Valor & Villainy: Lludwik's Labyrinth - Full Playthrough
Transcript
welcome to jungkook's games today i'll be playing through one full scenario of valor and villainy ludwig's labyrinth now i have created a separate tutorial video where i teach the basic rules for the game and in this video i will be explaining some of the more complex things that are happening in the game and just like always i'll explain them as we are actually playing now i do want to ask that if you end up enjoying this video that you please click the like button for it down below as well as the subscribe button for the channel 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.com support there you'll find a bunch of ways that you can really help things out and some of them come with great bonuses like watching some videos early and advertisement free as well as voting on which of those videos are made alright let's jump into the game out here we have the game set up for our two players now before i start i do want 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 and i will also put corrections below the video in the top comment one other thing to point out is the fact that this is a prototype version of the game so the art and components that you see here might not match those in the final version but it's all pretty close well let's start things off by discussing what we're going to be doing today because this is a different video than most of the ones that i do now i've already filmed a tutorial video that goes through a tutorial scenario that comes with this game and in that tutorial i taught most of the bass rules to the game now there are more advanced aspects to the game that were not covered in that tutorial and those are going to be discussed today now we are going to be going through a full playthrough of act three in the campaign now the overall
campaign has a story arc and in this playthrough where we are going through the third act i will not be discussing that overall story arc but i will be going through all of the thematic details that pop up through events the final thing i want to say is that i will not be specifically teaching the rules that i discussed in the tutorial video instead i will be just playing through those different things and then i'll be pausing to explain more complex rules that i have not covered just yet so i do suggest you watch the tutorial video before you watch this one well now i'd like to set the stage for the scenario that we are playing now we are going to be controlling two heroes today and i will be revealing all of their cards so that we can easily control both of them normally you would actually hide these various spells and feats from your partners now this is a fully cooperative game and in this scenario we are going to be exploring around and in order to win the scenario we are going to have to confront the enormous golem which is the final boss and to defeat them now we will lose if during the final battle the golem defeats three heroes and obviously when a hero is defeated they will respawn back on the board and they could be defeated again now we will start the final battle with the enormous golem after four full rounds have gone by or once we have revealed the final event card which could happen before full rounds happen if we end up doing a bunch of scouting and find a lot of event tiles so for the first few rounds we will be scouting around defeating enemies and trying to level up so that we can defeat the enormous golem once we actually start that final battle now before we actually start the scenario there are two different things i'd like to draw your attention to the first is this build a boss board as
you can see we slotted the enormous golem into this area and on the back of this it tells us specific setup instructions and it also tells us which of these upgrade tokens to put down into all of these attack roll rows so we have set that up and it's worth noting some of these show a skull and if we wanted to play an easy game then we would not put tokens down where those skull icons are but today we are going to play at normal difficulty the other thing to note about this boss is we have set their health to 65 because that is where the two hero icon is so in this scenario the amount of health they have is dependent on the number of heroes that are fighting it the other thing to discuss is the order without borders base camp sheet now this is the start of the third act which means several acts have already been played and in those acts we gained supplies which we then used in order to upgrade our base camp we actually saved one supply and we've unlocked these two over here and these say that before the scenario starts every hero can spend one experience and we've actually unlocked two of those with the crude palisade and the stone barricade so that means both of the heroes can now spend two experience let's start with coach as you can see they are very good with melee and ranged combat but at the moment don't really do anything for magic and i think i'm okay keeping it that way let's not put anything over here but instead let's just be balanced and spend one of our experience to add a white die upgrade there and another one will go onto that spot so both of these are now equally upgraded then over here for isabella i think they are going to be our primary spellcaster so let's go ahead and have them upgrade
one of their yellows into a red the yellow does have a blank on it but the reds do not so by doing that we are going to guarantee to always roll at least two hits with a magic roll that only used one of the two experience for isabella though so let's go ahead and upgrade one of these white icons into a yellow one alright we are done with basecamp upgrades and now we can begin the scenario now we always begin with a hero round and coach is the leading hero because they have this initiative token now i think they are okay to go first so they are going to stick with the charge side on this and now they can take their turn where they will spend up to two actions and as many free actions as they want so let's focus over here where in the labyrinth both of the heroes are starting in the base camp now there is a single minion out here at the beginning of the game and i think let's have coach start by spending one action to do a ranged attack roll so they can roll three yellow and one white die and let's see how they do it looks like they got three hits and after the roll it's time for them to target a region remember when you do a ranged attack you cannot target the region you are at it has to be an adjacent region that also has a connection with the hallways and this is adjacent now that is a gnome peashooter over there and if we had four hits we would immediately defeat them or three hits would wound them and then we'd have to do one more damage later on now at the moment we do have three hits and we also have a single plus one on that row and i think let's spend it so that will add one hit which means we now have four and that will be enough to defeat this
gnome so let's add that into our hero loot stash and now coach can take their second action i think we should have them move and we will go on to this spot and then in the middle of this movement let's do a free scouting action let's begin by scouting this spot we can draw the bottom labyrinth tile and that will fit if we place it like this and it does have an event so that means no matter what an event is happening in fact we can place that face down on top of this and then continue on with our scouting so the next spot is going to be right up here so we can draw the next tile and that one will fit uh we can flip this one over i think yeah let's go like this that tile did not have an event icon but that doesn't really matter if it did we would still only perform an event on the first icon that showed up in this scouting free action now at this point you may be wondering what are these tokens now those are sun shards and we can loot these like normal and we can also loot these bounty tokens which go right into our stash and i'll talk about the details of the sun shards later on when we hopefully loot one as you can see we are positioning ourselves to be able to scout onto areas that have these and they will appear on top of the tiles once those areas are scouted alright let's flip over the event and see what happens this is called the old granny now it says that you stop to examine a painting it depicts a tired old woman knitting a blue sweater by the fire it burns low as she looks longingly at the empty log bin by the hearth feeling you can help you pull out your standard issue artist easel from your order without borders
utility belt next up we have a decision to make do we paint a roaring fire in the hearth or do we paint some youth back onto her well i think she looks cold so let's paint a roaring fire in the hearth after making that decision you'll notice that this event is actually within a sleeve that's because there are multiple cards in here and now we are going to flip over to the side b if we had gone with the other decision we would have had to flip to c now c shows up on the other card but that doesn't matter because we went with b and now we can proceed on with this event reading on it says we start to break a sweat as we paint and suddenly we realize that every torch in the room has been lit you jump back from the large painting good everything is just as you left it as you pack up you find a neatly folded blue sweater and a fresh baked cookie at the top of your bag well coach is the one who encountered this event so they are going to gain to health and then they will discover the lucky sweater which is mini card 278 at the moment coach is at max health so they don't actually gain any and now we can discover card 278.
it looks like this is a defensive treasure and because coach found this they can immediately equip it if they want now it says down below that each time an enemy performs an attack roll in a nearby region they may re-roll one of the dice rolled now a nearby region is any adjacent region or the region where that character is well coach does have an empty spot to hold a defensive item so they can slide this underneath and now they can use it for as long as they choose to have it let's come back to the event and now it says we are going to add a treasure to this tile and then we have to add a level two minion now as we went through the campaign we unlocked the ability to find level two or even level three minions and these are certainly harder to defeat than the chump level one minions that we saw in the tutorial so let's draw the bottom one from this stack and we can place that into the region now if we had three or more heroes in this game we would put another treasure down and a level one minion but obviously this is a two hero game now this event is done and the final thing we do is place this out of play into the box well coach's turn is done they only used one out of their three movement but since they revealed an event they have to stop their movement now at this point it looks like isabella can go now before they take any actions i'd like to point out isabella's special ability called roaring stampede it says whenever you like you may pay one of the plus ones on the magic row or any spell back to the discard pile in order to place a one health elemental into your region or give any elemental on the board plus one health
now that doesn't even cost an action so isabella can always conjure a weak elemental to then use which makes sense considering her graphic shows a massive elemental right there on it now we could do this before we take any actions but isabella starts with elemental blaze now as you can see this actually shows isabella's graphic on the back and this is a card that isabella will always begin the game with now this spell will let her use magic action roll hits in order to summon stronger elementals and i think let's do that so that we can summon a stronger elemental than the one health one that her roaring stampede does now with that in mind let's begin by spending an action to do a magic attack roll and let's see how she does overall that is five hits which is pretty good we can see on the elemental blaze she can spend three six or eight hits now we do have a couple options to get to at least six the first is we could use owl form this is a reaction spell which would cost one of the magic plus ones or we could discard another spell and then that says that we could cast this any time on any ally and until this round ends they may re-roll any of their dice from their action rolls once so that could be an effective way to try to get more hits but as you can see we already got the best hits on the two red the yellow could go to a two and these whites over here are gonna be blank fifty percent of the time i think instead of doing that let's just spend this plus one to add a hit into this pool that gets us to six and we'll potentially use owl form later on now we can use these at six hits to summon a elemental blaze and since we picked the middle cost that
elemental will start with four health so let's place it into isabella's region with a health die showing a four isabella can also take this elemental sidekick card and put it in front of them and then this spell will be discarded that's finished their action and they have one action left and let's have them do a power search now this will let them draw two cards and they can be from any of the spell decks or the feet decks which i haven't actually talked about just yet and i do think i will discuss these soon because isabella is going to draw both of these cards from the red spell deck now every single level up around isabella is going to draw two green wild cards so they figure they should use the power surge action to draw some red ones for more options these can go into their hand and before we move on let's talk about the other spells they have in their hand we already discussed owl form but then we do have earthen armor now let's focus in on this and it says you can spend two three or four magic hits to distribute one two or three of these shield tokens onto any heroes now these shield tokens are placed on top of the health tracker and they can be discarded to prevent up to two damage but it's worth noting if something tells you to pay health then you still have to lower your marker these shields only block damage not paid health next up there is mortal coil this costs three four or five magic hits and it says you will attack a nearby region for three five or seven damage and you can freely pay health in order to add plus one damage to that paid so you could potentially do a ton of damage of course at the cost of spending extra health the last spell isabella has is twist of
fate this is a reaction which does not cost anything and it says you can cast this after any role has been made by any player and you can change one of the dice to a number of your choosing isabella is done with her actions but before she finishes her turn she will use the roaring stampede to add plus one health to any elemental on the board so this four will go to a five and now isabella is done with their turn now this means the sidekick for isabella will activate which is that elemental it has two actions so let's spend the first of these to move the elemental up to three times and we'll go over there and then let's spend the second action doing a melee attack roll and this elemental will roll one red dye for every health that it has and it currently has five health so it rolls a whopping five dice and unfortunately it got six hits i say unfortunately because seven hits would have been enough to defeat this gnome bomb lobber well we can use four of those to wound it we needed seven in order to defeat it and the excess two hits are not actually going to do anything but this is still better than nothing the heroes have all gone so now it's time for the hero level up step and the first thing that happens is if there happened to be any events in the hero loot stash those would be performed but it doesn't look like we currently have any next up all heroes will draw cards as indicated on their boards it looks like isabella will draw two green spells and then coach is going to do a power surge action right now this means they could draw spells or feats and considering coach currently does not have any way to make magic hits they are going to draw feats and they
will draw one of each these will be added into their hand and as you can see they already had a few of these now every feat is a reaction which means it has a one-time use effect as you can see this ricochet shows coach's icon on the back and that means coach will always start with that feat now in order to use a feat you have to spend the associated plus one token from that attack row or you could discard any other spell from your hand speaking of plus one tokens it's worth noting that coach's ability says fuel for the fire and once during each of their turns they can discard one spell or feed card in order to add a plus one token to any of their rows before we move on let's go ahead and read through these feats the first one is slippery acrobatics and it actually does not have a cost at all and it says you can play it as anyone would take damage and they roll a red die and then prevent that much damage and then they draw another range defeat card the next one is ricochet which coach always begins with and that says they can play this as a ranged attack does damage to a minion they can then choose someone else nearby that minion who takes five damage once again after each of these are used they are discarded the next one is pickpocket this is also a ranged feat and it says you play it during your turn and you can reveal one treasure for each nearby enemy and then equip or stash one of them and discard all the others after that coach has a couple of melee feats folded steel says they can play this at any time on any hero that hero will gain one shield token which will absorb two damage and then coach can draw another melee feat the last one is form up and it says
they can play this at any time on any hero and they gain one shield for each friendly character in their region next up every hero has to make sure they don't have more than six cards and it looks like we are fine and then if any defender tokens were out there on the board we would clear them after that it's time to pass the initiative marker over to the next hero in clockwise order and now we could reveal any treasures in the hero loot stash although it looks like we haven't found any of those in this first round of the game after that it's time to determine the amount of bounty that's in here and there's just one minion and it shows one bounty so one bounty can be placed onto the hero's horde and then this card will be discarded after that we can gain experience and unfortunately with just one bounty gained this round each hero will only gain one experience so we can place these over here and i think we're gonna have both of them hold on to this it would be great to get two experience at least in the next round and if we only get two experience we could add this to it to get to three and then upgrade the number of actions that the heroes can take which is definitely something i think we should push towards so for now we will just save these and hope to get at least two in the next round the hero level up step is done so now it's time for the villain round and for the most part all of these mechanics were not discussed in the tutorial so i will now explain how each of these steps work in detail the first step involves the villain making an attack roll with their magic row and then spending that to try and cast spells well the villain rolls three yellow dice and one white die for their magic row and they got four hits now they're going
to draw cards from the top of their spell deck and those will be the spells that they cast using these hits as you can see the top card matches the icon of the enormous golem and that's because as part of this scenario this is always placed on top now at this point we can flip it over and place it and then the cost for that spell is deducted from the number of hits they have this spell costs zero though so there are still four hits left this means another card can be drawn and this has a variable cost it's three four or six now the villain will always try to spend as many hits as they can so in this case they could spend all four of these and if they had five hits for example they would draw again but if they were not able to afford that card it would be discarded obviously in this case though they have used all four of the hits so no more cards will be drawn and now the villain will cast each of these spells starting with the most recent one and going over to the right so they'll start with rumbling tremor we know they're going to spend four magic hits on this and it says we have to find the row or column with the most heroes in it and then every one of those heroes will suffer three damage because this is the middle casting cost well both of us are in the same column so this will be hit by that rumbling tremor and that means both heroes will suffer three damage so isabella goes down to 11 and coach will go down to 13.
