain skill, and get a raise shield defense that he could use on himself or somebody else. Or if he got blue, he'd get an ongoing thing that lets him use shields as focus. And then they also get these paths that give them ongoing bonuses and they can level them up to kind of crazy stuff. You'll see a bit of that in this playthrough, but not a ton. We've also got this long initiative track. We're going to when we activate each round do the top row of the initiative and then the bottom row from left to right. Hakee is in this spot because he has the defender ro. So your role determines your initiative. So he's always going to go first each round. Whereas Penelopey who's a striker and attack focused role is going to go near the end of each round. Uh because you'll see that it points downwards again. Top row then bottom row activates. And I think that's about it for the basics. So let's read some flavor text. spawn some enemies and go through the actual motions of mechanics for the game. Right, here's some nice grayscale printed flavor text.

The road so far. The crow of a rooster and the morning bustle of the inn stir you awake in Nerra. A peaceful dawn like this wasn't always guaranteed. When the undead king brought the darkness, many fell, but those who could fight survived and even prospered. 3 years later, the scars of those battles still sting in the cold morning air. After the enemy's fall, you cross paths with others who shared your hunger for the Clash of Steel. What began as chance encounters grew into a band of mercenaries, free adventurers, earning their keep, one contract at a time. In time, your group was granted the Dragon's Tavern as a base of operations along with the title of Knights of Amira. A modest reward considering it came from what was once a vast and powerful empire. When peace finally seemed within reach, the truth came to light. The undead king had been nothing more than a pawn sent ahead to prepare the way for a far greater threat. The horsemen of the apocalypse.

Jeez. They spread death and ruin across the land. Yet just as sudden as it began, it ended. The monsters that plagued the continent withered away. And the shadow of the apocalypse faded without warning. Oh, I'm dumb. I just realized that the original Chronicles of Dunagore was the darkness. And then the expansion campaign was apocalypse. That makes sense. Across the continent, rulers now gather in the ruins of Valerai, searching for answers to the devastation that has befallen them. Meanwhile, in the capital of the newly formed Kingdom of Amira, the royal line is fractured and refugees crowd the streets in search of safety. With the city guard stretched thin and short on resources, mercenaries are in high demand. Amid it all, Yeric of Grimbo, a royal mage, approaches you with an offer, a simple contract. Recover his ark left behind during the evacuation of the dead lands, the name given to the provinces consumed by the darkness. It's a job that calls for discretion and promises a generous reward. Adventure One, there and back again. During your journey through the Deadlands, you encounter little more than scattered groups of monsters wandering without purpose. The ruins of Grimbo, however, are alive with creatures of darkness at every turn. Unlike the aimless stragglers before, these move with speed and purpose, like a swarm set to work.

In the distance, the silhouette of Yeric's workshop rises above the horde. Reaching it means passing straight through their nest. All right. And here's how I spawn the thing. You can see the door that'll show more stuff. And for spawning, I've got G1, G2, G3, G4, W5. Uh the G and W correspond to different types of enemies, gray and white. And the numbers correspond to the number of heroes in the game. So here I'm just going to spawn the G1 and the G2. They'll both be the same type of enemy since they're spawning at the same time. Uh the prototype they sent has two gray enemies. So I'm going to randomize which one it is, except I do have an objective. Explore each room until you find and fulfill the adventure end trigger. And the rest of this stuff is pretty much just setup. Although it does tell me to place this first steps card in the rune spot, which will basically trigger at the end of the round. This is going to flip. And it says, "Inhuman grunts and roars reverberate from around the corner. These creatures are not alone. You'd better hurry." Great. So, we're probably going to spawn some more people at the end of the round. So, it goes. Well, let's shuffle my gray options. And I end up with What is this?

Oh, no. I got to be on the rookie side. Two butchers. Yeah, Rookie is their strength level. Uh, they can flip over to be stronger, but all the ones in this mission are rookie. We've got their initiative on the left, which says it's green and down. That's in the upper left near their name. Uh, so that shows they're going to be on the bottom row in green. So, they'll be after Hakee, before Penelopey. That's going to be the case for pretty much everybody. Uh, they are immune to knockdown and whatever that red one is. I don't think that's going to come up, so it should be fine. They sent me a rule book, but it's not printed. And also, it didn't have like all the icons unless I went into the glossery. So, hopefully I remember what these different status effects mean. Each of the butchers has 15 health. That's the number on the right. Their targeting and range is clarified by that row with the yellow icon. So yellow means melee. They can only attack somebody adjacent to them. And they try to attack up to two targets. Uh preferring the strongest if there are more than two to choose from. That means whoever has the most hit points. But their first priority will be to try to hit both of us if we are close enough that they can get an attack on both. And then on the bottom left is their movement. The little boot that is a four. Bottom right is their attack value. they will do a four damage to us.

We can try to prevent. And then finally at the very bottom where it has a heart. That means that if any of their four damage gets through our defenses, they will inflict the brittle status effect, which means the next time that character suffers health damage from any effect, it will be doubled. What lovely little guys they are. So they're going green bottom. So again, they're going to go before Penelopey. And I'm giving each of them a different base color. They did send minis, but I always prefer standies if I can use them. All right. So gray one will go there. and gray two will go there by the door and I'm marking their 15 life for each of them. And if they get any status effects, we would put them here. So that's how we keep track of who is doing how well. And remember their core stats, they can move up to four times. Movement is diagonal or orthogonal. We do have uh elevation which is used more in this one as far as I understand the original Dunagore. So this is on top of a little tray here.

