Angel Fury - Tutorial Playthrough
Transcript
welcome to the jungle games tutorial for angel fury in this video i'll be teaching you the rules to the game as we play through the first few rounds now i would like to ask that if you end up enjoying this video that you please click the like button for it down below as well as the subscribe button for the channel in addition to that if you'd like to directly support the channel and the creation of videos like this one in the future then please go to drongetsgames.comsupport there you'll find a bunch of ways that you can really help things out and some of them come with nice bonuses like voting on a few of the videos that i film each month alright let's jump into the game out here we have the game fully set up for our two different players now before i start i would like to ask that you please turn on the klingon subtitles i might make mistakes as i'm showing you the game and those will let me put corrections on the screen where you should be able to see them i'd also like to mention that today i'm filming with a prototype version of the game so the art and components that you see here are not necessarily what they'll look like in the final version well let's start things off with a brief overview of the game now as you can see there is a single person right there and this game is thematically a fight over that person's soul now this is fought between demons and angels and we win the game if we were able to have seven soul points at the end of our turn and we gain those by controlling the spot that has the soul on it at the end of our turn as well as by controlling the summoning altar of our opponent now we are going to pull this off by moving our troops around using command points and on our turn we are also going to be spending cards from our hand to do a wide variety of effects now all players start with 12 cards over here at the beginning of the game and this deck is actually modified by our arc demon or archangel
that we selected at the start of the game which are out here on the board and they are particularly powerful units when it comes to this war as we play through the game we can each spend our resources which come in the form of crystals as well as reinforcements in order to purchase new cards that will go right into our hand but you can never have more or less than 12 cards so whenever you gain a new card you must also lose a card from your hand now we are going to gain these resources by controlling the various crystal and living water spots on the board at the end of our turns and we can also gain resources by moving into these locations during our turn and i'll talk about the details of that as well as everything else as we bump into it while playing i think at this point we can start playing the game and for today's tutorial we are going to be controlling the demon side over here and our chosen archdemon is apollon now that means we are controlling all of these units and we are certainly going to try to take over the spot on our first turn of the game speaking of that the demons always start the game so let's now take the first turn of the game now on a player's turn it is split into two different phases the first is an action phase and the second is a resource gathering phase so that means we are in the action phase right now and there are five different types of actions that we can take and we can take as many of these actions as we want before we move on to the next phase with this in mind let's focus over here on our area now as you can see there are a variety of things on our player board and the thing i'd like to focus on for our first action is over here now this is called command and as you can see we have three command tokens in the unused area now as an action we can take one of these cubes
and move them to the used area in order to command one of our troops out on the map and i do think this is the first thing that we want to do so let's focus back on the map and as i just said one of these cubes lets us command one troop and a troop is defined as any number of our units within a single spot on the map that means this is a troop of nine demons that over there is a troop of five demons as well as one tormentor and this is a troop of three demons and our archdemon apalon now when we do a command we can move any number of units from one troop into an orthogonally adjacent spot in this case for our first command i think let's move up here so let's focus over here and as i just said when we command a troop we can send them into an orthogonally adjacent spot now as you can see there are nine demons over here and every troop can never have more than a three by three grid worth of units in it that means this spot is currently full and when we move into this area you'll notice that this living water terrain also takes up space in that area specifically this terrain takes up a two by two space so in this location there is only room for five more units in that particular pattern that means we would never be able to send something like a tormentor into this area because as you can see the tormentor is the size of a two by two and that simply does not fit with this other two by two already there so let's perform this command now the troop has nine demons in it but as i just said there's only room for five over here so we can move five of them into this area and it is worth noting that if we were
going into a battle we could actually move in with all of them you only check to make sure that you have enough room in a space that you are moving to once the battle is over in this case there were no opposing angel units in this area so we're not battling so we go right to the spot where we have to make sure that we are not taking up too much space in this case it looks like we are filling up the space entirely and whenever you move any number of troops into a spot that has a living water token or one of these crystal mountain tokens you immediately gain one of the associated resource for the living water that will let us reinforce once and for the crystal mountain we would gain one crystal obviously in this case that is living water so we are going to gain one reinforcement and we will take that from our reserve as you can see at the start of the game we have two demons in our reserve and our opponent has three angels and there are also a bunch of crystals in the reserve so we are going to take one of our demons from the reserve and move it into our resources area because we moved at least one unit into this living water spot now it's worth noting that you are never allowed to command any unit on the board more than once in a given turn so that means we are not allowed to spend a command point in order to move any of these again it's also worth noting that every time you move at least one unit into a space that has a living water or a crystal mountain you gain one of the associated resource so that means we could have spent a cube to move just one unit over here to gain one of the reinforcements and then spent another cube to move another unit into that area which would get us yet another reinforcement if we felt like that was a good use of our command cubes
in this case i think this is better we have filled this spot in which means we are going to be better at defending it against our opponent if they decide they want to take control of this living water area well that's finished our command action and as you can see we can do up to two more of those on this turn now i think the next thing that we want to do is activate the ability on our arc demon apalon now not every arc demon and archangel has an activatable ability but the one that we chose does so let's focus in and see what it says in this case it says that once per turn we can destroy one angel in an area adjacent or diagonally adjacent from avalon well as i mentioned before the goal of this game is to gain soul points and the main way we will get that is by controlling the area with the sole on it and as you can see this is diagonally adjacent to apollon so let's use that ability to destroy one of these angels which is going to make them weaker when we decide to attack into this position later on in this turn now whenever any unit is destroyed it's going to head over into the reserve for that associated player all right the next thing i think we should do is command again but this is going to be a little bit different than the last one because this time we are going to move it into a spot that has opposing units so that means we're going to start a battle in this case i do think we want to move this troop of nine demons into that area that has five angels defending the soul now as i mentioned before each of these areas cannot hold more than a three by three space worth of units but that is only checked after battle so in this case we can just say that we're going to move all of these in we don't actually have to make them fit and now we're going to have the first battle of the game