after that it's now time for wreck and run this does not cost any hits and it says if there are three or more cave-in tokens on the board then deal two area of effect damage to every map tile on the board if that's not the case then we place one cabin tile onto the region where the lead hero is and at this point there are no cave-ins so this will be the first one so we can place that down into the lead heroes location and then this says we have to return this to the top of the spell deck so that means a wreck and ruin is going to happen during every one of the villain rounds so let's draw a cave in token from the supply and this will be placed onto the base camp because that is where the lead hero is after the token is placed two area of effect damage will happen to everyone in this region except for a figure that actually caused the cave-in to happen so isabella will take two damage which brings them down to nine now this cave-in token will stay here and it will stop movement for players trying to go through that spot now as a free action players can get rid of a cave-in token by discarding one plus one associated with the melee attack row or by discarding any spell or feat card from their hand the other important thing to note about caven tokens is there are only five of them if we ever go to place one down but all five are out then instead of placing one we simply do two damage to every one in every region tile of the board and no new tiles are placed but of course the rest of the tiles will stay out there so it certainly is a good idea to clean these up especially once all of them are placed because that can be a lot of damage to happen well the villain is done with their top step but before we move on i do want to mention that if they had any excess hits that
they did not use with these spells then they would turn these at a rate of one to one into plus one markers that go down over here and the villain can have a total of six of these markers on their board in this case though the villain did use all of their hits when casting spells next up they're going to make a corruption roll and then spend those hits to try and spawn minions onto the map their corruption row shows a single yellow and two white dice and they only got two hits total next up they will try to spawn and as you can see there are three different levels of minions and there are three associated corruption hit costs in the top right corner now the villain will try to summon the biggest minion they can with the number of hits they have with just two hits though they can't actually summon anything even the level one minions require three hits on a corruption roll so they are not going to spawn anything onto the map and since they have two hits that they did not use they are going to gain two plus one markers and put those into that associated row remember the heroes have to spend two hits for one of these markers but the villain spends one hit for one of these plus one markers alright it's now time for the minion step where every minion on the board will act at the moment there is just one minion so that gnome bomb lobber will activate when we focus in we can see the gnome bomb lobber has two actions and they only have one attack type and that is ranged now they are going to try and find a target which is going to be the closest one they can hit with this ranged attack and that is going to be coach over here so that means the gnome bomb blobber does not need to try and move although they couldn't actually move
considering there is an enemy to them in that region already so this minion will now do a ranged attack roll and they roll three yellow dice now it's worth noting that if they hadn't been wounded they would have actually rolled two red and a yellow so by wounding them they are potentially doing a lot less damage now they have three hits right here and they are going to obviously target coach and try to do three damage i say try because remember coach has a lucky sweater this says each time an enemy performs an action role in a nearby region you may reroll one of those dice rolled a nearby region is either that region or one adjacent so this is nearby so let's go ahead and re-roll this two using the lucky sweater and it turned into a one so it'll do two damage to coach this will bring them from 13 down to 11 and now this minion is done taking actions even though they have one more they don't have anything useful to do with it now as you can see they do have a special ability printed on this card and this activates after they have finished taking actions this particular action says they are going to place a bomb token into their region so we can take a bomb token from the supply this will be put over there and every time a bomb is placed onto a tile we have to roll a white die now if we got a one then every single bomb would explode and if we get a blank then nothing happens but that bomb will stay there until it eventually explodes potentially when we roll a one as we place another bomb onto the map now it's worth noting that there are only five bombs so if we go to place a sixth one then instead we explode all of the bombs and then place another one
fortunately we did roll a blank so no explosion happens now but i would like to talk about what happens when they explode now every bomb is going to do two damage to everyone nearby that bomb which is going to be that tile or an adjacent spot and again every single bomb on the map will explode when we roll a one so in this case that would be two damage here and there and two damage here and there let's do one more example because if a bomb is adjacent to another bomb then that damage will actually stack that means this bomb will do two plus two or four damage here that bomb will do two plus two or four damage here here and there and this bomb is going to do two damage here and there so that means if these all exploded that would be four four and six damage respectively fortunately that hasn't happened yet because if that did happen that would be pretty nasty all right we're done with the minion step so now it's time for the level up step for the villain now they are going to cash out their loot stash for experience and if any heroes had been defeated then the villain would get three bounty for each of those and as you can see they could then turn that into experience as well as healing and it's worth noting they are allowed to heal above their starting health amount fortunately no one has been defeated yet but we can see that when the villain spends their experience they are always going to spend two at a time and save the rest and for every two experience they spend they will level up every single one of their dice rows the way that works is if there is a blank spot then a white token will be placed and if there aren't any blank spots then the leftmost white will be upgraded into a yellow and if there are no whites then the
leftmost yellow will be upgraded into a red once again they don't have any experience and now the last thing that they are going to do is advance on the approach of doom track now that is this track here and this token starts at the start spot so now it can advance to day one after moving we can read this text and it says if no heroes have been defeated this game so far then the villain immediately spends an extra two experience right now remember for every two experience they spend they upgrade every row so that means they'll start up here with their melee row this yellow will turn into a red and we can simply swap this out or actually flip over the yellows because red is on the back side after that they will add a white die to the range row they will add a white die to the magic row and they will add a white die to their corruption row after that it's time to read the day one entry from the campaign book for this act you come upon a familiar door with a blackstone face frozen in horror its living metal eyes rest upon a horned figure seated before it as you draw near you notice that the figure is reading out poetry in a deep guttural tone noticing you it springs up ten feet tall and runs to a wall which opens up to accept it and then slams rip the figure's cloak catches and a tiny key clings to the floor at this point we can choose one hero to discover the mini card labyrinth key we would also spawn a level 1 chump minion if we had 6 or more heroes but obviously that's not the case so let's find a card 288 and this is a item type treasure when we
look at the bottom it says once during your turns you may choose a character and move them to any revealed region let's go ahead and give that to isabella and now it's time for the next hero round where isabella is the lead hero and they can choose to go first or last they've decided at this point that they don't mind going first and the first thing they've decided to do is a roaring stampede which lets them add one health to any elemental they'll add it to this one here so it goes to its maximum of six and then isabella is going to discard this owl form spell in order to clear this cave-in token now while we're over here looking at base camp it is worth noting that once during your turn a hero in this region may spend a plus one token to heal to health as long as no enemies are currently on this tile unfortunately for isabella though they don't have any plus ones to spend otherwise i do think we would do that well let's have them spend a action to move and i think they will go one two spots and now do a free scout action that is going to scout over here as well as wrapping around the labyrinth onto this location here well let's go ahead and start here we can draw the bottom tile from the stack and we have found the jailers dojo now this is a dead end you'll notice it has just that one edge and we need to place it like this now as you can see there is a bounty token and a sun shard token on this location so both of those will be added onto the tile and there is an event icon so the top event from the deck will be
placed over here now before we actually perform that event i'd like to take a look at the special text on the jailer's dojo and for that i'm just going to temporarily spin this around down here it says during a player's turn a hero in this region may train their unique ability for free every hero has a trained ability in the bottom right corner of their board and when they go to that jailer's dojo they can take this crystal and put it onto that spot and then they get access to that ability for the rest of the game with that in mind let's take a look at these two and we'll start with isabelle it says once trained all of their elementals gain one action and they get to add a yellow dye to every one of their melee attacks over here we have coaches trained ability that says after they do a power surge action they gain a plus one onto any row and remember they do a power church action during every one of the hero level up steps so both of these are powerful and i would not mind getting both of them trained we'll just have to see if we can make that happen so let's look back up here and i will once again talk about the sunshard once we loot it which will hopefully be soon now it's time for us to perform this event and it's called the ruby skull now a ruby skull casts a dim glow against the many skeletons which surround it this is an item of great power and danger you lock eyes with a gnome across the room who makes a break for the skull now do we hex the gnome and race after that skull which would force us to discard a spell or a plus one token from the magic row currently isabella does not have any plus ones on their magic row
and i don't like the idea of discarding any of the spells they have so i think let's just let the gnome have it the option we chose says we have to flip to side c so that is this one right here and then that says that the gnome vaults a pit strap ducks a scything blade and grabs the skull the room bursts with red light and then 10 000 years pass as the gnome wrinkles and flakes into dust and then disperses into a terrible mist you carefully wrap the skull into a bed roll and now we can discover mini card 240 which is called age 10 000 years so let's discover card 240 and it looks like this is a red spell and isabella is going to get this as you can see it costs three four or six magic hits and it also costs you to spend one health and then you choose anyone with up to five seven or ten health and you defeat them into dust and then other heroes in view of them discard one plus one in horror now in view means you have a straight line of sight down hallways onto that location for example this hero right now has a view going all the way down this column obviously that is a very powerful card and i am quite happy we decided not to race that gnome and take that skull for ourselves well let's focus back over here because we do have to add a treasure onto this card and we also have to add a level two minion so let's draw that from the bottom of the deck and this is a golem stone cutter it has a special stone skin ability which i
will talk about soon after that we would add another treasure as well as a couple more minions if we had four or more heroes but obviously we don't and now we can remove this event from the game while that event is done i just realized i got a little ahead of myself before we even performed that we needed to finish the scouting action as you can see this is a location that wraps around from there so we technically should have done this before we performed the event but that's okay now this tile can fit like this we can also rotate it if we want to and i think we want to do that because we might want to get access to this sunshard over here now as you can see in the bottom of this card it does say that if we had six heroes we'd put a treasure down and we would also put a level two minion onto that spot but since we only have two heroes we don't do anything else in fact this tile does not even show an event icon on it not that we would perform it because we already did at least one well isabella is done with their move and they have one action left and i think let's have them do a magic roll they could potentially get a bunch of hits and they have a few different spells to use and remember you can only store up to six spells at any given time so it's a good idea to use these when it makes sense so let's roll the dice and it looks like they got one two three four five six hits total i think let's start by casting earthen armor and we are going to do it spending three of the hits as you can see that will let us distribute two shield tokens amongst the heroes and every shield will prevent two damage coming into that hero at the moment isabella has nine health
and coach has 11 so they're actually relatively similar so i think let's give them each one and you simply stack these on top of the health token after that isabella has three hits left and let's use that to cast mortal coil as you can see we can spend three four or five hits so when spending three this will attack an enemy in a nearby region for three damage and we can freely pay health in order to add plus one now i think we want to do four damage so let's pay one health in order to add one to it and of course we do slide this down instead of using this shield token because this only goes away when taking damage paying health does not count as taking damage now the reason we wanted to get to four hits is because we want to target this golem stone cutter because it is nearby to isabella and if you'll notice up at the top there is a new icon now to wound it it's going to cost four hits and then it shows that infinity symbol with the eight and that is associated with the stone skin ability now when a minion has this ability they can never be outright defeated with damage instead you must wound them and then you will flip them over and as you can see four more damage will kill them and at this point if there was a stack of minions on that spot you would actually put this to the very bottom of that stack putting the other minions on top now if you had extra hits after wounding it you could then apply those hits to the next minion on top of that stack if there was a stack so obviously this is why we wanted that one extra damage and it was worth dealing one damage to isabel in order to wound this golem stone cutter that has used up