Uh, so it's just one level up, which isn't going to matter much because you can move up or down one level without spending any extra movement points. But if you are attacking someone who is one level lower than you, you get plus two to your hit value. And vice versa, if you're attacking somebody higher than you, you get minus two to your hit value. But I mean, the key thing here is that we want to make sure that we are not within one of each other, like if we're like that, cuz then they'll just run right in between us and get a lot more damage going on. All right, but Hakee is first cuz the special initiative coin they sent me is on top of him. So on a hero's turn, they can move up to three spaces. They can take one minor action. Some of your hero skills might be minor actions, but more commonly it is used to flip your weapon. So, all the weapons in this game, I don't think this was in the original Dunagore, have the versatile trait, which means for a minor action, you can flip them to a side that hits less often on a 12 plus, on a d20 instead of a 7 plus, but also does more damage, a six instead of a four. I'm going to stay on the easier to hit side for now, I think.

So, you can move up to three, you can take a minor action. The minor action can interrupt the movement. So, I could like move one of my three, open up a treasure chest with a minor action, and then move two more. But then I also get two cube actions which cannot interrupt the movement and they end the movement. Like if I've spent one movement point and then I attack, the other two movement points go away. And the cube actions, as you can imagine, are to use different abilities. So I could do that to use my knight stance or this to use my disarming strike. And the cube colors define the range of an ability unless the ability says otherwise. Yellow is melee, so you have to be adjacent to the figure orthogonally or diagonally. Red is area based. You'll see here that each group of four squares is in a little defined area. So range attacks that use red can shoot into any of the areas that are adjacent to you. Whereas a melee attack, I have to actually be within one square of them. And then finally, blue and green cubes generally speaking have infinite range if the ability lets you do something for somebody else or for an enemy. So I've got a fun idea for this.

Let's go ahead and use my red or my yellow. I want to save yellows for more melee attacks. So, I'm going to use my one red to trigger my charge. We'll zoom in on these as I use them. So, charge says move three self. So, I'm moving myself. You got to kind of get used to how they uh parse out the abilities. They really lay it out in a pretty straightforward way. So, I move three self. I can move up to three. Then, I attack one target with plus zero to hit. And I get plus two to hit per unused movement point from the skill. So, if I only move one, I would get plus four to hit. If I move two, I would get plus two to hit. And I could have used it as a red or a yellow because I'm using it as a yellow. It is a ranged attack when I do that hit at the end. So I can't be right next to them. Sorry, I forgot to say that. For red attacks, not only can you attack one area away, but you cannot be adjacent to any enemy, the target or somebody else. So I'm going to go one, two, and I'm going to stop there. So I get plus two to hit against the yellow guy here because he is in a different area and I'm not adjacent to him, which would have made me engaged with him. So I have one movement point unused. So, I have plus two to hit. And my long sword is currently on this side, which means that I need a seven plus to hit. And if I hit, I will deal four damage. So, with my plus two to hit, I need a five. All right, I got a 10. Easy enough. If I got I guess this is it, a one, that's a critical failure. You miss no matter what is the 20. Also, special notice it's a 20. If you get a 20, you deal double damage after all modifiers.

That's called a crit. So, yellow goes down 4 to 11. So, that was my first cube action. Remember, I still have my regular move, which I didn't use yet. And I have a second cube action and I have a minor action. So, let's use all of those. I'm going to use my regular move one, two, three to get right in a scrum with these guys because I'm about to use arcing swing, which attacks two targets with one attack. And arcing swing has plus three to hit. So, let's use our minor action and flip over to our 12 plus hit long sword side, but it does six damage if I hit. And then I will use arcing swing. Sorry, I can't zoom in on that because it's on the entire board, but it says attack two targets with plus three to hit. Because it's melee, I have to be within one square of each of them, which I am. And when you do multi-hit attacks like this, you roll the die once. So, I have plus three to hit. Uh, my new side of my long sword requires a 12 plus normally, so I need a 9 plus. So, slightly better than 50% chance, but I'll do a lot if I do it. Hey, awesome.

Cuz Hakee has zero mitigation at the moment. You can get skills and things that give you rerolls, and Penelopey has a bunch of them, but Hakee is kind of all or nothing. So that was risky, but it paid off. So that's a five and a nine. They are nearly done. Let's see if Penelopey can play cleanup. So that is it for Hakee's turn. He did his two cube actions. He moved and he did a minor action. But let's talk for a moment how these cubes come back. So there are two ways to recover your cubes. The first one is if you use all of your cubes. So let's say like I use this and this. That's not right. And this and this. Then the second I have no cubes back, I get a free recovery. All my cubes come back, but I have to put down a black curse cube on either my roll cards or on my hero skills. I can't put it on my items. Those are not available. And that will lock out the ongoing ability or the ability to do that. Although, you can use what's called cleanse, which a lot of abilities have like battle focus here. One cleanse will get rid of one curse cube. If you get six curse cubes, your character is defeated and all the players lose. So, you don't want to do that. Now, the other way to recover is if I have only two or one color of cubes left, like here I would have only a yellow and a green. You can choose to take what's called a willing recover and again get all your cubes back again. Put the curse down. The only difference with that one is it ends your turn. So, you really don't want to do it unless you've already used uh your actions and done what stuff you're going to try to do.

But for now, I've got three cubes, so I can't do either of those. Uh we'll see how things go. All right, so we do the entire top row. Nobody's there. We get to the butchers. So, they want to target the two targets. Uh, they want to target the strongest target if they can reach more than one option. In this case, Hakee. He's got 16 life. Penelopey's only got 10. They can move up to four and they attack at one range melee and they deal four damage. And they progress down the health track in color order. So, yellow goes before blue, goes before pink, etc. So, this guy could one, two, three reach Penelopey, but he doesn't want to cuz he's already next to the strongest target. Now, he would prefer to hit two of us, but I didn't give him the chance. So, he's stuck just attacking Hakee. And there is no rolling for enemy attacks. They just hit automatically. So, four damage is coming at Hakee from yellow. And if any of it gets through, again, that's what that little heart next to the brittle at the bottom means. Then he will gain the brittle statistic, which again will double damage coming at him later. But we got a lot of ways to deal with attacks. What we're looking for are these little symbols next to the phrase take the hit. You'll see like what is that? Like a circle with a slice through it. I don't know what it's supposed to be. In the original, I think it was lightning bolts, which seemed a little bit more obviously reactions to me, but hey, whatever. And a lot of these will let you prevent some of the damage. So, in this case, my brass breastplate says take the hit, prevent for self. So, I'm about to get hit. I can use any cube to block and I will totally prevent the damage in this case cuz he's only attacking for four. Another one is intervention. I can move two and then prevent two to one target adjacent to you. This is usually when I want to run up and help protect somebody else because each time there is a threat, each time somebody gets attacked, each