now the first thing that happens is if we have a card in our hand that says play before battle then now is the time when it can be played and these can only be played by the attacker now we have brutal assault in our hand and i do think we should play this one and that is going to modify how the dice are going to behave for us in this battle so that means brutal assault is online for us and now we can proceed into the battle itself and this will take place over potentially multiple rounds of four steps each the first step involves gathering up our battle dice and simultaneously rolling them now the way this works is each player is going to gain one die for every one of their angels or demons and they will gain multiple dice if they have a larger unit in that battle for example this tormentor right here takes up a two by two size space and that means it is going to roll two by two or four combat dice in the same way our arc demon as well as the archangel over there will roll three times two or six dice in combat what this means is players will never be able to roll more than nine dice and in this case our nine demons is going to indeed cause us to roll all nine of our dice over here we can see the angel player has five angels in that combat so they instead are going to roll five of their combat dice we must now simultaneously roll all of the dice and then we can move into the next step of combat where we are going to count up the hits now as you can see there are a few different types of faces the first are blanks which don't do anything the second are the circles which by themselves don't do anything unless you have an ability that makes them have an effect and the third type of face is damage that shows up as a sword
on the angel dice and an axe on the demon dice now in this case we can see that the angel has two swords one circle and then we have three swords and two circles now again the circle does nothing unless you have an effect but we did play this brutal assault which says that all of our circles count as one ax in this combat so that means we actually have five hits and our opponent has two we've now reached the third step of this round of combat where each player can play any cards from their hand that say they have a battle effect and in this case our opponent has decided to play shield of faith that says it is playable during the battle and archery steps of the game and i'll discuss archery later this is currently a battle so that is going to be played and it prevents one damage now this is going to go into their discard pile and now we don't actually have any other cards in our hand that can be played none of them say battle so that means we are now done playing cards technically the angel player could play more battle cards if they wanted to but that was the only one they had so this means it's now time for us to deal damage and remove casualties now each demon and angel has one health so that means one damage will destroy them and the way the removing casualties steps works is we will tell our opponent how much damage we are doing and then our opponent decides how that damage will be allocated so we are doing five damage minus one from that shield of faith so that means the angel player has to now deal with four incoming damage and they can absorb this damage by removing one of their angels for each of them they can also remove a serif for one
damage even though it's a two by two size it is destroyed with just one damage or if their arch angel was in this combat then the archangel itself could absorb as much of that damage as they wanted as you can see our opponent has the archangel gabriel and gabriel has a maximum health of 13 so that means if gabriel was in this combat then they could funnel all four of that damage into gabriel bringing them down to nine but of course gabriel isn't there so they're gonna have to suffer all of that damage by removing their angels in this case they have to take four damage so they will remove four of these angels and now they are going to be doing two damage back to us now this means we can decide how it is allocated but again we just have demons in this combat so that means each damage is going to defeat one demon so we can remove two of these back to our reserve at this point the first round of battle is over and there are three potential scenarios that could have happened the first is that there are no remaining attackers in which case the defenders would stay there the second case is there are no remaining defenders so in that case the attackers would move into that area and if they have more units that can fit into that spot then they would have to retreat back to where they came from with as many units as they could until the new units would fit into that area the third possibility is that there are still units from multiple players in this combat and that is the case here in situations like this the next thing that happens is the defending player has to decide if they want to retreat now when you retreat as a defending player you always have to move directly backwards towards the line of the board that has
your altar on it so that means if they were treated they would go there they would not be able to retreat to any other location now if they decide not to retreat then we as the attacker could decide if we want to retreat now when you retreat as an attacker you always go into the space that you came from which isn't necessarily going back in this direction because of course we could have attacked from that direction there now the third option if neither of us decide to retreat is we then move into another round of combat and perform it in the exact same way that we've already seen now in this circumstance the angel player decides it does not make sense to go into more combat they think it's probably gonna be better to save this angel than have them go down and potentially not even do one more damage so that means they are going to retreat into this area because again they must retreat directly backwards and as you can see in this area there is no space for this unit now whenever you retreat into an area where there is not enough space then all of the units that don't fit will go immediately into your resource area not into your reserve so that means our opponent can now use this angel on their next turn either as a resource or they could deploy it out onto the board and i'll talk about deploying soon at this point there are no defenders left so that means this battle was a success for us and we can now continue to move in with all of the units that we had committed to this battle now in this moment if there was not enough space in this area to hold all these units then we would have to retreat with as many units as we could until the new units would fit into that area so as you can see we now control the spot on the map that has the human soul so far our turn is going well and we can
now continue to take actions now when we look at our hand of cards we have three cards left and this one is interesting it's a dark portal and it says that we could spend one of our command points and we have one left in order to move one troop to any friendly or empty area on the board except for altars now an area is empty if there is nothing on that area so that includes no units and it also means there cannot be any living water or crystal mountain tokens on top of it technically an altar is an empty location but this card specifically says you cannot use it to go onto an altar now we can't actually use this card this turn because as you can see it is a tactic card and the card that we already played which is brutal assault is also a tactic card now on a player's turn they can only play up to one tactic card unless they have an ability that changes that so by playing brutal assault that means we have no way to play the dark portal on this turn we are always allowed to just discard a card into our discard pile for no effect if we wanted to and it's pretty likely that we will do that but we'll just have to see now we do have these two other cards in our hand this one is a resource and it says we can play this to gain one crystal or one demon and those come from the reserve and our other card says reinforce we can gain one demon from the reserve to an area we control and this unit may not move on this turn both of these cards seem good but i think before playing either of them let's now talk about purchasing new cards as you can see there is a strategy board up here and it has four cards on it that we have the option to buy as an action on our turn so let's focus in over here