all of their hits and isabella is now done with their turn which means their elemental sidekick can go currently it's in a region with a minion so let's just start off by spending an action to attack it this elemental has six health which means it rolls six red dice and since these don't even have a blank on it we didn't really need to roll we will obviously get six hits as a minimum in this case it looks like we got nine which is certainly enough to deal the three damage we needed to defeat this wounded gnome bomb lobber now this will go into our hero stash and now that there are no minions over here we can actually have the sidekick loot the sidekicks cannot scout but the looting action is something they can do so we can loot this treasure and put it into the hero stash at this point the elemental has one action left and i think let's just move it over here so that it is not potentially going to take damage if this bomb explodes now that the sidekick is done it is time for coach to take their turn and they've decided to start by moving over here that is going to get it outside of the blast range of this bomb and it also means that coach can do a ranged attack onto this stone golem if they want to before they get there however they've decided to spend one of their feats in particular that is going to be form up and they can discard any other card or they could get rid of a plus one on their melee row and that is what they have decided to do now they can perform the effect of this feat and it says they are going to gain one shield for each friendly character including themselves in their region as you can see there are three friendly characters there so that means
this will get them three shield tokens they already had one so they can stack these on top and with four shields that could absorb up to eight damage coming in after that they want to spend another feet this is going to be pickpocket now that would cost a plus one on their range row but they don't have one so instead they are just going to discard folded steel and then the effect of this says they can reveal one treasure for each nearby enemy and equip or stash one of them and to discard the others currently there is just one enemy nearby so they are going to draw one treasure and either equip it or put it into the bounty and this is a clutch shooter now that has a bounty value of one and it would add a single yellow die to their range rolls and it says each time they do a ranged action they can remove one bomb within their view remember a view is a straight line through adjacent connected hallways so that means right now unfortunately coach does not have a view on this bomb but that's fine we will hopefully try to diffuse this later on i do think we are going to have them equip this clutch shooter considering they are about to do a ranged attack and this will let them roll another yellow die so let's slide this into the offense slot right there and now let's spend that second action to do a ranged attack as you can see that means they are going to roll four yellow dice three from here and one from the clutch shooter and they will also roll one white die all they need is four hits and that seems likely and they did indeed get that so they can spend those hits to defeat this golem stone cutter and
that can now be added into the hero's loot stash after that nothing is guarding any of these items but unfortunately we don't have any more actions to actually walk in there and loot them so that will have to happen in the next hero round every hero has acted so it's now time for the hero level up step the first thing we do is perform any events in the hero loot stash but there aren't any and now we can all draw cards isabella is going to always draw two green wild cards they of course draw them first and then reveal them and it looks like they found another earthen armor which is great to have and they also found turtle form this is a reaction spell which costs a plus one in the magic row or discarding another spell and this says you can cast it at any time on any ally and until this round ends they gain the dodge one yellow die ability and if they are a hero they also gain one shield now the way dodge works is when a character with dodge is going to take damage they will first roll that associated die and the number that they roll will be reduced from the damage that is coming in next up coach can do a free power surge action and considering their ranged attack is now more powerful than their melee attack they've decided to just draw a couple more ranged feats considering that's likely what they are going to be prioritizing doing the cards they got are slippery acrobatics and a true shot arrow and that's actually the second slippery acrobatics that they have this is certainly good to have around because it can reduce the amount of damage coming in for a character now this feat here says you can play it after any range roll
and then add plus one to that result or plus two if the attacker has not yet moved this turn next up the initiative token will be passed and now it's time to pull all of the treasure out of our hero loot stash and either turn it into bounty or equip it now it looks like we found sacks of cash and that says as your level up steps end you gain two plus one tokens on any one row now that is a very powerful effect and as you can see coach over here does have an open slot for that but it's also worth noting that right now we can actually unequip any treasure that we want and then pass that back and forth between us or even put it over here onto the hero loot stash in order to turn into bounty which could of course turn into more experience now considering isabella is trying to cast a bunch of spells i think having her being able to gain extra plus ones is probably going to be slightly better so i think we are actually going to give coach this labyrinth key and then isabella will take these sacks of cash we could of course turn that labyrinth key into bounty but i don't think we want to do that right now now at this point it's time to reveal the rest of the items in the stash as you can see both of these are the level two minions so each will give us two bounty so that is for bounty total which means each hero is going to get four experience and we can add four bounty into the heroes hoard so let's just put a five in there and remove the one these will be discarded and now both heroes will gain for experience because once again for bounty lines up with the for experience reward
now we had each of these heroes save an experience from the last round so they both have five experience to spend and i think we should have both of them spend three of their experience in order to upgrade the number of actions they take in each of their turns after that let's have coach spend both of these experience upgrading yellows into reds and i think we are turning coach into a ranged attack specialist likewise over here i think let's keep specializing isabella on magic and let's upgrade these whites into yellows the level up step is coming to a close and now isabella's sacks of cash are going to give them two plus one tokens for one row and they'll obviously place those down onto the magic row so they now have the ability of getting a lot more hits with their magic attack rolls well the hero round is done so it's now time for the next villain round and the first thing they do is make a magic attack roll so that will be three yellow and two white dice and let's see how many hits they get now that is one two three four five and now they can draw spells remember they are always going to have this wreck and ruin spell be on top because it automatically gets placed back when it's used so this next one here costs two three or four hits there are five hits here total so that is going to use four of them now the card after that which is going to use the last of their hits now they can start casting these spells and the first one says hit the deck all bombs immediately explode and then minions are actually immune to that blast if there were no bombs on the board then
instead we place one onto the lead heroes region well it looks like we actually got lucky there is a bomb so we don't place another one down and when this explodes it does not do any damage to anyone because we all got out of the damage radius so this is simply removed and now it's time for shaka boom and this is going to be a four hit spell it says we have to find the region with the most heroes in it and then each of those heroes will suffer four damage well i suppose this is the penalty for grouping up obviously there are two heroes over here so each of them will suffer 4 damage on that location remember sidekicks do not count as heroes so that will not take any damage so isabella can suffer 4 damage and 2 of that will be absorbed by the shield and the other two will bring them down to six and then over here coach will simply lose two shields to absorb all four damage after that it's time for wreck and ruin if there are three or more cave-ins on the board we deal two damage to every map tile but instead we are just going to add one to the lead heroes location if i'm being honest i forgot this was a thing and if i had remembered i probably wouldn't have clustered up like this so this is a painful learning moment for us because this will be dropped down and then everything in this region is going to suffer two damage so this elemental will go from six to four which is unfortunate that really hurt its damage potential and then both isabella and coach will also suffer two damage so coach will discard another shield and then for isabella i'm starting to get worried about their health total so let's actually have coach spend their slippery acrobatics feet that says you can play it as anyone
would take damage they roll a red dye and prevent that much damage and then coach will draw another ranged feet card so isabella can roll a red die and they got a two so that means that will mitigate all two damage coming in from the cave in and then coach can draw another ranged feet card this one is piercing arrow now that one has a larger cost than normal you can see it costs two of the range plus ones or two discarded cards and it says you can play this as a ranged attack damages an enemy and you deal five damage to each other enemy in that region the villain is done casting spells and now it's time for them to do a corruption roll that is going to be three white dice and one yellow so they can roll all of these and then the villain is always going to spend every plus one token that they have that is relevant to the role in this case they have two plus ones on the corruption roll so that is one two three four five six hits total so they'll spend five of those hits in order to spawn one of these level two minions and that is a big doggie after that they have one hit that they cannot use so that will turn into a plus one token that will go back onto their corruption row so this big doggie is going to be spawned out onto a portal and it will go onto the portal that is closest to the hero with the least health that is definitely isabella and the closest portal is right here so that means it will spawn onto that location after that it's time for every minion to activate although it looks like there's just one minion out here and that's the big doggie that has four actions that it could potentially use
and it does melee attacks so it is going to use the first action to enter this region right here and of course it immediately has to stop and then it is going to do a melee attack with two red dice and one yellow now before this actually happens we have to put the defender token down underneath one of the friendly characters and that will be the one that will suffer the damage coming in we could put this under the elemental but i think considering coach does still have a shield we should maybe absorb it on coach so that this elemental can be stronger to potentially try and knock out this big donkey when it comes to our next hero round so we are going to make coach the defender we can put that token underneath and now the big doggie will roll these dice and potentially do 5 damage i say potentially because of course coach does have this lucky sweater and that says that they can reroll any one die from an enemy that happened in a nearby region with that in mind let's re-roll a red two to hope for a one and it looks like our lucky sweater didn't actually help us out this time so that big doggie is doing five damage to coach and two of that will be absorbed by this shield and then i think let's have them use their other slippery acrobatics that lets them roll this red dye and mitigate that much damage and they got a one which means the three extra coming in gets reduced by one and coach will only take two damage they had that big stack of shields and now it's all gone at this point the big doggie technically has two more actions available but they have nothing to do with them so the minion is done activating so now it's time for the level up step for the villain they don't actually have
any bounty over here to gain experience so they can move right on to advancing on the approach of doom track to day two on this spot it says we now have to read the day to entry in the campaign book oh hello my little lemmings ludwig's voice chimes in today you might find things a little crushier than normal let's be honest now that you've found my stone friends crushy is going to be par for the course we now have to place a cave-in token at the lead heroes region and if this was a 5 or more hero game we would spawn an elite level 3 minion down onto the board well this certainly isn't great i am very much regretting consolidating everyone onto the spot because the next cave-in comes in and does two damage to everyone including this big doggie but two damage is not enough to wound them so it does not actually have an effect this poor elemental is going to go down to two it was so strong before it got hit by these cave-ins isabella will also suffer 2 damage going to 4 and coach will suffer 2 damage going to 7. mental note it is a bad idea to cluster up when cave-ins are happening in this labyrinth well it's now time for a new hero round and coach is the lead hero now i think we actually want isabella to go first so that they could try to use this age 10 000 years spell on that big doggie so with that in mind coach is going to flip this over to the hold side which means the next hero and clockwise order will go so isabella can now take their turn the first thing they are going to do is use a roaring stampede to increase the health by one for an elemental out on the board that will be this elemental right here which will go up to three and now let's have isabella do a magic roll