character can respond to it with a single cube action or minor reaction or whatever. You know what? I think I'm doing this right. I think Penelope can do something a little bit nastier cuz look, she's got explore the breach. It says attack the aggressor with plus zero to hit as a reaction. And it's any cube. So, if I use a green or a blue, I think that I get to do infinite range because the cube determines the range unless it's something like your focus abilities here cuz Penelpia is definitely not within one area of yellow. But, I think I'm playing that right. So, she's going to attack and reactions technically happen before the attack resolves. So, I think if she hits this guy with her six damage when he only has five life left, she'll just kill him and take away the need to defend it all. But, she does need a 12 plus and she gets no bone. Actually, she's at minus two. Shoot. I just realized cuz she's down a level, but whatever. It's fun. If I get a 14 plus, I can whoop and holler. Um, that was a 19. I was kind of cocked, though.

So, let's roll it. Hey. Okay, we'll take that one. Another hit. See, I might be misunderstanding the rules, but I believe yellow gets defeated before they ever get a chance to do anything. Now, if this was the one-shot mode, we would get experience and we like level up as we kill enemies, which is super cool. Here, you only really level up uh like at the end of the scenario. So, we're not going to do anything else. Okay, then blue is doing the exact same thing, attacking for four. And this time, Hakee will take care of himself. Let's use the green cube to prevent for no damage gets through, so I'm not brittle. And that's it. Generally speaking, enemies just move and attack. So, let's get to Penelopey. And at the beginning of Penelopey's turn, she gets to roll a premonition die for herself. And yeah, I was going to say I used up all my luck. So, she has a five that she can replace for another roll. Don't think I'll need to do that, but there it is. All right, so let's go. One, two, three. She gets within range of that guy. Although now he could attack both of us, but what are the chances Penelopey or Hakee doesn't kill him? I think those are pretty low.

So she still has a minor action and both cube actions. For her minor action, now that she didn't roll well for her premonition die, let's h flip back to the side that's easier to hit. Then for her first cube action, I'm going to use twin strike. This is the bread and butter of the striker roll. It lets you do a twin strike. So with either ranged or melee, yellow or red. Attack one target twice with only zero to hit each time. But still two attacks for the price of one is nothing to sneeze at. So she needs a seven plus to hit. If she hits twice, the guy Oh, he's not dead, is he? He has nine life left. Okay, so he'll be close to dead. If she only hits once, he will be less close. Uh, so that's a hit. Yay. And number two is a critical failure, but Striker is kind of awesome. It says weapon mastery. Once per round, you can reroll a d20 if you don't like the result. I don't like that result. How did they know? So, we get a mar 19 a lot. So, again, that brings him down to one. Uh, should I try to defeat him? Is there anything else I can do?

Well, sure. We can do threatening arrow. Attack one target with plus two to hit. And then if I deal damage, I get intimidate two, which means the next time they attack, they would deal two less damage. I mean, this guy's going to be dead. But that still seems pretty good. So, sure, let's do that. And you know what? Let's go ahead and use it. Cuz with plus two to hit, a five becomes a seven. And that's a hit. Not even taking a chance at missing. So, boom. That was great. Uh, we wipe those guys out. And here's one of those. I don't know how the rules work at all. Do I take this card away now that they're both dead and spawn a different gray enemy next time? The rules they sent me don't say. I'm going to say yes, cuz variety is fun. But that's the end of Penelopey's turn. So, it says, "Flip this card." Okay, it says open the next door. Reminder, as a rule, heroes should be adjacent to doors to open them. Direct instructions like this, however, open doors in a special way, ignoring this positioning restriction. All right, so I'm opening the next door. So, I think this has been a thing for Junior for a while where like the doors themselves unfold or maybe it was a QR code. I don't know. But it is pretty fun that you actually like the door is this like little fold out thing. Start with the flavor text. The haunted courtyard.

The first wave of monsters falls. Proof of the skills that earned you the contract. Well, how how do they know they fell? I mean, they did fall, but what if they hadn't? New surprises await around the corner as the monsters gather in numbers, standing guard in a way their empty mind should not allow. or at least it should be. What? Okay, prototype. I don't know what they were trying to say there. In any case, you are on the right track and these creatures will not stop you now. All right, so I'm putting out a ton of stuff. Let me get this all set up. Okay, so I think I did this right cuz they like have little platforms within things. You can see the elevation changes. There's even like a little bridge over here. So, uh, fun stuff with 3D terrain and elevation levels. We've got a crate we can throw them over here. treasure chest we can open or also throw at them over there. And I'm about to spawn three enemies, one white, one black, one gray. First, a new gray enemy because I did change it out. Is a dark sader. Ooh, they are faster. A blue at the top, but in this case, it's still slower than a keem. Uh, they're immune to brittle and knockdown. Also, 15 life.

Uh, they only attack a single target. They still move for, but they hit for six instead of four. And if any gets through, they intimidate four, which remember is going to weaken your next attack. My white little range dude is a javelin thrower. They are immune to something uh for sure. And they are a little bit slower than the dark sader top gray or black, whatever that is. They can only move three. They have a ranged attack and they attack the most tired, which means that whichever person has the fewest cubes on their board, I believe. And if it's tied, they attack the next one in initiative order. That's how they always do it. Oh man, six damage. Uh three range. Oh, and if any damage gets through, they bleed you two. Bleed means at the end of your next turn, you take that much damage and then the tokens go away. Although you can use cleanse to get rid of all of a single type of status effect. So all of the bleeds would go away with a single cleanse. Then finally, Queen Web. Whoa.