and each of these cards has a cost that's printed in its top left corner now there are two different types of cards that can show up out here the first type are these that look like the cards that are in our hand already and the second type are actually a landscape type of card and these are tormentor cards now with these once you purchase them you will then place them onto a tormentor card spot on your board and if there's already a tormentor card spot then you will remove the one that was there and place the new one down these cards are significant because their effects apply to any of the tormentors that we have out here on the board and as you can see we do have two of them in play that means if we had this powerful card down then it says during every battle with one of our tormentors we would do one more guaranteed damage so that certainly seems nice but in order to buy this we would have to spend one crystal as well as two reinforcements back to the reserve and we do currently have one crystal and two reinforcements remember we do have this resource card in our hand which we could play to gain a crystal or one demon from our reserve into our reinforcements if we want to now let's take a look at the other cards that are out here on the strategy board and as you can see they look just like the various other cards that we had in our starting deck now the way these cards work is when you purchase them by spending the cost in the top left corner you then put them into your hand but then you must lose one card from your hand which means it will no longer be a part of your deck what this means is we are never going to increase the number of cards in our deck we are simply going to change the composition of them and hopefully make our overall deck stronger as we play
so as you can see we can purchase this gather crystals card and then that when used says we can use one command to gain four crystals from the supply and put those into our area that is certainly a strong card next up we have the war axe ii now this one is different from the other one that we've seen because this has a level printed on it now many of the cards in the game show a level for instance this reinforce says it is a starting card with level one and whenever you purchase a card that has a level two or three on it you can only put it into your hand if you already have the previous level in your hand that you can lose now you are allowed to buy a card if that card is not in your hand so for example we could buy this war act for three crystals even though we don't have a war axe level one in our hand but if we did that we would then put it face up into our reserve and it would stay there until a time comes when we do have the prerequisite card that needs to be lost in our hand and then as a free action we can lose that card in order to take this one uh once again in order to add this war ax2 into our hand we would need to get rid of a war axe one and we actually don't have any war axe ones in our starting deck those have to be purchased from the strategy deck so let's put this back out here i don't think it makes sense to buy it and the last option is reinforce two now that is level two and as i mentioned before we do have the reinforced level one in our hand so if we were to purchase this then we do have the prerequisite so we could place this into the loss pile and then add this into our hand and then play this one on our turn and of course this would then be part of our deck now the basic reinforce says
that we add one demon from the reserve onto an area we control and we cannot move that unit whereas reinforce two says you can gain up to two demons from the reserve into an area you control and it does not say that you cannot move those demons so those actually can be moved on your turn now i do think we are going to be purchasing either gather crystals or reinforce two but before we get to that i'd like to talk about this icon that shows up in the middle of our strategy board that says that once per turn we can spend two crystals back to the reserve in order to discard as many of these cards as we want into the lost pile in order to then reveal that number of cards face up from the top of the deck it's worth noting that you will always have four face-up cards over here if you purchase a card then a new one immediately comes out and if this draw deck ever runs out you then take all of the cards from this lost pile that were not put there at the start of the game and you shuffle those up into a new draw deck now i mentioned those not being there at the start of the game because we actually begin the game with three of these cards in the lost pile when we focus back on our archdemon you can see that it not only told us what resources we started the game with but it also told us which of the cards from our starting deck to remove and then replace with specific cards from the strategy deck so that means our archdemon actually affected our deck in a variety of ways causing the heel breakthrough and persuader to be put into the lost pile and because we were playing with apple on we will never be able to see these cards in the game even if we end up reshuffling that deck with that in mind i think i'll put these three face down into our lost pile so that we can tell and now let's go ahead and purchase one
of these cards you know what we have this reinforced level one in our hand already so let's go ahead and go for this card even though getting extra crystals would be nice so we are going to purchase this card which is going to cost us one crystal as well as two reinforcements so that means we are going to take each of these reinforcements and place them back into our reserve next up we can lose the reinforced level one from our hand and replace it with the reinforced level two and then draw the next card from the top of the deck this one is flexibility two and the flexibility one card is in our starting deck so it's possible we might want to get this one on a future turn but we don't currently have the resources to afford it and we don't have the prerequisite so i don't think taking it this turn would make sense reinforce two is now in our hand but before we play that i'd like to talk about two more ways that we can spend crystals on our turn now you may have noticed these icons showing up here on our board and on our turn we can spend five of our crystals in order to gain a new command token new command tokens go into the used area so you will have access to them in the next turn of the game and you were never allowed to have more than six command tokens total now we can also spend five of our crystals in order to increase our hand size you can see it starts at four and we could go to five or even a maximum of six and this is the number of cards that we draw from our deck at the end of our turn remember our deck is always a size 12 so if we get this up to six then that means every turn we are going to draw half of our deck these are the reasons i was tempted to pick up gather crystals because i think we would have been able to increase our hand size but i thought in the moment taking reinforced two is probably slightly better that gatherer crystals is still going to be out there and maybe we'll try to buy
that next turn either way let's now play our reinforce 2 card and that says we can gain two demons from our reserve and play them into an area that we control so let's take these two here and place them directly into the spot that has the soul this is the reason i decided to go with reinforced two it lets us fill the spot in entirely whereas if we went with reinforce one we would have only eight demons there eight versus nine is still quite good but i thought nine versus nine was better considering getting these soul points is how we win the game next up i think let's play this resource card that lets us gain a crystal or a demon and let's gain a demon once again whenever a card says gain you're going to take it from the reserve and this means we'll take it from the reserve and place it into our reinforcements so this is a resource we could potentially use to purchase cards as well as deploy now with that in mind let's talk about how you deploy units from your reserve realistically this is a simple action where you can take any demons or angels if you're on the other side and you can place them onto your altar or onto a spot that has one of these tormentors or the serifs which act the same as the tormentors on the angel side now as you can see each of our tormentors is on a spot that is completely full in fact we set this game up based off of the icons that show up in these corners and those tell you which specific units go where so we could not actually deploy this onto either of these spots where the serifs are because there is no room for it but there is room over here on the altar the altar just like every other spot on the board can only hold up to a 3x3 grid of these units now it is worth noting that a unit that