where we are hoping to get at least six hits now she is going to roll two red and three yellow dice and also has two plus one tokens to spend while we're over here i'm now realizing we probably should have had isabella use turtle form to gain dodge against all of that damage that came in from those cave-ins but we didn't do it and we'll just have to keep that in mind for the future so let's roll all of these dice and then let's have isabella use twist of fate this does not have a cost and it says we can cast this after any role is made and we can change one of the dice to any number of our choosing and let's turn this blank into a two that means isabella has eight hits total and that is enough to spend at six on the age ten thousand years card now there is an extra cost of paying one health which isn't great but i still think this is worth it and now we can choose anyone with up to 10 health and defeat them into dust and all other heroes and few of this have to discard one plus one token in horror obviously we are going to target this big doggie which has nine health so causing it to lose 10 health will be enough to defeat it coach is within view of this so they would lose a plus one token because of the horrifying thing that just happened but coach doesn't actually have any plus one tokens now to lose this can now be placed into the hero loot stash and now isabella has two hits remaining and they have decided to spend both of these plus ones to make that four more so that they can cast earth and armor at the maximum level that gets them three more shields that they can distribute to all of the heroes and they're going to put all three of them on themselves
after that isabella has two more actions remember she upgraded her action count to three with one of these two remaining actions she is going to walk into the jailer's dojo and then do a free loot action so this treasure will be put into the hero loot stash and then they can loot this bounty and a sunshard token the bounty will go into the hero loot stash and then the sunshard token will be placed over here onto the sun shield now this doesn't do anything right now but later on there might be effects that depend on the number of sunshard tokens that we have looted and these will differ from one scenario to the next next up since isabella is currently in the jailer's dojo she can do a free action to train up this means she can put this dojo crystal over there and for the rest of this scenario all of her elementals gain plus one action and they roll an extra yellow die to all of their attack roles at this point isabella has used one of their three movement so for the second movement we'll go back over there and they have to stop these cave-ins will stop a movement action but fortunately isabella does have one more action and i think we want her to come over here and scout this spot we can then potentially send the elemental in there to try and do some damage and also we want to try and get these sunshard tokens so isabella will go one two and then scout this location so let's draw the bottom tile and that one will work we can place it like this and you'll notice this does not actually have an event token on it that means isabella can continue moving currently she's used two out of a three movement so let's go on to this spot we can then loot another sunshard token and another
bounty token so we can place these over here isabella is done with the three movement but they could still scout and i think let's do it so we'll draw the bottom tile and that one will fit it'll go like this and that will wrap around to that location over there now this does have an event icon so we can put this event card down there and then we can flip this over and see what it says this is the navigator fallen earth entombs the remains of a golem shattered and broken you move to examine it and it bursts into life and swipes at you blindly now if the scouter is not holding any ranged feet cards they are pulled into the scouted tile and suffer three damage currently coach has a bunch of these but isabella does not have any so that means isabella will take this three damage unfortunately that means they will lose both of the shield tokens this absorbs two and that absorbs one you don't get to keep the remainder as this happens isabella is moved on to that tile and now it's time to add some treasure as well as minions we always have to put treasure at the bottom so we are going to put two down there because this is a two or more hero game and then after that we are going to put a level three elite minion down you always put the higher level minions at the bottom of the stack so we can draw that elite minion and it is a teslo casofrax this is the youthful mastermind as you can see it has melee as well as ranged attack options it does three damage and it has an aoe effect which means it damages all of its enemies within that specific targeted
tile so this is going to go right here and then we need to draw a level one minion and that is going to be a gnome chunk of tunk that has the evade effect so we can put that here and finally we have to put a level one minion but this one is special we have to keep flipping the chump minions until we find one with the golem tag because of course that is the one referenced at the top of the event the first minion we found is not a golem and the second one is so this can be put on the top of the stack after that we can see at the bottom we have to flip over to the b side and then add this into the stash so we can flip this over and without looking at it put it into the stash and we will continue with this event during the next hero level up step well i'm honestly not sure if scouting that area was a good idea now but it is what we decided to do and isabella is done with their turn this means their sidekick can go and remember since isabella trained in the dojo their sidekicks gained plus one action normally they have two but now this one has three so i think let's just send it over here to try and do some damage now this is going to move one two three for one action then it can go here for its second action and then it will do a melee attack for its third it is going to roll three red dice plus a yellow die because of isabella's trained ability all right let's see how the elemental does that is five damage total and they can spend two of those hits in order to wound the golem dismantler you'll notice it has stone skin so there is no way to immediately defeat it
that means this will flip over to the wounded side and go to the very bottom of this stack and now the elemental does still have three hits left over and it looks like this gnome chunk of tonk needs three damage to be wounded so let's spend those three extra hits to flip this over and i think that was a pretty good attack by this elemental well it's now time for coach to take their turn and i think let's have them move once into here and then have them do a free dojo training action which means from now on when they do a power surge they can put a plus one token onto any of their rows they can continue with their movement and go here but then of course they have to stop oh by the way this defense token should have been removed a while ago now they have two actions left so let's have them go one two three and for their third action to a ranged attack roll and we will be hoping to do as much damage as possible into this region well they can roll two red a yellow and a white as well as an extra yellow from their clutch shooter and let's see how they do overall this is okay i suppose it could have been better that's one two three four five hits so let's have them spend two of those to defeat this gnome chunga tank after that they have three hits left and this elite level three minion needs 8 hits in order to be wounded or 14 hits in order to be defeated right now now things might not seem great in this current moment but remember coach has a bunch of these feat cards and these give them the opportunity to do quite a bit of extra damage now i think we want coach to use piercing arrow that says you can play this as you damage an enemy to deal five damage to
each other enemy in that region by playing this we do have to discard two range plus ones and or two of the other cards that we have and unfortunately we don't have any plus ones at the moment over here so i think it is going to be worth it to remove both of these and discard them in order to play the piercing arrow and technically let's say that we played that as we were doing damage to the other minion that just got defeated because now this piercing arrow will do five damage to every other enemy in this region so that is five damage to the teslo casafracks and it is also going to be five damage to the golem dismantler obviously five damage will be enough to defeat this one and after this piercing arrows five damage we need three more in order to wound the tesla casafracks and we happen to have exactly three more hits so let's use those to add to the five which is going to be eight hits total so this will flip over now we weren't able to defeat everything in this region but coach defeating two out of the three of them with this action was i think a great move for us all right coach is done with their action which means it's now time for us to move into the hero level up step the first thing we have to do is perform any events that are currently in the hero loot stash and there is indeed an event there so let's flip this over and see what it says this is a continuation of the navigator event it says down below that you all freeze as a golem looms up to the lonely fire unbreathing silent batting at paper which dangles from its head to your shock it strides into the fire its body blackens and one leg gives as the flames threaten to burn the paper
now we have a choice we can either grab the page which will be a range test of 6 or we could try to heave the goal amount which will be a melee test of 6. when we look at our heroes it seems we are stronger with a range test than a melee one so let's go for the range and try to grab that page so coach will perform this test they are going to roll two red dye a yellow dye and a white die and then we can add another yellow dye due to this clutch shooter offensive treasure so let's roll and hopefully we get six or more hits and we got six exactly so that means we just barely passed this test so we now need to flip until the c shows up for the navigator event so let's read the past text it says you snag the page and the golem somehow looks relieved as it lies back in the fire to be consumed you unfold a map smudged and nearly illegible somebody must have removed its programming scroll in hopes the golem would decipher the map at this point the tester discovers a mini card 289 the golems map so let's find 289 and it looks like this is a treasure it is an item type of treasure and it says you gain evade which lets you leave a region even if there are minions there it says as well once during your turns you may place yourself in an adjacent region for free and this ignores walls now at the moment both heroes have their item slot filled so let's put this into the hero loot stash and we can equip this soon if we want to it's now time to draw cards isabella is going to draw two green
cards and they found feral swipe and elemental spark elemental spark lets them create an elemental or increase the health of one and a feral swipe lets them deal damage in their region and they can add damage for each of their melee dice on their hero board next up coach is going to do a free power surge action and considering they are getting very strong with range i think let's just draw a couple more of those range cards they are really nice to have around now coach is trained and every time they power surge they can place a plus one token onto any of their rows and they'll put this on to range now we can see they drew another ricochet so they have two of those and they also got marked target you can play this after any range roll and then each hero may spend up to one of their plus one tokens to add two hits per token that is spent next up we can pass the initiative token over and now it's time to take all of the treasure out of the hero loot stash we knew about the golems map but this reactive armor is new that is a defensive type of treasure and it says that each time you take three or more damage from one source you gain one shield well isabella has the least life so let's give her the reactive armor and then i think we want to swap this golem's map out for the labyrinth key having evade for coach would be great considering coach wants to be in an adjacent region to do these powerful ranged attacks and having evade would let them leave a region with an enemy and then shoot right back into that region now i think we do want to keep sacks of cash so this labyrinth key is going to
go back into the hero loot stash to then turn into one bounty speaking of that we can now take a look over here and see that we have two bounty tokens we also have one two three four bounty from these defeated minions and one from this treasure so all told that is seven bounty for this round which means we can put all seven onto the heroes ford and then if we had eight or more we'd get six experience but with six or seven we get five each for the heroes and i still think that's fine i suppose if we wanted to we could give up another item to get to eight but i think for now the items that we have are good enough to not warrant that extra experience so each hero gets five experience and i think let's have each of them spend three of that experience to gain an additional action remember one action heroes can do is a power surge you can do it once per turn but that is going to give new cards to the players and having more cards is definitely a good thing so this will go up to four and that will go up to four also having more actions means the heroes can be more flexible to run around the dungeon getting more movements now i think at this point we want isabella to spend these last two in order to upgrade two more yellows into reds on their magic row and i think we might want to do the same thing over here for coach now we could add some more to the melee considering coach has four actions they could potentially do a melee attack role as well as a ranged attack role but for now i think having an even more powerful ranged attack is probably going to be a good thing so let's turn that yellow into a red and then we'll turn this white into a
yellow obviously that's spent the experience and now that leveling up is just about done isabella can use the sacks of cash item to add two plus ones to any of their rows and well they could put this on the melee row remember melee plus ones lets you clear out those cavens or as putting them down here would just add even more hits to be able to cast even more of these powerful spells considering there are two caves on the board already i think let's go for this and then try to use those to clear them out all right it's now time for the villain to go and they are going to start with a magic roll so let's see how many hits they get and it looks like they just got three so we can draw cards the first will obviously be wreck and ruin and then this one will use one of those hits after that this will use three but there's only two left that means that this is going to be discarded and we don't draw any more cards now these spells will be cast hit the deck is going to use one of these hits and then all bombs on the board will explode but currently there are no bombs so instead we are going to add one bomb onto the lead heroes region the lead hero is isabella so that's going to go over here and then we roll this to see if it explodes and it doesn't nice that would have been quite a bit of damage considering our current position after that wreck and ruin will happen if there were three or more cave-ins on the board then two damage would happen to every region currently there are two cave-ins out though so instead we are going to add one onto the spot where the lead hero is unfortunately the elemental is also on that spot so this is going to land here