18 life. And she's immune to a whole bunch of stuff I can't do. Oh, including stealth. I know that's the bottom one. Oh, she's very slow though. Bottom red mean she's even after Penelope. Uh she only moves two. She attacks one area adjacent to her. The entire area. Oh, I think she's a large creature, which means she takes up the entire spot. That's crazy. So, she could hit both of us. We're both in the same area. She attacks for nine. And if any damage gets through, you get poisoned, which also does two damage at the end of your turn. Can also be healed with cleanse, but does not go away. It'll keep on hitting you for two every turn until you cleanse yourself. Whereas, again, the bleed is a single time thing. And here's where all the enemies ended up. Got to say, I'm a fan of this placement. Uh, let's put your range attacker right in front of us for murdering and then ask people pretty far back. Although with Queen Web, I just realized moving two areas each round since she's large and not just two squares. She's going to catch up to us pretty quickly. The game also told me to draw 30 darkness tokens from the darkness bag, which has colors for each of these enemy types, leaving six inside the bag. Now, as far as I understand it, in the original Age of Darkness campaigns, you would have like shapes on the back, and you would sort of Polyomino style like add darkness tiles onto the map as you drew these things, and they were like the main timer for the game. Uh here it's a little different. I only have six. Although it does sound from the door's text like it's going to be another timer. You see, look, it says replace the first steps game mechanic. There's a second section down with the oh end of the round. A card face a up. Maybe that will tell me I get any of the tokens. Then it says new defeat condition. A third defeat condition is in effect. When the party

is unable to draw a rune, uh then they lose. There's six runes in the bag. Enough for five more rounds. And scene trigger. When the last monster on the board dies, read scene. And then there was a door in chapter there and back again the adventure book. Okay, so just kill some people. Let's go. Okay. Yeah, it looks like at least on the aside, I draw one room from the bag. Then if there are no more living monsters, I would be able to open a door. That's clearly not going to apply for this scenario. Well, that ain't happening yet. It's back to Hakee time. Unfortunately, one, two, three. Shoot. Can't get into melee range of this guy. Well, there is a way I can. I got to think if I want to do it. I can also I just check my handwritten notes for the train tiles. As a minor action, if I'm adjacent to the crate, I can throw it at somebody in range one and inflict brittle on them, which actually sounds faking great for Queen Web with her 18 life. Let's bring her over here and then brittle her to death. Yeah, don't you worry. Hakee's got a plan. So, I'm going to move my regular three. Then, instead of using your two cube actions in a turn, you can use one of your cube actions to get you another minor action or another movement of three. I don't think you actually use the cubes. I don't think it speeds up you having to rest. Pretty sure. See, let's go one now. Crud is the dang. Yeah, the spider's going to be able to go there and then there cuz diagonal movement with area movement is crazy. And she'll be able to attack me for nine. Maybe I shouldn't do this. Maybe I should make the javelin guy come to me. Ah, that sounds like quitter talk. In fact, let's go one, two, three, and be closer to the

treasure chest. Or even what the hell? We'll just be here. Okay, Hakee is I think I want to do my disarming strike, which gets plus two to hit and will intimidate two if it gets them. Let's use my minor action to flip my long sword back to its easier to hit side and do a disarming strike. So again, I'm getting plus two to hit. So I need a five or more and if I hit, I intimidate two so they'll deal two less damage on their next attack. That's a hit. So javelin throwers down to eight. And I think this is intimidate. Oh, which would mean the uh the dark s. No, actually none of them are immune to it, but I think the other guy was immune. The other gray monster. All right, cool. And next is the dark sader. It's going to be a little while. Snake move four. One, two, three, four. They're not going to get into the fight for a bit. Next is the javelin thrower. And they Oh, wait, wait, wait. This is going to matter in a second, but obviously I want to go ahead and rest at the end of a turn. I am resting early since I had two or fewer colors. In this case, just a blue cube.

But he does get a black cube. What do I want to cover up? I haven't really looked at all my skills, but this one gives me some shields to block damage and also u makes two people next to me hit for less. This is their focus and cleanse one to build up to uh if they can get two focus, they can parry in an awesome way. If they can get three focus, they can do an awesome attack. This one lets them heal a bunch, provoke, and it says heal with reinforce, which means it can get me shields to block damage if I overheal. So like if I use it right now, I would get four shields. challenge does one damage to a target and intimidates four. I think that's the winner. I can always cleanse away that curse cube, but I don't think I need to use that. Okay, now like I said, this did matter because the javelin throws to attack the most tired target, which is suddenly Penelopey. But can they get into range? They move up to three. So, one, two, three. Nope. They would not be in range.

So, instead, they're still going to attack Hakee. And they need to get not adjacent to him. So, one, two, three. One, two. You can't stand on that three or 1 2 3 would give them a bonus. I think the rules said or at least how they explained it in the TTS play. As long as they're moving as little as possible, you can choose which way they go. Oh, and actually never mind. This is literally their only option that only loses two movement. Whereas to get there would be three. One, two, three. That would be three. One, two, three. Yeah. So, this is the only option for them. But it's also good for us cuz they're going to be minus two. Oh, no. Wait, they're not minus two to hit. They don't care. But we're plus two to hit. That part at least matters. The enemy is always hit no matter what. So this guy's attacking for six, but because of his intimidate, he attacks for only four, but then the token goes away. And Akeem laughs at four damage attacks.

Uh I don't know if he actually does, but here, let's use my green to take the hit. I also have, where is it? Unwavering stance. Oh, they forgot to mark that with the reaction symbol. But yeah, that one's prevent two plus two for each monster next to you. So if I really get surrounded, I could potentially prevent like six or eight. And I think that's it for his defensive reactions. Yeah. So, he's definitely going to be in some trouble in a vowit when the spider comes over and attacks him. But that is not happening yet because Penelope is first. And Penelopey, roll your prediction die. That's a nice roll. Now we can guarantee a six damage hit. I love that. Although credit, I don't have any attacks, do I? No, I don't. Remove curse doesn't do anything. Appeal is a defense thing.