was just deployed can be commanded on that specific turn unless it was deployed onto a spot where a tormentor is that has already moved that means if we were to command this tormentor onto that location we would be able to deploy this unit onto that area but because this tormentor already moved on this turn this new unit could also not move however if there was a space for this unit we could deploy onto that spot and then command that unit onto another area if we wanted to now i don't think it actually makes sense for us to deploy these units but before we move on i would like to mention that you can also deploy your tormentors or serifs now this works a little bit differently as i mentioned before these will die when they take one damage in battle and in order to deploy them out they must go onto the altar because obviously they will never fit onto a spot that has another tormentor or serif and there is a cost of five crystals and five reinforcements back to the reserve in order to deploy one of these tormentors or serifs onto the altar with that in mind it's obvious that you do not want your tormentors or sellers to die in battle and they do just take one damage so you will obviously have all of the other units soaking up that damage before they potentially are destroyed now it is worth noting that in battle the tormentors and serifs have a permanent plus one shield and i'll talk about the shields as well as another thing called charge later on in this tutorial now after going through all of that i don't think it actually makes sense to deploy this demon let's leave them over here in our reserve for the moment so that we can potentially use them to purchase more cards on the next turn we could of course deploy them next turn as
well if we wanted to i don't think placing them on the altar this round is going to change things much for us well we can keep taking actions and i think let's now use our third command action in order to send five of these demons forward one space that way we are going into a spot that has a crystal mountain and we have filled that location up since we added at least one of our units to this area on this specific action we will generate one crystal into our resources area obviously there was no combat there and at this point i think we are done taking actions because again we are not even allowed to play this dark portal for its effect this means the action phase is over and we can move into the resource phase of our turn now the first thing that we do is collect soul points now if we are in control of the spot that has the human soul then we will gain one soul point and we can track that by putting one of our tokens over here onto this soul board now the way you win the game is if at the end of your turn you have seven or more soul points on this board in addition to gaining a soul point for controlling this spot we will also gain one soul point for every opposing altar that we control at the end of our turn in a two-player game there's just one altar over there so if we control that by having our units on that location we would get a sole point for that and in a larger player game there will be more altars so there's the possibility where you could control the soul as well as a couple of opposing altars and get three soul points on a turn which is a significant amount needed as you try to win the game after gaining soul points it's now time to gain resources and the first thing that we check is our arc demon or archangel now as you
can see over here they have an income which is going to vary from one of the arc demons to the next for apollon that says we are going to gain one crystal one reinforcement from the reserve as well as heal one damage to apple on themselves so that means that one damage being suffered two apple on every round is fine because they're gonna heal that back and there are cards that we can potentially buy that will also let us heal up our arc demon it's worth noting that if an arc demon ever dies then they are dead for the rest of the game you can never deploy them back onto the board but you will still have access to their abilities as well as their income it's also worth noting they can never gain more health than their printed maximum so we will gain one crystal as well as one of our demons and now we can gain resources from the living waters and crystal spots out here on the map now as you can see we control two of these crystal mountains and for each that we control we will get one crystal so we will get two more crystals from the supply and then for every living waters spot that we control we will take one of our units from the reserve and place them into our resources area in this case we control one two three of these living waters but we only have one unit currently in our reserve you can only gain resources up to those that are in your reserve so we will just gain this one it appears if we wanted to make the best use out of these we probably should have gotten into more combat so that we would have suffered more casualties and that would have let us turn those demons into reinforcements this also means we probably should not have played this resources card for a unit instead of gaining a crystal but we're just gonna roll with our mistakes
well it's now time to draw new cards and as you can see our maximum hand size is four you are allowed to hold cards from one round to the next so we can keep this dark portal and just draw three cards but i think let's instead discard this because at any point during our turn including right now we can discard as many cards as we want to from our hand in order to free up that spot but you do not activate any effects on the cards so we now have an empty hand which means we can draw four cards from the top of the deck and it is worth noting that if you ever run out of cards on your draw deck then you immediately take all of the cards in your discard pile and you simply turn them over and then continue to draw you do not shuffle those cards up which means the new draw deck will be in the exact order in which those cards were discarded now what this means is players will never be able to play the same card two turns in a row after drawing our cards the final thing that we have to do is take all of our command tokens from the used area and shift them over to the unused spot and that has officially completed our turn which means our angel opponent can now take their turn so let's focus over here and begin by taking a look at the special ability that their archangel gabriel gives them over here it says that all of their troops gain plus one guaranteed damage whenever they are defending a resource area now that ability is always in play not necessarily with troops that have their archangel in it we can also see that gabriel gives them an income of one crystal and two reinforcements whereas our abalone gives us one crystal and just one reinforcement gabriel is also going to heal up one health at the end of each of their turns well the angels can now start taking actions and they're gonna start
by playing this learning card now that says the next card that they buy will cost one resource less in this case they are now going to purchase the calvary leader normally that would cost two reinforcements but that learning gives them a discount of one so they can send one of their angels back to the reserve and that is going to give them this which is a serif card now the serifs work just like our tormentors they are spots on the board where the angel player can deploy new angels so this will go right over here and now both of their serifs have this cavalry leader ability it says charge plus one if your seraph is part of your cavalry troop now i haven't described it charge or cavalry just yet but i will cover both of those very soon after purchasing that card they have to immediately refill the market and this next card is a breastplate of righteousness that costs four crystals and it is a battle style card and you plant after the dice roll and it means that every circle that you rolled is going to prevent one damage at least for the angel player when they put that out now before we move on let's look at the other cards they have in front of them this resistant over here is another serif style card that says that your serifs prevent one additional damage now each serif and tormentor always has a basic one shield so resistance would make that a two shield for the angel player after that we can see shield of faith two up here which is going to prevent two damage in battle or against archery and then quick march says that one troop may move one extra step when commanded at this point they want to play another card and this one is resources two that lets them gain two angels or two crystals and they gained this one as
part of gabriel's setup they got resources too and they put resources one into their locked pile in this case they would like to gain angels so these are going to come from the reserve and go into the resources area after that they have decided to deploy angels remember these can go onto their altar or onto an open spot in an area with a seraph and they've decided to send all four of these into this area with that seraph as you can see there is a spot for one more angel and they do wish they had one more to fill that in but these were the reinforcements that they had available to them at this point they're gonna play their last card and this says calvary down below it says that a troop becomes calvary and that means it may move two steps instead of one when it is commanded now this is a tactic card and again you can only play one tactic per turn and they have decided to make this troop right over here calvary after that they are going to use one of their command points and put it into the used area and they are going to command this troop normally it could only move into one adjacent space but since they are calvary they can move up to two spaces but it's worth noting that if your first spot brings you into a location with enemy units you must stop in that location now they've decided they're going to cavalry this troop all the way over into this area where the soul is and for this battle we'll just leave the units over there we know that they are heading into this location at this moment the angel player could play any cards that say before battle but they don't have any more and now is also the time for us to talk about charge now whenever you have a charge and combat that is damage that you do before any dice are rolled in this case this cavalry troop over here does have a