and do two damage to the elemental and it will also do 2 damage to isabella technically it will do 2 damage to the tesla casafracks as well but that needs 6 damage to be killed so that 2 damage won't actually do anything well isabella is going to lose a shield to absorb that 2 damage and now we can see that the villain only used one out of their three hits so the other two hits are going to turn into plus one tokens that they will then use in the next villain round next up is time for a corruption roll and it looks like they got three hits actually technically they got four hits because they do have a plus one over here and with those four hits a level one chump minion will be placed out onto the board and of course that used just three out of the four so that plus one will be placed back onto the corruption row now this minion will spawn onto a portal that is closest to the hero with the least health that hero is isabella and the closest portal is over here so that means that this will appear on that spot it's now time for the minion step and there are two minions out here on the board that means the northernmost minion is going to activate first and that is the teslo casafracks over here now that has two actions and its primary action is a ranged attack roll with that in mind it is going to target the closest enemy to it that it can hit with that range and that is going to be coach over here so it will now perform this attack roll rolling a red two yellow and a white die overall that could have been a lot worse that is three damage total before we move on we can once again
use this lucky sweater and re-roll one of these i figure let's reroll this considering it has a 50-50 chance of being a blank and it looks like this is still going to be a one so coach will unfortunately take three damage bringing them down to four now technically i suppose we could use turtle form at this point to give them a dodge of a yellow dye but that would cost isabella discarding one of their other spells you know what i think let's do it so coach still technically has seven health and then isabella will discard elemental spark and now turtle forum will give coach a dodge of a yellow die and they immediately get a shield because this was cast on a hero so the shield will go there and when they roll the yellow die that will absorb two out of the three damage so one damage makes it through and unfortunately that is going to break the shield which could have absorbed two but either way i think this has worked out well so far now it is worth noting that teslocassifracks has the aoe effect which means it would have done this damage to everything in the region that it targeted although in this case coach was the only one in that region so that action is done and it looks like tesla casa frax also has a melee attack which is also aoe now i forgot about this aoe and because of that i think instead of discarding this elemental spark let's get rid of this feral swipe to cast that turtle form spell the reason for that is because i'm pretty sure this area of effect is going to kill that elemental and i'll likely want to use this to get another one into play with a good amount of health so tesla casterfrax rolls these dice and it looks like they do three damage again this is aoe so it hits all of their enemies in this area
and that is going to be enough to defeat the elemental fortunately defeated elementals just go to the side of the board they do not go into the villain loot stash now this is also doing three damage to isabella which is gonna bring her from four down to one now she does have reactive armor and it says each time she takes three or more damage from one source she gains a shield so we can put the shield there and isabella is just barely still alive tesla casofax is done and the next minion to activate is this golem mason it has two actions and it does a melee attack so it is going to start by moving towards the closest target it can get to for that attack and that means it will go one two spots and then do a melee attack of two red dice towards coach so let's see how it does that is two damage total and then coach's turtle form lets them roll the yellow die and it will reduce that damage by one so coach will take just one damage well at this point all of the minions have activated so it's now time for the level up step there are still no defeated heroes just yet even though both heroes are starting to get pretty low in health so we can now advance the approach of doom track and then it says if no heroes have been defeated up to this point the villain spends two extra experience and so far that is the case so that means it will use that experience to upgrade every single one of these rows and since it has empty spots on the bottom three it will add white die upgrades well now we can read the day three entry in the campaign book i'm sorry that you are lost that we left you without a trace that you'll likely starve and get eaten by a chumling before you find me
in my experience it's best to let problems like you sort themselves out naturally you gulp wondering what the heck a chumling is we now need to place one bomb onto the lead heroes region and if we have three or more heroes we put two bombs instead now we would also put a level two minion down if we had three or more heroes but that is not the case so this bomb will be spawned right over here and we once again have to roll a white die i'm not sure how long our luck will last and it looks like so far we are pretty good with these bombs well the villain round has come to an end so now it's time for another hero round and i think we want coach to go first they have some pretty good damage options available to them from their current position so isabella is going to hold which means coach can take their turn and they do have four actions to spend the first thing they want to do is a power surge action this lets them draw two cards and they have been focusing a lot on their range and they think that's still probably a good idea especially considering they have evade from this golems map so they are going to draw two more feats from the range sack and the first one of these is ducking and dodging that costs a plus one or a card and it says you can play this on a nearby alley when they take damage to prevent three of it and you can spend a further plus one from the range row or card to prevent six damage instead that is certainly a good thing to have around the next one is keen eye it's free to play and it says during any hero's turn they can gain a single range plus one token for every enemy that is currently in their view huh well it looks like there are two enemies in coach's view
so i think let's just use keen eye immediately to have coach gain two more plus one range tokens so we can put those right there and now every time coach does a power surge action their training gives them another plus one they can put anywhere i think let's just go even harder on the range spot we can use these of course to pay for a bunch of these feats and as we have seen these are great things to use well that's one action down and now they're going to use their second action to do a ranged attack roll this will be three red dice and two yellow dice and of course they have four plus one tokens on that row so they can roll the dice and it looks like they got a bunch of hits that is two four six seven eight now they only need six in order to defeat this tesla casselfrax and they are obviously going to target this spot because that is adjacent and this is a very high priority target so they will spend six out of the eight hits in order to defeat this and then they've decided to spend one of their plus one range tokens in order to activate their ricochet they actually have two of them they'll use this one here that says they can play this along with a ranged attack and this will do 5 damage to a nearby minion as you can see this golem mason is nearby it has stone skin so it must be wounded first and it only takes two damage to do this but they figure this is still worth it because it saves spending in action in order to do that attack now this will flip over to the wounded side and coach does still have two extra hits so they will use those to gain another plus one for their ranged attack row
so they go back to four remember you can't have more than four total so they are at their cap but it's likely they're hoping to use those to pay for some of these cards at this point coach has two actions left and now they want to do a melee attack roll to try and defeat this golem mason so they will roll three yellow dice and one white and they just need two hits in order to be successful and they got three so they can use two out of the three to successfully defeat this and that has finished the action so coach now has one action left and they have decided to move they will go one two three and now that they're at base camp once during their turn they can spend one of their plus ones to heal up to health as long as there are no enemies there well i think that's a great idea so let's spend a plus one to heal back up to eight well coach is done with their turn so now isabella can go and she's gonna start by spending one of her melee plus ones in order to clear this cave-in which is a free action after that i just realized that when coach was over here doing a ranged attack into this area their clutch shooter lets them remove one bomb from their view so technically they should have removed one of these sorry i missed that so it's back to isabella's turn and now she can do a free loot action which will get both of these treasures and those will go into the hero loot stash and now i think she should move so that is going to be one action going one two three and now she has three actions left for one of those she is going to do a power surge for this action she has decided to draw two red spells the first is beating heart which does
cost one health and it lets them heal or pay health on another target and the other is annihilation which costs five magic hits this says you can attack a nearby region for six yellow dice worth of damage and then for each dice rolled you may pay one health to set it to a two at this point isabella has two more actions left and she is now going to do a magic attack roll this means she can roll four red dice and one yellow and let's see how she does wow that is a lot of twos although i suppose there is a 50 50 chance of a two on the red dice so that is two four six eight nine hits total and she's going to start by casting beating heart that will use four out of the nine hits and it is also going to cost her one health as you can see that's going to bring her to zero but as long as she is not at zero by the end of this specific casting she will not actually be defeated and that is important because beating heart lets her heal or pay on one other target six total health so she is obviously going to target herself and heal six so that means she went down one and up six which means all told she just healed for five this is gone and she still has five hits left and she's going to use four of those to cast elemental spark this says that she can create a three health elemental sidekick in her current region which is right over here after that she will use a roaring stampede to add one health to an elemental out here on the board so this will go from three up to four she does have one hit left and no way to use it so unfortunately that is going to
be lost at this point isabella has one action left and she is going to move she will go on to the base camp for one of the movement and while here spend one of her plus ones to heal twice she does currently have a plus one so that will go away and that will heal her up to six so things are looking a little bit less dire especially considering she does have a shield at this point she can move up to two more times and she's decided to go one two the reason for that being she knows that there is a specific type of spell that does damage on rows and columns and we certainly know we do not want to cluster up on a specific spot out here on the board now that her turn is done the elemental can take a turn and honestly i think it's not going to do anything there are no current targets out here and i can't see any productive things that the sidekick could do for us right now well the heroes are done taking their actions so now it's time for the hero level up step there are no quests over here so now we can move the initiative token over to coach and then we can draw some cards isabella is going to draw two green cards and she got another elemental blaze which is going to potentially help us increase the health on our elemental and also cheetah form this has a zero cost at the top and you can cast it at any time onto an ally and until this round ends they gain plus one action they also get evade and they can dodge with a red die at this point coach is going to do a free power surge action and i think let's have them draw a range as well as a melee feet maybe it's a good idea to have at least one of these knocking around coach does do some pretty good damage with melee even though they are better
with range they have quite a few actions though so it's possible that they might do both of those on the same turn at some point so let's reveal these the melee one is hold the line and you can play this at any time onto a hero and they gain a shield for every enemy in their region and then this one is another keen eye once again that lets them gain plus one tokens for range for every enemy in their view next up we can pull all of the treasure out of the hero loot stash and we found rocket boots as well as a fizzle stick now the fizzle stick is an offensive item it adds one yellow dye to magic rolls and it says you can add a white die for each of your shield tokens that you have when you do that roll the rocket boots over here are defensive and it says you gain one action and if you reveal an event while scouting you gain one shield well we should certainly give isabella the fizzle stick that will help them have even larger magic rolls now when it comes to the rocket boots this one is a little tougher the reactive armor has been pretty good at stopping some of the damage coming in by gaining extra shields especially considering those shields make the fizzle sticks better so over here this lucky sweater could be swapped out for the rocket boots the question is do we want coach to have another action or do we want them to be able to re-roll a die and i think we actually prefer the die reroll so we are going to put this back into the stash for the bounty speaking of bounty we can now take a look at the minions that were killed we have three four five bounty showing up total in our hero loot stash so we can put five bounty into the heroes hoard and then five is going to give each of the heroes