This one moves three. Oh, and recall one. What does that mean? I'm guessing I tried to write down all the stuff from the rule book, but I didn't. I'm guessing it lets you pull a cube back. That sounds like it probably would do that. Let's assume it does. And then I'll get to attack this guy. So, sure. I might be making this up, but I'm going to move three self and then recall one from a target at any range. Let's recall my No, my twin strike is what I want, right? So, she's attacking. Oh, she's going to now for her second cube. go ahead and do a twin strike on him. And I could flip to my Ashwood staff to do more damage, especially since I have an automatic 15, but whatever. I mean, the seven plus is going to, if I hit twice, do his eight damage and kill him anyway. All right, so first attack is a 13. That's enough. And then for the second one, we'll just use my 15 premonition cuz it goes away anyway. And he'd be dead. I mean, he was not the scary one, but uh we can just try to focus fire on this spider. Then I still have three movement left. Now, I don't want to be in the same area as the spider. I do kind of want to Spidey's going to come there, right? Yeah. So, I do want to be right here so I can throw the crate at her and make her brittle. Is she immune?

Nope, she's not immune to brittle. Yeah, I'm going to try to do that on my next turn, but I will definitely have her pull back and rest early. She'll put a cube on I mean, I've got remove curse to cleanse and also battle focus to cleanse. I don't think I need both of those. So, let's lock that one up. Okay, now the scary part. Oh, the scary part. Yep, here she comes. So, she can move two. She wants to be within one area. So, she could attack either of us, but her target is the strongest area. So, she's attacking Hakee for nine. And if she hits him, two poison. Ouch. Hakee's breastplate is already in use. Um, so he'll go ahead and I think uses blue to do unwavering stance, which is going to be prevent four because uh the lady is adjacent to him. That's why I ended in the space I did. Penelopey should be able to help out too, right? I don't want to attack the aggressor this time.

She's uh two levels below, so she would never hit. So, how about appeal? Prevent two to one target. Oh, plus two for each hero adjacent. We're not doing that part. That means we prevented six out of nine. So, Hakee takes his first damage. He's down to 13 or I guess the first damage for any of us. But then his persistence ability says whenever you lose health points, shield yourself one. So he'll be able to block one damage next time he gets attacked. But then also because damage got through, he is poisoned two. And remember that one is not going away until somebody cleanses him. So he's going to take two damage at the end of each of his turns going through armor and everything. But if we can wipe out Queen Web, we'll be fine, right? Okay, end of the round. We are drawing one rune from the bag. Okay, it's a red. And these I think do go on the board because at least in the oneshot mode, the boss I played against was like doing extra special attacks and bonuses based on the number of those things. Okay. And then we flip the card.

Oh, we're going to draw two runes from the bag. So that'll leave with three. Okay. So that's why they said it's five rounds total because it'll take away two. That'll leave three left. One and two again will leave zero left. And then when I couldn't to draw on the fifth round, we would lose. But we're going to do fine before that happens cuz Hakee is up. And does he care that he's poisoned? No, he does not. He laughs at poison. I don't know if he really laughs at poison. That seems pretty unhealthy. But he might he might laugh at it. And oh yeah, I know what he's going to do. It's going to make the dark sader come and beat him up. But I think it's still going to be worth it. Hakee is going to use his regular move. He'll go one, two, minor action to get the treasure chest cuz remember that doesn't uh take away your move. Oh, although I forgot he can throw the treasure chest at somebody in range one to stun them, which means they don't attack.

How confident am I that Penelope is going to crate brittle murder the queen web? I'm kind of confident now. I want the treasure cuz I think you keep these if you don't use them. So, these are single-use items. Actual upgrades to your weapons and armor come as quest rewards. Okay, this scroll of warding. Use this scroll as an interrupt to prevent tend to yourself. That's uh pretty good. This goes in my bag until I want to use it. All right, so he has one move left, which is important because to move up more than one level or down more than one level cost an extra point of movement. So, we'll go here since we only have one movement left. But then remember our old friend charge. I'm doing a melee charge for my first cube action. So, I get up to three movement blink. I got two left. And then I get plus uh two to hit for each movement remaining. So, that is plus four to hit.

And I'm one level above. a plus six to hit. Man, I really wish that I'd flipped my long sword to its harder to hit side cuz now I'm only missing on a one and it would have been really good over here doing more damage, but oh well. So, let's see if we get a one. No, we don't. We didn't get a crit either, though. So, that's four damage. So, Madame Web is down to 14 because her movie wasn't very good. No, she's Queen Webb, not Madame Web. I'm just hating on that movie, I guess. All right, Hakee ain't done. Disarming strike. Attack one target with plus two to hit and I intimidate two if I hurt him. So, plus two to hit, plus four from being above. So, I need a three plus this time. Nice. Yeah, dang it. If I hadn't picked up that treasure chest, she'd be down to six luck. But with Brittle and Penelope coming for her, I think we're going to totally kill her. But if not, Hakee is totally intimidating her, just learing down at her like that. That didn't sound very nice. Why are you learing at her, Hakee?