serif and it so that means the cavalry leader serif card will activate giving them charge one so they do one damage before any dice happen and that means one of our nine demons will be immediately destroyed after that it's time to grab dice and roll them we have eight demons now so that means we are going to roll eight dice and then our opponent has four angels and one seraph now these serifs always roll four dice one for each space that they take up in their area so that means our opponent is also going to be rolling a dice so let's see how it goes now we were able to roll three axes so we are going to do three damage and then our opponent rolled one two three four five swords so they are doing five damage back now uh at this point neither of us are gonna play any cards we don't have any battle cards currently in our hand so what that means is we are going to be taking five damage which means five of our demons are going to be destroyed and then our opponent is going to take three damage however they have a serif in this battle and the serifs absorb the first damage that is applied in that overall battle not just in the round so that means three damage is coming in one is absorbed and they're going to take two damage and they will resolve that by destroying two angels at this point there are still units from two different players in this area so that means we as the defenders can retreat if we want to now we do have three demons left and we have a chance to get three hits if we stick around and three hits would actually destroy this seraph so i think let's stay in the battle our opponent is also deciding they are not going to retreat so that means we are going to roll dice again the angel player will roll six and we will roll three
so let's see how the second round goes and wow okay well we did not get any more hits while our opponent got four so that worked out rather well for them and that is going to eliminate the rest of our demons in this area and that means they have successfully taken over that spot although it is somewhat weakened considering there are three open spots here now that command is done and now they're going to use another command to move a troop and in this case they want to move that troop over there now this has their archangel gabriel in it and all archangels and arc demons have a base movement of two for their overall troop now this works in a similar way to the cavalry that we have seen already and in this case they have decided to move through that friendly spot and then land right over there so they are adjacent to the spot that has our arc demon in it next up they're going to use their third command point and with it they're going to move in with all nine of these angels to this crystal mountain spot we are defending and we have five demons so uh we could both play cards but it looks like none are going to be played and that means they are going to roll nine dice to hour five so let's see how this one goes it looks like we did just one damage which is not great to see although they only did two damage so that was a little bit surprising that means that we are going to lose two demons and one angel is going to be destroyed and now we could retreat if we wanted to if we retreated we'd have to go back over here and there is space over there on that spot and i think in this case let's just retreat so all three of these will retreat
and then the angels are going to move in although they obviously can only move in with five now remember their archangel gabriel gives them a plus one damage whenever they are defending a resource spot so it is going to be harder for us to take this back from them well the battle is over and because they moved at least one unit into this crystal mountain spot they will gain one crystal that will go over here and at this point they are done with all of their actions this means they can move into the resource phase of their turn and first of all they can check to see if they get any soul points it appears that after a hard fought battle over here they have taken over control of the soul so that is going to give them one soul point and then they can gain resources gabriel will get them one crystal as well as two reinforcements and then we can see that they control two crystal mountains so that is going to be two more crystals that they get and then they also control one two of the living water fountains so that will reinforce them two more times so they have four angels in their resources as well as six crystals after that they can draw up to their hand size which is four and then they can slide all of their command cubes over all right their turn is done which means we get to go again so let's start by taking a look at the four cards in our hand we have two tactics as you can see the first one is orchards and this is a starting tactic it says that one troop that is not in battle this turn becomes archers and it may attack one adjacent or diagonal area and then any circles that we roll with that attack actually reduce our damage by one so what that means is you essentially can make a troop attack that is not already attacked in this round that is certainly a nice way to do some
damage to our opponents next up we have a locust tide which is actually a specific tactic that you get to play when you have apple on the arc demon now this says that two troops become cavalry which we've already seen and they must retreat after the first round of battle even if they win and even if the opponent retreats first so it's kind of like a quick push in but then obviously you have to retreat but you can still do a lot with this after that we have new ideas and that says we can replace one to four cards in the strategic zone with new cards so that lets us flush out things that we're not interested in and lastly we do have a learning which is similar to the one that our opponent had it just gives us a discount of one when buying a card from the strategy area well the first action i think we should take is purchasing a card and let's play learning first because that gives us a discount of one resource when doing this now let's buy gather crystals i almost bought it last round and i think that is going to be a great card to have that is going to cost one crystal and two reinforcements although we have a discount of one on either of those now this will let us get up to four more crystals when we play it so if we spend one and get four more that brings us up to seven whereas if we discount on this we could go up to eight crystals total but i think seven is fine so let's spend a crystal and one of our reinforcements and to discount the other one now when we take this we do have to lose a card that's currently in our hand to make up for it and i think let's just get rid of new ideas it's nice to see new cards over here but i like the idea of these cards a little bit more so new ideas will go here into our lost area and then we can see the next card this one is burning arrows
it costs four crystals which we will potentially have and it says you play together with archers this adds plus two damage to that archery attack so that is obviously a powerful card when you are playing archers and we do have this in our hand so we could potentially change up our plans and spend some crystals in order to get this and play it along with the archers to do a lot of damage and then obviously in the future we'd want to keep having these cards in our hand together now that is super tempting but if we spent those four crystals i don't think we'd have enough to increase our hand size so i think even though that is a nice option let's not worry about burning arrows for this turn speaking of gaining crystals let's now play the gather crystals that we just took that is going to use one of our command points and then we can take four crystals from the supply we can add those to the three that we had which brings us up to seven and now let's spend five of these in order to increase our hand size from four up to five and that is a permanent increase for the game next up i think let's play our archers once again that means one of our troops that has not attacked yet this round can attack an adjacent or diagonal area i think we should have this troop fire on that space and technically this is not a battle which means you cannot play any before battle or in the middle of battle cards this also means that there are no retreating rules or anything like that now as you can see we have seven demons over here so that means we are going to roll seven dice and every axe that we get will do one damage and every circle that we get with this archery attack is going to do negative one damage in this case nice we got no circles and we did get three axes