for experience so we can put these out here and then isabella should spend one of these to finalize the upgrades on their magic row it looks like they can't make that better for the rest of the game now they do have three experience left which they could use to start upgrading their melee or we could just use that to give them yet another action i suppose the big question is what will they be doing with that action they can only do one power surge as well as one magic and melee roll on a turn so maybe we should actually spend these to upgrade melee it's possible with this many actions it will make sense for isabella to do some melee action soon so with those three i think let's put a white upgrade there and then we'll upgrade a yellow into a red and a white into a yellow next up we can look over here for coach i think for now let's continue to have them prioritize their range attack we can spend one experience to upgrade this then another to put a white token down and then yet another one to turn that yellow and you know what let's spend the last experience flipping that over to red leveling up is just about done and isabella can use the sack of cash in order to gain two plus ones last round we put these onto the melee to try and take care of some of those cave-ins but we could put this onto the magic row although it does have a lot of red dice on there already so i think let's put them on the melee row to help us deal with those cave-ins all right the hero round is done so now the villain round could start the first thing that happens will be a magic roll and they got four hits but then they also have
two of these plus ones so that is actually six hits total now we can start flipping over cards the first one is always a wreck and ruin and the second one is shakaboom now that is going to use four out of these six hits so they can continue to draw and this one needs three out of the remaining two hits that are available that means this cannot actually be performed so it is discarded and now we can see that the villain will only be using four hits so we can just put these two plus ones back and now shakaboom will happen we have to find the region that has the most heroes in it and each of those heroes are going to suffer for damage there is currently a tie for the region with the most heroes so we will break it with the golden rule that starts by looking for the northernmost hero and that is this one so that means that this region will be hit by shakaboom and isabella is going to take 4 damage she currently has one shield so that will go away then she will take two damage and then the reactive armor will come into effect because she took three or more damage from one source so she will gain a shield back so it looks like she only lost two health total next up wreck and ruin will activate currently there are two cave-ins on the board so the bottom option will happen and that will put one caveman token on the spot where the lead hero is and we can see that the lead hero is coach so the cave-in will fall there and do two damage to everything here so that means coach is going to take two damage this will drop them from eight down to six and now that the spells are done it's time for a corruption roll the villain already has one hit and then on top of that they are getting two more hits so that's
three hits total that is exactly enough to put a small minion out and overall this could have been quite a bit worse a level two minion could have been spawned instead now this is a gnome bomb squad and it wants to spawn next to the hero that has the least amount of health but currently there is a tie since both heroes have six health this means we will once again break the tie using the golden rule and isabella is more north so that means this is going to try and summon next to isabella now there are a couple of portals that are equidistant so once again the golden rule will break that tie and the gnome bomb squad will summon onto this region here after that it's time for every minion to activate and this is the only minion on the board it has two actions and it only does melee attacks so it is going to spend one action to move over here so that it is now in range to do a melee attack towards the hero that was closest to it now it only rolls to yellow dice and it looks like it's only doing one hit isabella does have a shield and that will absorb the hit remember this can absorb up to two but they still have to use it even if one hit comes in after that the gnome bomb squad is going to place a bomb onto that spot and then we have to roll a white die to see if all of the bombs explode so far we've been really lucky and uh looks like our luck has finally run out now this does mean that every bomb will explode and they will do two damage to all the nearby spots so this bomb does two damage here and here and then this bomb does two damage here and there as well as up there so this elemental is going to be dropped from four down to two and then isabella is also going to take
two damage this will bring her from six down to four well we're done with minions and now the villain would get experience if any of the heroes had been defeated so far but we've been able to stop that from happening even though some of those health totals are getting pretty low now this means the villain can now move on the approach of doomtrack and we now need to read the day 4 entry in the campaign book as you can see we have a list of four things to do and the first thing says we are going to flip the hero and villain loot stashes to the b side and any minions in the hero stash are now discarded we can start by flipping the villain one over and as you can see if they are able to defeat heroes and gain bounty they will spend that bounty to gain soul tokens and if the villain ever gets three soul tokens then all of the heroes immediately lose we can flip the other one over and as you can see we have started the final battle from this point on during the level up steps we can still draw spells and equip but bounty will not do anything more for us for the rest of the game let's come back to the campaign book where it now says we have to flip the base camp tile to its battered side that is the tile here in the middle of the labyrinth so we can flip that over and as you can see we can no longer spend plus one tokens to heal it now says this region is a caven for movement purposes and that cave-in can never be cleared there is also a cave-in token on top of it but even if this is cleared this acts as a cave-in to stop movement let's once again come back to the campaign book where the next thing that we have to do is place the villain
onto the battered base camp the villain for this act is the enormous golem so we can take this figure and place it right there onto the battered base camp after that when we come back to the campaign book it says it's now time to read the final battle entry now it says thaddy who is another hero in the order without borders ran ahead on and on as if in a trance at least that was the excuse he later gave isabella for running headlong into the enormous golem its chiseled presence loomed threateningly above the order and a mournful blue light sparked in its eyes retreat it spoke coach examined the golden's features there was a kindness there buried deep retreat while you are able override a howling claxson erupted from the golem's mouth its eyes melted into crimson red it cracked its knuckles pummeling protocol engaged now what we have to do is gather all of the minions on the map and place them where the villain currently is and if there happens to be less minions on the map than heroes then we have to add one level three elite minion onto that spot currently there is only one minion out here so that is going to go over here onto that spot so we do have to summon a level 3 minion we can pull that from the bottom and we found golem 2137 which is the extra smashy one now we have to put this underneath the gnome bomb squad because of course this is a higher rank and the lower ranks go on top it's worth noting the villain always counts as the highest rank so in order to damage the villain all of the other minions on that region have to be defeated the next thing that we have to do is remove sun shards from the map and the sun shield for each of the ones
removed from the sun shield every hero is going to gain one shield or two health so we can remove these sunshards from the map and then we do have two sunshards on the sunshield so each hero can gain two health for each of these or one shield for each now considering isabella actually rolls up more dice for shields i think she is going to take two of those shields and then over here coach is simply going to take 4 health which brings them back up to 10. the next thing we have to do is place this one token onto the villain's health bar as soon as the villain takes damage for the first time that token is going to remind us to perform this special event over here the final thing we have to do is flip the approach of doom board over to the final battle side now that we've reached the final battle this villain is no longer going to be casting any spells and instead they are going to be using this battle deck which i will be describing soon the villain round is done so it's once again time for the hero round to start and now that we are in the final battle we have a new goal the way we win the game is by defeating the enormous golem and we know that it has 65 health now this health track goes in five health increments and what that means is we only do damage in five health increments so if we do four damage to the golem that won't do anything and if we do nine damage that will move them down once on the track so it's really important for us to try and get to those five damage increments and we win the game immediately if we get their health token down to zero well the lead hero is coach and i think we should flip this over to charge so that coach can take the first turn the first thing i think they should do
is spend this hold the line melee feed card now we have to discard a card to pay for this because we don't have any plus one tokens for the melee row for coach and i think we can get rid of this keen eye here now we can take a look at the card and it says that we can play this at any time on a hero and they gain one shield for every enemy in their region currently there is one two three enemies in coaches region which means they will get three shields which they can put onto their health tracker now coach does have four actions to spend and i think they should spend the first one doing a melee attack roll for this they can roll three yellow dice as well as a white die wow and that went well they got one two three four five hits total now this is great because as this was a melee attack roll they have to target in this region and they have to hit the defending minion which is the one at the top of the stack this gnome bomb squad needs five health to be defeated and we rolled five hits so that means this is defeated just like that this next minion does have stone skin it's going to take 16 damage to defeat but we have to do that over the course of two different attack actions now coach has already done their melee attack so they cannot do that again and that means i think they should spend one of their actions to move out of this region so that they can do a ranged attack into it i think we can go over there and remember normally you cannot leave a region that has enemies in it but coach does have this golem's map which gives them the evade effect which lets them leave that region after that they have
two actions left and i think they should do a power surge before they perform a hopefully very damaging ranged attack action since we're going very hard on range i think for this power surge we are going to have them draw two more of the range feats and every time they do a power surge they will gain a plus one token and i think let's put that onto the range row it appears coach drew two hail of arrows this is a free feat to cast and you can play this during your ranged attack and you may spread your damage among other characters in your view even on your tile well coach has one action left and this will be a big range attack roll now they are going to roll five red dice as well as a yellow and they do have four of the range plus ones that they could use for feats or just to add hits so let's see how this goes overall that could have been better we only got one two out of all of these reds now that is one two three four five six seven hits total and i think let's have coach spend one of their plus ones to add a hit that will get it up to eight and then i think we should also have them discard one of these hail of arrows in order to pay to use this ricochet we could use a plus one of course but i think we only need maybe one of these hail of arrows instead of two so saving the plus one is probably going to be better now this means a ricochet is going to come into effect and that says we can play this alongside a ranged attack that damages a minion and we choose someone that is nearby that minion and it takes five damage well coach has seven hits from these dice plus another one
and that eight damage is going to be enough for them to wound this golem so we'll flip over and go to the bottom of the stack and then because they played ricochet they can also do five damage to another nearby enemy and what do you know the enormous golem boss is on that same spot so we will do five damage to it so we can look over here and before we actually perform that five damage this token is here to remind us that we now need to perform this special event so let's flip that over and then take a closer look at it now this card is used to help explain the rules for the battle cards that the bosses have this says after an attack causes the villain to lose health they reveal a defense protocol from their battle deck up here this shows what the battle cards look like and as you can see the defense protocol is the bottom half of that card now the back of each battle card does tell us what type of attacks the upcoming defense is strong against and weak against now a defending villain is strong but often still worth attacking and defenses change after each attack now we can flip this card to the b side and this side tells us exactly what to do it says after an attack causes the villain to lose health not shields then they reveal one battle card now the villain did take five damage from that ranged attack from the ricochet feet so it goes from 65 down to 60 and then we can draw the top battle card and take a look at the defense protocol on the bottom this says vicious backhand now if this was a melee attack coming in then we would now roll the villain's three best melee dice and the attacker would pay that many health also if this was a
magic attack coming in this would actually have become a crit and the villain would discard all of their plus ones and if the attacker is a hero they would have gained that many plus ones now in this case it was actually a ranged attack that did damage so there is no positive or negative impact and again we knew that because we could see the icons at the bottom of the top card on the deck the battle card can now be discarded and we can get rid of this event looking at this deck here you'll notice that the next attack that hits the villain will be weak against magic and strong against melee well coach is done with their turn so now isabella can go let's start isabella off with a roaring stampede which will add one health to an elemental so this will go from two up to three for isabella's first action i think she should power surge let's have her draw two red spells and she found a delicious lead coins that is a reaction you can cast this at any time to heal yourself for for health or heal another hero for two the other card is fragile mortality which says you can attack a nearby region for two five or eight damage and each hero may choose to pay to health and you add two damage for every two health that's paid next up i think isabella should move let's have her go here and then stop that movement so that used one of their actions and they have two more and now let's have her do a magic roll for this she will roll five red dice and a yellow die and she will also roll a white die for every shield she currently has and she has two so she uses all of these for this magic roll well let's see how she does overall that