But yes, uh, so we'll be okay. And wait, wait, wait. That dark sader is about to kick our butt. So, let's definitely rest and get our stuff back. What are we going to cube this time? I could cube my sturdiness and curse it. It would lose me a single hit point. Uh, what else could I get rid of? Maybe. I don't know if I'm going to do Well, you know what? Intervention. I don't think I need to prevent damage to somebody else. I'm doing a pretty good job of keeping Penelopey out of their crosshairs. But here, here comes the dark sader. Hello. He wants to attack the strongest, and that is me. And he's attacking me for six and intimidate four. H. Oh, wait. I just got back. Where is it? Where Where's the stupid thing that like blocks more? Oh, uh, unwavering stance. Let's use my green since I just cursed its only thing. So, now I prevent two plus two for each monster adjacent to me. There's a spider and there's a seder. So, that is six. I don't even need to use my shield. Y'all suck. Oh, wait. But I did take two damage from the poison at the end of the turn. So, that part's not as nice. All right. Come on, Penelope. throw that crate and have a date with the spider. I don't know what I was trying to do here. Rhybe something, but we're gonna kill him. So, first I roll her prediction DIE. OH, IT'S GOOD. OH, it's a 17. Oh, this is so good. Uh cuz I can guarantee a hit with my stronger side of my staff. Except I'm going to use my minor action to throw the crate. Gosh darn it. Should be fine.

Should be fine. See, for my minor action, I will throw the crate in range one. So, she is brittle for the next attack against her or the next anything that deals damage. Then I got to move so I'm not hitting so badly, I guess, here because I can't uh attack her from melee. Well, actually, I guess I could. So, sure. Let's go here. I mean, yeah, I've got two options here. I could use twin strike. The first one would get doubled to do uh eight damage because I don't have a minor action, which would not kill her. And then I'd have to hit with the second one uphill. I don't like that. You know what? I am going to give up a cube action to flip my staff, actually. But then I'll still use Twin Strike, I guess. Yeah. All right. I'll still use Twin Strike. I'm wasting one hit cuz I'm going to just use this on the first hit, which uh hits even with the minus two for being uphill and does 12 damage with the brittle, which means she's dead. Oh, this guy was also already dead. So, just the Dark Sader is left and he's next to an angry Hakee who has the high ground. Not a good idea, buddy. But first, we are drawn two more tokens. We got that in a green and we flip back. And yeah, we should be able to wrap things up hopefully pretty quickly. I mean, the dark sader does have 15 life, so he's not a chump. And sadly, Hakee has no way to gain bonus damage. Well, he does have one way. He can miner action that over.

And then we got it back. Let's use charge. And let's not move at all. Let's not move at all. So, that is What is that? plus six and I'm above him plus eight. So I need a four plus to hit. Here we go. Okay, that does it. So that takes the sader down to nine. Then I think I'm going to use my other yellow for disarming strike which will intimidate the guy and get plus two to hit. So plus four overall. So I just need an eight to hit. Come on, Hakee. Yes. Gets him to three. Should be easy for Penelopey to finish him off. And he's also double intimidated, which means he'll only be attacking for four instead of six, which is pretty easy to block. And then, oh no, Hakee has taken two damage, which means he's not the strongest, which means they're going to attack Penelope finally. Oh, did I want to move? Yeah, you know what? Sure. Uh, because if somehow Penelopey fails to defeat the guy, Hakee can try to dash over and grab that treasure chest. Yeah, this might hurt. Hakee doesn't have his intervention to run over and help Penelopey. So, this gu is going to move one, two, and attack for six minus two is four with the intimidate. But, actually, I don't even know what her uh defenses are. She hasn't had to use them at all. Uh, she could attack the guy.

Oh, she could attack the guy. And again, at least with how I'm interpreting it, it immediately kills. Uh, so we'll use blue so it can hit anywhere cuz red, he'd be right next to her and she couldn't use it. Now she does. Oh, she needs a 14 plus to hit. Um, what's her other option? Leather armor. She could prevent three and move two with jump. Oh, that would jump let you move past the enemies and let you go up the elevations faster, but that would let her get into a better place to hit. And she already used a peel, huh? Yeah, let's take the safer option. I don't think I'm going to get lucky again. So, I'll prevent three of the four. So, she takes one damage. Now, unfortunately, she does get four intimidation. But even if she misses with her first attack, that'll go away. And she also gets to move two with jump. So, she will tumble up to here, which means she can go up there and use her range attacks and hopefully kill the guy. And yeah, no time like the present. Let's use our Oh, yes. I love this prediction die, man.

It's so great. That's right. All right, she has a roll as well. Fantastic. Fantastic. Yeah, let's get up here. So, we have plus two to hit. And then we'll go and do Ray of Splendor for her first action. So, first she heals to one target. I think it can be herself, even though it's a range cube, I think. And then she attacks a target with plus two to hit. I'm not going to use the 18 yet cuz remember this one has minus4 damage, so it won't kill the guy anyway. And yeah, she definitely missed, right? Cuz even with plus4, she would have been a 10 and she's on the 12 side. But then these go away. And let's do threatening arrow. So she would intimidate him and get plus two to hit. But we're just doing an 18 uh with plus two to hit from the elevation and everything. She easily gets him which finishes him off. Don't we immediately stop when the last monster on the board dies. Read scene.

And then there was a door. Okay. This one is pretty. I remember this was in the original Druigore just from like watching videos and stuff. See what it says. A most unsuspicious laboratory. The door doesn't budge. Solid as stone. Unmoved even under your full weight. The mechanism is sealed. As you struggle, Yerrick's words come back to you. There's another entrance somewhere behind the garden. He clearly didn't expect this to be easy. Dwarves are known for their craft, especially their doors. These aren't meant to be forced. Either you know how to open the doors or you figure it out. Okay. Okay. So, we got options. We can interact with one of these. So, we can read the inscriptions around the frame. Seems like it might help us solve the puzzle. Turn the wheel half a turn clockwise. Turn the wheel half a turn clock or counterclockwise. Try to lock the wheel. I don't know what that means. Give up and try to find the other entrance. Well, let's read the inscriptions first. You trace your fingers along the door's ornate etchings. Their true meaning emerges.