so that is going to do three damage which will destroy three of these angels now we can move this troop later on in this turn but we are not allowed to attack with them again so we could not move them over there for example but i still think this was good at softening this position up at this point the last card that we have is locust tied and that is a tactic and we've already played one tactic so we cannot play this on our turn now i think we should spend one of our command points in order to command this troop which has apalon are arc demon now the ark demons and archangels can move up to two times so i think let's move one two spaces into the spot that has the soul this means a fight is starting and we don't have any before battle cards to play so we can now gather up our dice now our arc demon is going to roll three times two or six dice and then we have three other demons so that means we are rolling all nine of our dice over here we can see the opposing angel player is going to roll six dice so let's see how it goes now we wow did not roll that many uh hits in fact we got just two despite the nine dice that we rolled whereas our opponent did get four hits total now there is a serif over here and they always absorb the first damage coming in which could be from a charge effect or even from archery this means instead of doing two damage we are actually doing one damage so just one of the angels will be destroyed and then we are taking four damage now if we want we could take all four of that damage onto our arc demon which means none of our other demons would be destroyed and we would continue to roll more dice we know that apollon is going to heal
one damage at the end of our turn so we should certainly absorb one there and considering this is the spot with the soul i think we want to be as strong as possible so let's just absorb all four damage knocking apalon from 12 down to eight now it's just occurred to me that we forgot to use our once per turn apollon ability before this battle and we probably should have but now we can potentially use it after the battle instead i suppose well the angel player can retreat if they want to but they've decided against it and i don't think we're retreating either so that means the only difference for this next round is the angel player is rolling five dice instead of six so let's see how this round goes and we did more damage this time which is nice to see it looks like the angels are doing two damage and we did four now four damage is going to be enough to destroy both of these remember the serifs only absorb one damage so both are destroyed but then we are going to take two more damage and i think in this case let's lose a couple of demons i don't want to take too much damage on our arc demon so that means these are destroyed and we have successfully taken over the space at this point let's now use apollon's ability to destroy one angel in any adjacent or diagonal spot from avalon considering there's a troop next door that also has an archangel let's destroy one of those angels there to make that troop a little bit weaker now we have one command point left and i think let's use it to move this tormentor up next up we could buy a tormentor card like this one here now i think let's go for that this is going to cost one crystal and two reinforcements so we can easily
afford that and then this says that as long as this is over here on one of these spots we will do plus one damage whenever we are in battle with one of our tormentors well let's draw the next card from the top of the deck and this is another tormentor card it says you can destroy your demon from a resource area adjacent to your tormentor in order to gain three resources of that type all right we're done with the actions so now we can move on to the resource phase we start by gaining one sole point because we once again control the spot although there are a lot of angel units around this area so maybe we have overextended we'll just have to see how that pans out for us next up appalon is going to get us one crystal as well as one reinforcement from the supply and then when we look out here we have control of one two three of the living water fountains so that is going to get us three more reinforcements and then we control one of the crystal mountains so that will get us one more crystal next up we can draw cards and i think let's discard the locust tide it's a good card but i'd rather draw some more instead and we could potentially play this later now our hand size is up to five because we did upgrade it so that means we can draw five cards from the top of our deck and we only have four because again this is a 12 card deck so we're going to take all four of these and then flip this over and we know what the top card of the new deck is going to be because this is the first card that we played on our last turn and this brutal assault is an awesome tactic to have in our hand now we can move these over here and that
has just about finished our turn although i did forget that we do get to heal up one health on apple apalon during the resource step so technically apollon should be up to nine health well the first thing the angel player wants to do is spend four of their crystals in order to buy this breastplate of righteousness they do have to lose a card and they will get rid of a new ideas into their lost pile and the next card that they draw is heel two this upgrades the heel one and it heals two damage from your archangel when played after that they've decided to command a troop and we aren't too surprised to see them push in with all nine of these to the spot that has the soul on it this means they are going to roll nine dice and they are not going to play any cards and we are going to roll six plus one or seven dice on our side so let's see how the battle goes in this case we did rather poorly we have just two hits out of seven dice and our opponent has one two three four five hits that is definitely not what we wanted to see now we could play a battle card if we had any but we don't actually have any in our hand this one can only be played before a battle in which we are an attacker our opponent could also play a battle card but they've decided against it so that means we are doing two damage which is going to destroy two of their angels and then they are going to do five damage back to us and i do think we should suffer one by destroying this demon and then we can take the other four with our arc demon which brings us from nine down to five and after that i do think we should
retreat we don't want our arc demon to die so quickly now that does mean that the angel player has once again regained control of this area and now they've decided to use another command point this time to move in with their archangel one space over into this spot with our tormentor now they have decided to play a card at the start of this battle that is going to be holy fury and it is a tactic and it says that they are going to gain one damage and one shield along with this battle now of course we have a tormentor and our tormentors have this powerful card so we have a guaranteed one damage in this battle as well so let's gather our dice we are going to roll nine and the angels will roll eight so let's see how it goes and we have rolled one two three four five of the axes plus one from the powerful effect so that means we are doing six damage and the opposing angels are doing three damage currently now at this point we could both play battle cards and the angel player has decided to play this breastplate of righteousness that they just bought earlier in the round that says for each circle that they rolled they prevent one damage and they did roll one two three circles so that means we were doing six damage and we subtract three from that also they subtract another one because of this shield on the holy fury so that means instead of doing six damage we are only doing two damage now they are going to be doing three plus one or four damage back to us which we will take by removing four of these demons now we are doing two damage back to them and they are going to suffer both damage onto their archangel