is a great roll that's 2 4 6 7 8 9 10 11 hits now we can use these hits and i think six of them should go towards fragile mortality that will let us attack a nearby region for eight damage and we could spend some health to do even more damage but i think eight is actually just fine the reason for that is because in this nearby region there is the wounded golem that needs eight damage to be defeated so fragile mortality will do that eight damage for us now isabella does have five more hits left and that works out pretty perfectly let's use those to cast annihilation this spell says we can attack a nearby region for six yellow dice worth of damage and for each dice rolled we can spend one health in order to set that die to a two now at the moment isabella's health is precious to us i think so let's just roll the dice and see what happens overall that went pretty well that's one two three four five six seven hits which means she is going to do seven damage and obviously she will target this spot here now it would have been great to get all the way up to 10 damage because that would hit the boss twice but even seven is good enough because that is more than five so the enormous golem will have its health go from 60 down to 55 and now we have to draw the top battle card and resolve the defense protocol we already know that this is going to be weak to magic which is part of the reason why we did this and it says sparking fist for the magic attack it says crit place two plus ones onto the cave and supply and the next two times a cave and
is placed remove a plus one token instead now that is certainly better than placing more cavins onto the board so the plus ones will go there all right isabella has used all of their hits so this action is done and they have one action left although before they take that action i am going to slightly correct their movement earlier they went from here to there but realistically they should have gone all the way onto this spot because all of the attacks they were wanting to do hit nearby areas and they were watching to do a melee action so pardon me for cheating a little bit this is what i intended to do now for that last action isabella is going to do a melee attack roll for this she rolls a red a yellow three white and she does have two plus ones realistically i'm just hoping to get to five hits total well we got to four and that's fine we can now spend a plus one from isabella's melee attack row to get that up to five that five damage will be enough to hurt the enormous golem so it will go from 55 down to 50 and then we have to draw this card we know that for this attack it's strong against magic and weak against range and when we flip it over you'll notice this is actually strong against a melee as well just because it didn't say anything about melee does not mean this could not potentially backfire this says retaliate and since this was a melee or a magic attack the attacker must pay two health for every five health that the villain just lost so unfortunately isabella has to pay to health that means they go down twice on the track remember when you pay health you do not spend these shields now speaking of health i do think isabella should use this delicious lead
coins let's have her go ahead and get rid of this elemental blaze i think the cheetah form is going to be better that will pay the cost and this is going to heal her up four times bringing her from two back up to six isabella is now done with their actions so it's now time for their sidekick to go it's up here and it actually has three actions to spend but i think we're just going to spend two one of those will bring it into this spot so that it can do a melee attack against the villain the elemental has three health so that means it is going to roll three red dice and then because isabella is trained that elemental is going to also roll a yellow die so let's see how it does that looks like it's good enough with six total hits once again the villain only takes damage in five increments and since we got to six that will knock the villain down once on the track so it will go from 50 health down to 45 and then the next battle card will be drawn it looks like it is actually weak against the melee attacks right now and it says ward of rust now this is a crit and the attacker chooses one of the villains dice level up tokens and destroys it now these are the level up tokens up there and i think this is a no-brainer let's get rid of one of these red melee tokens well we are now done with actions so it's time for a hero level up step uh both of the heroes are going to draw cards like normal and we can also swap around equipment if we want to but we aren't really going to be doing much more than that i suppose this initiative token is going to be passed now isabella is going to draw two green spells like normal
and they got two elemental blazes which help make the elementals on the board or to increase their health now coach is going to do a free power surge action and i think let's have them draw a melee and range feet now they have found a hold the line which is something we've already seen which gathered some shields for coach and bullseye is new that is free to use and it says you can play as anyone would take damage and they take two more this could certainly be helpful in getting to one of those five damage increments while we are trying to defeat the boss after this i don't think we want to swap any of the equipment around so that will bring the hero level up step to a close this means it's time for a villain round and for the first time in the game the villain is out there on the map ready to actually wreak some havoc now as you saw the spell deck is gone and now the villain is going to be using this deck of battle cards in order to do things on the map the first thing that we do is perform attack protocols we are going to flip one battle card for each of the villains action points and we will resolve the top half of each of those cards and we will resolve them from the most recently flipped card back to the right as this says we are going to ignore the bottom half since that is only used when the villain takes damage as you can see the villain has two action points so two of these cards are going to be drawn after that we will resolve this first and then go to that one so we begin with hulking smash this says we have to place one cave in onto the lead heroes tile and then the villain will move nine times towards the region that has the most enemies and then the villain will roll their
melee attack role adding plus one for every enemy in their region the first thing we do is place a cave in token but remember these plus ones are there to say that we can discard these instead of placing that cave in token down now the enormous golem is going to move up to nine times towards the region with the most enemies although it looks like they are already there after that they are going to do a melee attack roll and they will gain one hit for every enemy in the spot so that is a base of two hits and it looks like they will roll a red dye and four yellow i am very happy we got rid of that one red upgrade now before these dice are rolled we actually have to decide who will be the defender in this region since there are multiple targets now i think it is good trying to keep this elemental around it can do quite a bit of damage so let's actually have isabella be the defender she does have that reactive armor to help absorb some damage so these dice will be rolled and that is one two three four five hits plus one more for each of the villain's enemies in that region because of the hulking smash card so all told that is seven hits and i think now is a great time to use duncan and dodgen this is a feat over here and it's going to cost a plus one on the range row for coach and it says play as a nearby ally takes damage and prevent three of it or we could get rid of another plus one or a card to prevent six and i think that is what we are going to do now i think let's actually keep that plus one there and get rid of hail of arrows i don't think it's going to help us out at this point in the game so that's going to absorb six out of the seven damage that's coming in
and the single damage that gets through will remove one shield from isabella hulking smash is done and now it's time for cower and fear it says the villain is going to steal up to one shield token from each hero ignoring the shield limits and then the villain is going to move six spaces towards the closest enemy and then place a cave-in token on the villains region after that the villain will perform a melee attack role so the villain is going to steal a shield from isabella and a shield from coach and then they will take those shield tokens after that we would put a caven token down but instead we will remove the last plus one token from that stack so the next time a cave in happens we will have to place this down now the villain is not actually going to move because they are already at the spot with the closest enemy and it is now going to do a melee attack roll actually hold on a second i just realized the villain did have a plus one token so that means they should have done one extra damage on that last attack but since isabella used a shield to absorb one damage this second damage here would also have been absorbed by the shield well here comes the melee attack and that is one two three four five six hits total now i just realized that coach does have this lucky sweater which we could have used to reroll one of the dice on that previous attack but i forgot about it so we're just not going to worry about it we're not going to forget now though so we can use this lucky sweater to re-roll one of the dice and i think we will re-roll this two and dang it looks like it's still a two so that's six damage coming in and isabella currently has six life now that means this six damage
will be enough to defeat her right now um but we could potentially use cheetah form to get a dodge of a red dye to just barely save her and then the reactive armor would put another shield on top now i think that is going to be worth it it's a bit of a bummer because it means we are not going to make use of the plus one action but i think that dodge is worth it so let's roll a red die and we got a two so that will absorb two of the six damage which means isabella is just taking 4 damage and then the reactive armor is going to give her one shield well it looks like that is all of the actions from the villain and now it's time for the minion step in this step all of the minions on the board would activate like normal but actually there aren't any minions on the board so we can move on to the level step the way this works is simple the villain will move their action token up once fortunately it went from two actions to two actions so that did not get worse but if this happens again later on that will go to three actions and if this cannot actually move anymore every hero will have to pay five health next up if any hero had been defeated the villain would cash them out for soul tokens and again if they have three soul tokens then the heroes lose but we have still somehow managed to not have any heroes be defeated yet well that was certainly a scary villain round and fortunately it has come to an end this means that the heroes can go and we need to do 45 more damage to win and there are a couple of pesky shield tokens on there that will absorb some of our damage now before we take our actions we should look at the battle cards and we can see that the villain is currently weak against magic with that in mind let's have isabella set this to charge so that she gets to
go first now the first action she should take is a power surge because currently she does not have any spells that would do damage to the boss with that in mind i think let's have her draw two red spells we have found fragile mortality as well as life cycle they both do damage so that's great fragile mortality can do two five or eight damage and you can add more damage by spending health and life cycle lets you do three four or six area of effect damage which doesn't help us out that much considering right now we only have one enemy and that is the villain the power surge is done and before i forget let's have isabella spend a plus one token from the melee row in order to clear out this cave-in let's also go ahead and use the roaring stampede to increase the health of the elemental from three up to four after that i think it's time for a magic roll considering we can tell the boss is currently weak to magic and strong against melee so we certainly shouldn't do a melee attack right now well she gets five red dice and a yellow dye for the magic roll and she does have one shield token so the fizzle stick will give her a extra white die as well so let's see how she does overall that's pretty darn good two four six seven eight nine hits total now let's use six of these to cast fragile mortality and this will do eight damage into a nearby region and each hero can choose to pay to health and that will add two damage if we need it now currently the enormous golem has two shields so that is going to absorb 4 damage so that means we effectively
need to do 9 damage right now in order to lower the health token down and clear out those shields at the moment we are doing 8 damage so as much as i hate to do this i think we will have coach pay to health in order to add two damage to that attack so that's 10 damage total and these shield tokens will absorb four of it that leaves six left over so this will slide down once for that single increment of five now we have to flip over the defense card and it looks like there is no specific effect for attacking with magic but the benefit for it being weak towards magic is that we did not suffer a penalty as we would have from either of the other types so nothing happens from this card and now we can come back over here isabella has three hits left over and she will use those to cast the elemental blaze that is going to add two health to any elemental that is already out there on the board this is great because now the elemental will go from four health up to the maximum of six well isabella has two more actions and for one of those they will perform a melee attack role and realistically we are once again hoping to get five hits at least it looks like in this case we actually got six well that is good enough to damage the villain so we will drop them down to 35 health and then this will be revealed as you can see unfortunately there is a detrimental effect for attacking with melee this says duck and dodge the villain cancels five of the damage they just took unless the attacking character pays two ranged plus one tokens now that is certainly unfortunate isabella does not have any ranged plus