Dwarven runes woven into a hidden poem. A clue to opening the door buried within another secret. All right, so we make a wisdom skill test with difficulty 15. How skill tests work is you roll a d20 and then you can uh exhaust your cubes, which I guess we just keep the cubes we currently had. And so Penelopey would have just recovered and gotten all of hers back and gotten another curse cuz she used all of hers. And if we're successful, we proceed to 1.6. Otherwise, you may take two curse cubes to convert a failure into a success. I think we get all our curses back when we camp. So, that seems fine. But let's go ahead and try it. So, yeah, Penelpia has more to exhaust. I think you get plus four if it's the correct stat. Here's a wisdom cube. And then, I don't know. Let's do like one, two of these. That makes it plus eight. So, we need a seven or higher. That seems pretty reasonable.

Yep. You decipher the dwarven inscription. The ruins speak of an age when the high dragon still walked the world. A dwarven legacy at its peak. Within the verses, you find what you were looking for. The mechanism is simple. Turn the wheel a full rotation clockwise. Then lock it in place with the key. Okay. So, turn the wheel half a turn clockwise. The heavy wheel turns easily. A finely crafted, well-built, well-maintained mechanism responds to your touch. Well-maintained, how? As it moves, hidden gears and chains answer with a low, strained creek. The counterwe pushes back, slowly forcing the wheel to its original position. So, I guess I'll continue turning, right? Cuz it was a full turn. The counterweight pulls harder with each turn. Muscles burn as you fight the resistance. I don't know if Penelope is good at muscles. I guess Hakee's helping. The door isn't the only thing shaking anymore. Everything around you trembles with it. Holding against the pressure, that's the real test of strength. Mark the tensioned mechanism status on the campaign log. Okay, pretend I did that. And then now I want to lock the wheel, right? cuz that's what they said to do. As the grinding slows, you spot a black steel key next to the door. Perfectly sized to lock the wheel, but with no keyhole in sight.

Forged from metal, rumored to fall from stars, it's known to be unbreakable. The perfect lock. Still, the idea of locking it away for good makes you hesitate. Take the black steel key adventure item. Choose resolution. Oh, I'll lose it if I lock the wheel. I'm going to do it anyway. An item like this is rare, and momentarily, you hesitate. Still, a job is a job. You slide the key in until it disappears. A sharp final click echoes. Every other sound goes silent. The mechanism locks in place for good. Return the black seal key. Oh yeah, I definitely got it. If the tensioned mechanism status is marked on the campaign log, proceed to resolution 1.11. Yeah, you've overcome the mechanism. The pressure vanishes in an instant as if it had never been there. You draw a breath, exhausted. That was it. The key was the missing piece. With a soft shift, the door loosens in its frame, opening only enough to reveal a thin gap, barely the width of a finger.

The hinges don't even protest the weight of the iron. At this point, even a child could push it open. All right. And then I read, "Final scene. Skeletons in the basement." I guess is where we'll stop. The door opens without so much as a creek. The only sound that follows is the low growl of creatures advancing toward you. With no way back, the iron door shuts behind you with a sharp click, sealing the passage in darkness. You push forward into the unknown. Guided by the strong scent of oil, you reach a set of dim lanterns. Their feeble light reveals what stops you cold. across the worn wooden floor. Dried blood and thick tar-like pools spread into shapes that almost resemble human forms. The adventure ends here. This path leads to adventure 2. A skeletons in the basement. Mark this outcome of the adventure track. Each hero learns one level one hero skill. Cool. I'll show you that in a second. And then tutorial. Okay. Then I get to do the camp board, which lets me remove all curse cubes and discard every condition token. Oh, so Hakee is not poison anymore. I would also Oh, I would get rid of chess cards. I thought I got to keep them between missions, but I guess not. And uh the curse cubes go away. If one of us had been fully defeated, like actually lost all our health, we would have gotten what's called a trauma cube. That does not go away when you rest. Well, except for the next step, restoration step, where one hero can get rid of one trauma cube. But when that happens on your next turn, you come back up with full health, so you got to kind of die twice. Uh but if more than one hero dies in a given mission, then you're not going to be able to get rid of all the trauma cubes and you'll be in a more precarious situation in the next scenario. Okay. And then filling the campaign track. Uh we go to our next adventure. Yeah. Okay. That's just uh everything else is pretty basic. But let's talk through our level up options

cuz these are fun. I believe whichever one you pick, you also get another cube of that color. So like if I get a melee, I would get a second yellow cube for Penelopey. I think that's right. So Penelope's range one would be failure. Attack one target with plus one to hit. Oh, and then inflict brittle if you hurt them. That's a nice one. Or for green, bet on luck. Prevent four sell. prevent plus six if you discard a chest card. Well, oh, and that's right. She has ways to get chess cards. I never got any focus, but her one focus ability, golden touch, like Midas, does two damage, and if I defeat the enemy at any range, by the way, I get to draw a chest card. Pretty awesome. Okay, she did the wisdom one would be an ongoing power. Second premonition at the start of the round. Uh, roll one PD self. Whoa. You may deliver this dice to another hero immediately. Whoa, whoa, whoa. That's great. That's really great. So, she would have two chances to uh get her like free hits or whatever. And then finally, the melee one is holistic healing. Heal two up to three targets.

Now, it is melee, so you'd have to be next to him. And I think again it can be herself. I'm pretty sure. So, in two-player, that one probably wouldn't be as exciting, but still pretty nice. How about Hakee? For his ranged one, he could prevent four damage to one target. That could be again I think himself or anybody within one tile, an ally. For his melee defying strike, he gets the defy token. nothing that makes him like the main target. And they attacks one target with plus two hit and plus three damage. Yeah, we need plus damage. That's a great one. For agility, we've got cross. Move three and choose to either defy or heal one with reinforce getting shields and then deal two damage up to two targets adjacent to you. Oh, that is pretty nice. And then finally, his blue is also an ongoing combat mastery. May discard two shield tokens as one focus token. And two focus lets him prevent damage. Look at his three focus. He gets a defy token and then he attacks one target with plus five hit and plus five damage. Woo. And that gets even better when you level up next into these paths. Where is the one that's all about focus? Oh no, the defy token. Look at this. Okay, so this one, if I get level one, I get shroud. Each prevent effect gets plus one prevent. So all of his armors would be plus one. Crazy. But then level two, when you receive the defy effect, your next attack deals plus four damage. So all those uh like skills I could get that get me defy. Then I could I mean the devastating blow that cost three focus would do plus nine damage. Give me a break. Oh, and then if he uh gets to level three, he would get another sturdiness for plus4 max. Oh, that's right. I was like, that's dumb.