this means they go from 13 down to 11. after that i think we should probably retreat just two more hits would destroy our tormentor and obviously this is a very powerful unit and they are quite expensive to deploy back out onto the map so let's retreat backwards which is obviously the only direction that we can retreat and then these units will move up into that space after that they're going to use their final command point and with it they will move this troop of three angels forward so that they have better defended this crystal mountain spot of course they gained one crystal from the supply when they moved into this location which means they now have three now at this point they've decided to play flexibility that says they can trade two resources of one kind for two of the other and they are going to trade two of their reinforcements to get two more crystals after that they are going to spend all five of these crystals and they are going to gain another command point obviously having more command points will make you more mobile out on the map so they can take this token and it will go into their used area and they will gain it at the end of this turn now they're gonna play one more card from their hand and this is reinforce that lets them gain one angel into an area they control and that unit may not move this turn with that in mind they will gain this angel into that spot right over there next to their archangel at this point they are done taking actions and i should point out that this holy fury should be over there they did play it before they played their breastplate of righteousness this means they can move into the resources phase of their turn it looks like the tug of war over this human soul has once again gone back towards the
angels they are going to get one sole point so it is now tied two to two and remember you win if you enter turn with seven of these soul points it does look like the angel player is potentially trying to push in over here to maybe try to take control of our altar you also get a soul point for each opposing altar that you control next up they can gather resources gabriel is going to get them two reinforcements as well as one crystal we can then look out to the map and see that they control two of these living fountains so that is going to get them two more reinforcements and they control two of these crystal mountains as well so that is going to get them two more crystals next up gabriel is going to heal one damage and then they can draw cards their hand size is still at force they will take the remaining four cards from their deck and then they can finish their turn by refreshing their command tokens they now have four available to them on their next turn unlike us with our three so let's start things off by looking at our five cards in our hand now we have brutal assault which we of course played on our first turn and we drew back up we also have locusts this is an apple on specific card and it says we deal one damage to every enemy area that is adjacent or diagonal from avalon considering there are currently three enemy areas adjacent i think that is a great card to have and we can also see that we have flexibility and then swarm swarm is also an apple on specific card that says we gain one demon for each three areas that we control out on the map and lastly we have another new ideas now let's start by checking out to see how many areas we actually control in order to control an area we have to have at least one of our units in it
so currently we control one two three four five six seven eight nine so that works out rather nicely with the swarm nine divided by three would gain us three demons into our resources area well i think we should just play this now to get those three reinforcements i don't think we are going to be taking over three new areas on this specific turn so that means we can take three of these and place those into our area where we have a bunch of reinforcements currently next up i think let's buy flexibility two from the strategy board that is going to cost one crystal and one reinforcement and we already have flexibility one in our hand so that means we have the prerequisite remember we could buy this and put it into our reserve area and then place it into our hand to replace the level one version of it later on when we got it in our hand but we do have flexibility one now so that will go into the lost area and flexibility two says we can spend one crystal to get three in reinforcements or one reinforcement to gain three crystals after that we have to draw a new card and this is a tormentor card it says merciless it costs three reinforcements to buy it and you can use one command in order to destroy one demon in your tormentor area and then destroy up to two angels in an adjacent area to that at this point let's play our flexibility too and we will get rid of one reinforcement to gain three more crystals and then i think let's go big and spend all five of these crystals to once again upgrade our hand size to the maximum of six so that means for every turn for the rest of the game we're drawing half of our deck next up let's play locusts this deals one damage to every enemy area that is diagonally adjacent or orthogonally
adjacent to avalon currently there are three of those anime areas so one damage in each is going to destroy three angels total after that let's deploy some of these demons now they can be deployed either to our altar or onto a spot with a tormentor and this tormentor currently has four empty locations so i think let's deploy four demons right over there to get that back up to a full sized troop once that is done let's use a command point and then move into this next area and as we do that we are going to play the brutal assault card which says that all of the circles that we roll will deal one damage now remember we have a tormentor over here that has the powerful effect so we are already doing one more damage just from that so let's gather our dice and we are going to be rolling all nine and our opponent will roll six plus two or eight so let's see how we did now we have rolled no circles which is a little unfortunate considering we did play that uh brutal assault card and we did get one two three four five axes so that is five plus one from our powerful card which means we are doing six damage and our opponent is currently doing three so overall this is fine uh remember we have a tormentor over here and they always negate the first damage coming in so that means our opponent is only doing two damage and we are doing six so two damage will definitely knock out two of these demons and then six damage is quite a bit over here now our opponent has decided they are going to lose two of these
angels and then suffer four damage with their archangel which brings gabriel down to eight after that round of combat the angel player has decided they are going to retreat heading back over here so that means we have successfully taken over this space which doesn't actually have anything on it but it's a strategically good spot to control well at this point we have two command points left and i don't think we are going to be able to take over this soul spot at the end of our turn which is a bit of a bummer but we can try to position ourselves better to get more resources so let's spend one command point in order to move all five of these actually let's move four of these over into this spot of course when we move into that location we get one crystal and then let's go ahead and spend another one of these command points to move these four up they weren't really doing anything back there and now they are in this position and of course when they enter this area with the living fountain that is going to gain us one reinforcement from the reserve so that did take two command points but we have better positioned ourselves to get more resources as we progress through the game now at this moment we have just the new ideas card left in our hand and you know what i think let's play it and discard all four of these to see some more options this means all of these are going to go into our lost pile and the next one that we get to see is double tactics this costs four crystals and one reinforcement and it says you may play two tactic cards on this turn instead of the normal one after that we have dark portal 2 which upgrades the dark portal that we did see earlier that lets you spend one command to move
one troop to any area on the board except for altars but you deal two less damage in battle if you put yourself into a battle with this dark portal move the next new card is brutal assault two which upgrades our brutal assault and that says that in addition to gaining one damage for every circle that you roll you also gain a charge plus one which is one damage before any dice are rolled the fourth card is legendary warrior and that says in a battle with a tormentor for each circle that you roll you add plus one damage well at this point the final thing that we can do in our action phase is activate our apollon ability maybe we should have used that earlier but now that is going to let us destroy one angel that is orthogonally or diagonally adjacent to apollon and let's destroy one of these angels to make the defense of the human soul a little bit weaker after that we are done with all of our actions so now we can move into the resource phase now we are not going to gain any soul points because we were unable to rest control of the soul spot away and of course we do not control our opponent's altar so now we can gather resources apalon is going to heal one damage bringing them from five up to six and then they are going to get us one reinforcement as well as one crystal and then when we look out to the board we are going to get one two three more reinforcements from those three living fountains and then we are going to gain some crystals it appears we currently control one two of those spots so we will take two more crystals from the supply and then we can draw cards we have obviously invested a bunch of our crystals into this upgrade and now we can draw six
cards from the top of our deck and that leaves just one left over finally we have to move our used command points over into the unused spot and our turn is over so the angel player can take actions and the first thing they are going to do is play their new ideas card which lets them replace one to four cards from their strategic zone after considering it they are going to get rid of all four of these in order to see four new options the first of these is going to be battle horns that costs five crystals and two reinforcements and when played it says that all of your troops gain charge plus one for the remainder of that turn so if you play this early in a turn that could be very effective at wiping out opposing units as you go into battle next up there is healing hands two which upgrades healing hands one that costs four crystals and it says that you gain up to three angels into any area that you control and you may do this twice in different areas after that there is ambush this is only playable as a defensive battle card so you can play this when you are on the defense it costs two crystals and one reinforcement it says before the battle you can deploy up to three angels from your reinforcements into this area and you may use up to nine space for defending units even in a resource area the last new card for them is going to be behind enemy lines that costs two crystals and two reinforcements and it says you can play together with the out of nowhere tactic card to gain one more angel to deploy and you may now deploy up to three angels into that same area now this is going to make more sense once you understand how the out of nowhere card works
and it appears the angel player is going to purchase this card now that is going to cost two of their crystals and two reinforcements and then we'll see the details of this one very soon i imagine considering they are buying this card now they do have to replace a card in their hand and they are going to get rid of their heel level one so that will go into their discard pile and then a new card can come out that is reinforce two and that would let them gain up to two angels in any area they control next up they want to play a card and that is indeed out of nowhere down below we can see it says they can gain two angels in different areas that are empty and that do not have enemy altars or those areas can be controlled by the angel player now they are going to take these from their reserve and before they actually place these out let's once again take a look at this behind enemy lines card remember that says that you can play this together with the out of nowhere card which they are indeed doing and that says you can gain one more angel to deploy so instead of deploying two they are going to deploy three of these angels and it says you may now deploy up to three of the angels into the same area remember normally out of nowhere says that the angels have to go into different spots but because they have the behind enemy lines card they're actually going to deploy all three of these into that specific spot over there which is definitely behind enemy lines next up they're going to use one of their command points and with that they are going to command this troop of three angels that they just dropped down behind our lines over here onto our altar we thought it was relatively safe but it appears the angel player had other plans
up their sleeve now this is going to cause a battle the angel player is going to roll three dice and we are going to roll two now the angel player could use a before battle card but it looks like they don't have any so let's now roll the dice in this case we got one damage and the angel player got two and i don't believe there are any other effects we do have half of our deck in our hand but unfortunately none of these have a battle effect so we cannot change anything in this current moment that means both of our demons will be destroyed and then our demons will do one damage which is going to destroy one of these angels but unfortunately that is going to finish the battle and our opponent has taken over our altar now it is worth pointing out that you cannot deploy units onto an altar if your opponent controls it but you can still deploy them onto spots that have your tormentors or your serifs if you are the angel player so that means we have a new priority of trying to clear this altar back off again because obviously this is going to also give one soul point to the angel player at the end of each of their turn when they control this so that battle is done and they are now going to use another command point and they want to strengthen this position by commanding three of their angels to move up there alongside their archangel after that they are going to command again and with that they're going to move all six of these angels down so that they are in a better position to try and reinforce this place where they are trying to control the human soul they will now spend their last command point to move their serif and the only spot it can move to is over here because of course it cannot fit into a spot that has a resource token on
it after that the angel player is going to discard the one card that they have in their hand this is blinding light which is a tactic and it's quite powerful it says they can force up to two demons to retreat from an area that is adjacent or diagonally adjacent from an area that the angel player controls now this is a tactic and they've already played a tactic this turn with out of nowhere and they've decided even though this is powerful they would rather dig through their deck a little bit quicker so they are going to discard this with no effect so that they can draw four cards at the end of their turn instead of drawing three the angels are done taking actions so now they can move into their resource phase and they'll start by gaining one sole point because they control the human soul down here plus another soul point because they do control one altar so that means they will gain two sole points which brings them from two up to four which is definitely worrisome for us considering we currently just have two and again you win the game if you end your turn with seven or more soul points in front of you it's possible that we would be able to defeat these on our next turn to take control back but them getting that soul point this turn is still important after that they can gain resources they currently control two of the living water fountains so that is going to give them two reinforcements and then they control two of these crystal mountains so that is going to get them two crystals in addition to that gabriel gives them two more reinforcements and a crystal and then gabriel does heal up one damage bringing them up to nine next up they can draw cards they currently don't have any cards in their decks so they're going to take their discard pile and flip it over and then they will draw four cards from the top of their deck and incidentally these are going to be
the exact same four cards they had in their first run of the game considering they did not actually change their hand size and they drew four in that turn as well now after that the final thing they have to do is refresh all of their command points and now their turn is done well at this point it would be our turn but i think i'm now going to stop playing through the game we've seen quite a bit of action out here on the board and currently the angel player seems to be in a good spot they have twice as many soul points as we do but we are also in a good position to try and fight them back with a much larger hand size and we are in a good spot to try and take a larger resource advantage compared to what the angel player can bring out the angel player does have a bunch of reinforcements at the moment i suppose compared to r4 but we could potentially move out and take over more of these resource generating spots and a big priority for us would certainly be clearing off this altar back over here now as i said we are going to stop playing through the game at this point because i do believe i've taught just about all of the rules to the game so that is going to bring this tutorial to a close i hope that you've enjoyed learning how to play angel fury as always i'd like to thank everyone who's been supporting this channel including these producer-level patreon supporters if you too would like to directly support the channel in the creation of future videos like this one then please go to jungetsgames.com support also if you enjoyed this video please click the like button for it down below as well as the subscribe button for the channel thanks for watching