He can't get more than plus4 max health. But I forgot you can change your role in each camp phase. So, if I didn't want to be defender anymore cuz I had gotten this sturdiness upgrade and I didn't need that, I could switch him to be the striker or something else. So, you have a lot of flexibility with your character session to session. And hey, Penelopey doesn't feel left out. Let's look at her manifestation path. So, at level one, whenever she rolls one or more PDs, she can reroll one of them. Fantastic. And then both of these are level two, so I could get them in either order. Promising future says as a free action. Oh, you can discard a PD to cleanse one at any range. That gets rid of curse cubes. That gets rid of poison or other status effects for free basically. And especially if you rolled like a bad roll for the uh the prediction die. That's great. And then by a thread as an interrupt, you can discard a PD to prevent three one target any rate.

That's great, too. Woohoo. Yes. So anyway, uh lots of cool things to level up. What do I think of this one? As someone who has never played Druidor before, I think this is a blast. I had heard, you know, some people that really loved this one, and some in our Discord said it was their favorite crawler ever, and I wasn't quite sure, but it is excellent. I think the uh cube system is really fun. You know, the d20s can lead to missing and being frustrated, but honestly, you have so much control with elevation and powers and things and uh flipping your weapons. I don't think that was in the original game, but being able to kind of go to your more sure or more risky side for your weapon, I think it helps a lot. So, yes, I have whiff, but it's not that big of a deal. And heck, if you're playing uh somebody like the striker class where you get a free rroll or Penelopey where you can use a premonition dice, like based on your character, you can really take out a lot of the luck. And the enemies are basically zero luck. You can really position things carefully and make sure you have the right defenses to stop them. So yeah, I think uh the core combat mechanics are cool. I love how diverse the characters are. It did take me a little while to get used to like how the powers are written, but now I understand them pretty well. And yeah, you just get so many ways to level up cuz you're not only adding these things, but then you're flipping them to get a second here. Let's see what like his super melee attack is. Oo, disarming swing attack two targets with plus three to hit and keen. That means you crit on a 16 plus instead of a 20. And if you hit intimidate two, that's great. And there's a lot of these paths as well.

And then you also get new weapons that have their own powers and things. I think the uh increased 3D nature stuff works well because it actually matters. It affects how you move. It affects your chance to hit. Uh you know, when you compare it to what was it? Descent: Legends of the Dark. That's what I'm thinking of. That one had 3D terrain that I guess looked cooler, but it took so much longer to set up. This was very quick to set up the room once I kind of understood how things were laid out on the map. So yeah, I feel like the 3D is worth the time here. It reminds me I I think this is kind of the intent of what they did for Dante with like the columns and stuff. Although honestly here, I'll say I kind of like it a little bit better cuz it's just so quick and easy to run. And also in this one, if you throw a monster like with a push effect or telekinesis off of a high ledge and they fall two or more places, they take damage. Whereas in Dante, they didn't for most of the bosses, which just seemed like a missed opportunity immediately, right? And yeah, these little interaction things seem fun. you know, the narrative. I can't really tell how good it's going to be yet, but it seems pretty interesting. And although I didn't show it in this video, the one-off mode works great. Here's how it works. As you gain experience, you get one for killing each monster and then also their experience tokens to pick up.

You slide this thing along. Whenever you reach one of these spots, you have to go further with more players cuz you're going to be defeating more monsters. You get one of your level up skills like I just got from that mission. And then here, I would get uh two of these like I was talking about. Here I'd get new weapons. And then uh more cubes I guess. I'm not sure what that one is. So you're just leveling up in a very consistent way as you play. And then also the enemies level up. Whenever you go to a new row, suddenly all the white enemies like this javelin thrower would now be their fighter side. So the enemies level up, you level up and work pretty slickly. Uh the only thing that I wasn't quite sure about is the minion spawning rules because they have these minions that you can kill in a single attack. Like they'll have a three or four defense value and if you do at least that damage, they're dead. you don't actually keep track of anything, but they keep on coming out. It wasn't clear to me in the TTS teach like where they came out and which spawn points were active and how you kind of decide that.

And that's not again in the learn to play rule book that I have. So, I'm not 100% sure how this will work. And also, I will say just as a small concern, when we got to the boss in the oneot mode, it was kind of tankier than I prefer. Like, it had like 70 life and we just hit it over and over. But it was still fun. We were trying to survive its attacks, but eventually like the tactical positioning didn't matter that much. We're just kind of staying in the same spot and hitting him in the same way. So, that was the only part that wasn't too exciting to me. The boss combat didn't seem as dynamic as I've seen in some other crawling games. Really, that's a minor complaint. I don't tend to love campaign crawlers these days, but this one is a lot of fun. I like the core mechanics. I like the leveling up. I really appreciate that they have this new oneshot mode. I think that's great. The core campaign seems good. I mean, honestly, the biggest praise I can give this is that I would play it more. And with me really not having the time to do campaign games like this, that is uh pretty high praise. So yeah, I'm not sure if this video is going up when the crowdfunding campaign is live or a week or two before, but I would definitely check it out if you're a fan of Druigore. It seems like the new stuff is pretty cool with the oneshot mode and stuff and the flippable weapons and things. And if you've never played Dunagore before, again, neither have I, but from what I've seen, it's a really solid, fun, classic dungeon crawling system. So I would definitely check it out. Thanks everybody for watching and a special thank you to our biggest Patreon supporters, Dan J. William F, Steve Ren, Casey W, Andrew R, and Chris C.

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