one tokens which means we didn't actually do the damage so it's back up to 40. at this point isabella has one action left but they don't have anything they could do with it they've already done a power surge melee and a magic roll and they cannot move away from that spot because there is an enemy there and they do not have the evade effect so they are done and now the elemental will go it has two actions and it's only going to use one of them doing a melee attack against the boss and it is at full health so it is going to roll six red dice plus a yellow dye because it's trained technically it actually has three actions because of this training but again it's only going to be able to use one of them so the elemental rolls all of these dice and wow that is 2 4 6 8 10 12 damage total that is enough to knock this down twice i suppose before we do that we should flip this card over we can see that it is currently strong against melee now this says smash asunder the attacker takes two damage and moves straight down an adjacent hall until they strike a wall or a map edge now this will also randomly place one of their treasures into the discard pile although fortunately for us it was the elemental doing this attack so it does not have any treasure to lose now the direction is going to prioritize north so the elemental will go all the way up here until it hits that wall honestly that's probably a good thing it will potentially get it out of the way of potential area of effects well the villain can take the 12 damage which will knock this token down twice well coach can now take their turn and let's have them start with the power surge in this case i think let's have them
draw two ranged feats these have been doing very well for us lately we got a second bullseye and we got an eye for the prize this is free to use and it says we can play during any hero's turn and for this turn they gain plus one action and evade and they can loot treasures even if defended now this is something that could be great earlier on in the scenario but it's probably not going to be very useful for us now so we will likely use this to pay for some other card now we do get a plus one token after power surging because coach is trained and honestly i think maybe let's put this up here we could use that to pay for a melee feat or we just might need plus one hit when it comes to a melee attack since obviously we do a lot less damage with that roll well that was one action and now let's have coach do a ranged attack roll that will be five red dice and a yellow die alright let's see how we do overall we got two four six eight nine damage and i think let's go ahead and use a bullseye range defeat this says you can play it as anyone takes damage and they take two more so that is going to add two damage to this getting it up to 11 and we are obviously targeting this spot hitting the villain so let's draw a defense card and that says tremor punch now unfortunately it looks like something bad is going to happen because this was a ranged attack it says the attacker takes three damage and moves straight down an adjacent hall until they strike a wall or a map edge and they cannot perform move actions this turn now i just
realized that the attacker from this smash asunder should have taken two damage so that means the elemental should have taken two damage so the elemental is at four and now over here coach is going to be smashed down this all the way over until it hits the edge of that hall coach is also going to take three damage and they cannot perform any move actions which is a bummer considering i was planning on moving in here to try and do a melee attack well three damage is going to remove two of these shield tokens and unfortunately i think coach is done with their turn i was going to move for the third action and then do a melee attack for the fourth but that tremor punch stopped us from being able to move this means we can go into the hero level up step isabella is going to draw two green spells they got an elemental spark and another one they actually have three things that have to do with their elementals now coach is now going to do a power surge they are going to gain a plus one when they do that and i think let's have them draw a melee and arranged feat in this case they found reforge which says they can play this at any time in a hero round to discard a treasure and then reveal five treasures and then equip one of those and the other is an eye for an eye which we have seen already now i don't think the heroes will switch around their gear and now we can pass the initiative token and then isabella will gain two plus one tokens from their sacks of cash i think let's put these on the melee spot so she could potentially do more damage with melee attacks it's now time for a new villain round and there are no battle cards
so let's go ahead and shuffle this deck up and the enormous golem is going to draw two of these cards the first says they will place a cave in on the lead heroes tile then the villain will move it nine times towards the most northeast hero and then the villain does a attack melee roll adding plus one hit for every caven token on the map coach is currently the lead hero so the cave in tile will be placed there and that will do two damage to everyone on that tile so coach gets knocked from eight health down to six after that we can see that most north hero are both of the heroes they're on the same line and then isabella is the east most so the villain will not actually have to move and now they will do a melee attack here so they're going to roll their standard melee attack dice and wow that went great for us that's three hits total plus there are three cabin tokens on the board so that is another three so that is still six hits i suppose but that could have been a lot worse all that being said when we look back over here isabella currently has two health and a shield so that six damage is going to be enough to knock her down to the zero spot and that means isabella is officially defeated i don't think any of the feats that we currently have would stop this from happening and what we now do is remove isabella from the map and put her over onto the villain loot stash it's worth noting the sidekicks of the heroes that are defeated stay out here on the board and are unaffected that certainly wasn't great and now it's time for a wrecking ball the villain is going to move
six spaces towards the closest enemy and then the villain will deal every nearby enemy damage equal to its melee roll minus one its nearest enemy is going to be coach so it will move over here and then roll all of these dice and it did one two three four five minus 1 or 4 damage to all nearby spots which is this location and this location so coach is going to take 5 damage although before that happens we do still have this lucky sweater which i do keep forgetting about i don't think it would have saved isabella but we should use it now we can use this to re-roll that two i think and it's still turned into a two it seems like this lucky sweater has not been that lucky for us so coach takes five damage and they had six health so they go down to one well that's finished all of the action cards and now there are no minions to act so the level up step happens this is going to slide that up there and now the enormous golem will do three of these the next time it takes a villain turn which is pretty scary the next thing that happens is it is going to cash out the villain loot stash and as you can see there is finally a hero over there now every defeated hero will make three bounty and we can see that three bounty will turn into a soul token which will then be placed over here and remember the heroes lose the game if three soul tokens go down now at this point isabella is going to respawn at the battered base camp and fortunately her health is going to reset back to the maximum also if she had any negative status effects those would be cleared as well
the villain phase is done so now the heroes can go again and when we look at the top card the villain is currently weak to magic with that in mind i think coach should hold so that isabella can go first and let's have her do a power surge with this let's draw two of these red cards and unfortunately i don't think we really found any damage petals of life says you can cast this during a hero's turn and each hero may pay any number of health and then you distribute that many health plus two among the heroes and then shifting balance says you can cast this after anyone's action role and each player may pay one or two health to add one to two hits to that roll i suppose that could be good at a certain point but i was hoping for a way to do even more damage this life cycle over here is an aoe and it can do up to six damage which is enough to hurt the boss but i was hoping for something bigger well i think the first thing isabella should do is the roaring stampede which will increase the health of their elemental once bringing it up to five and then let's have her do a magic roll it looks like these are the dice that she's going to roll for it and she got two four six eight hits total well six of those i think should be used for life cycle this says they can choose a region and they may deal six aoe damage or they could heal every hero on it for that amount instead now that is something to consider we could heal coach for six health or we could deal five damage to that boss now i just realized that if we do area of effect damage on this tile it is also going to hit coach and coach
hasn't taken their turn yet so i think we are going to do the heal and only the heroes are healed in this case so coach will gain seven health bringing them up to eight after that isabella can use the last two hits in order to do a elemental spark which will increase the health of one element by one so it goes up to six and now isabella will use her second action to move and the third action will be a melee attack roll these are the dice she rolls and she got two three four five damage which is just enough to hurt the villain now we do have to draw the defense card and since this was a melee attack we can see the attacker takes two damage and then moves straight down an adjacent hall until they strike a wall or the map edge and they will randomly lose one of their treasures before we do that isabella will do the five damage and then we can see that they will get knocked back all the way to here and then lose a treasure which is bad considering all of these treasures are great well this is the one they lose and that is really unfortunate honestly i didn't want to lose any of them and i suppose these two are still quite good well isabella is done with actions so now it's time for the elemental to go it has three actions total and it'll start by moving one two three and the second action will be a melee attack against the golem that is going to be six red dice and a yellow die so let's see how it does that is one two
three four five six seven eight nine ten damage perfect now this was melee so the detriment could be bad it says we place one caven token on the villains region and then they gain a shield now they do take the 10 damage first and now we can place this cave in out and put a shield token on top of them this caven token will go here and do 2 damage to the elemental and also 2 damage to coach which will bring them down to 6. well the elemental is done which means coach can take their turn and they are going to start by playing hold the line and they will discard reforge to pay for it this will get them one shield for every enemy on their region and currently there is just one enemy which is the enormous golem so they will gain one shield now i think they will power surge in this case i think they will take a melee card as well as a ranged one these are both feats the ranged is supporting fire you can play this after any melee or range roll and you may re-roll any of the dice rolled and then the other is in spirited strike it says you can play this after a melee roll and any hero may spend plus ones from any row to add plus two hits to the roll for each one that is paid now coach is trained so they should get a plus one token but they already have four so i probably should have done other things before the power surge but we are just going to keep going like this now coach is going to do a melee attack at this point so they can roll these dice and it is worth noting that they could
take this plus one and put it onto the melee spot and then discard one from the ranged location if they want and you know what i think let's go ahead and do that they roll a lot worse dice for melee and we really want to get up to five damage actually the enemy has a shield so we want to get up to seven damage well that is a good way to start that's one two three four five six and we can spend a plus one to get up to seven the shield will absorb two damage and then the golem will take five more because we did seven total and then we do have to reveal this this was a melee attack and dang it looks like the attacker has to pay two health for every five health that the villain lost so in this case coach has to spend two health it's looking like it was a good thing that isabella healed coach considering they were at two health before that heal and this would actually have defeated them now they are going to go from six down to four and now they have two more actions now we should i think have them move using the evade effect to get away from the villain and then do a big ranged attack if we look over at the villain board we can see that we just need to do 10 more damage to win the scenario and it is worth noting that the villain is currently strong against range but i don't think there's anything we can really do about that so coach can spend an action to move over here and now do a ranged attack roll they roll five red dice and two yellow and they got two four six eight nine hits to that i think we should now use bullseye which adds two damage so that goes up to 11
and we now need to draw this card and see if we are in trouble now this was a ranged attack and it says that each hero in view of the villain gives one shield to the villain but this doesn't actually stop the damage from coming through so that means the 11 damage will bring the villain all the way down to zero and just like that we have won the game now that means we can now move into the conclusion for this scenario and normally that means we would now read some more story about the overall campaign and potentially also unlock some new items or potentially other things but i don't think i'm going to show that in this video what i am going to show is the heroes hoard over here now as you can see there is actually a special event on this spot and this is something that we could read out depending on how the scenario went as you can see if we won we would read a specific spot and if we lost we would read something else but again i don't want to show this in the video now one thing that will happen is we can count up the bounty on the heroes hoard that appears to be 17 and as you can see if we had between 13 and 22 then that will give us to supply we can now bring out the order without borders base camp and see that we had one supply stored up so that means we have three supply total and i think we would probably do the armory that says before future games all of the heroes will gain one shield and we can spend the other two supply on a whetstone that says before a game heroes will gain two plus ones on any of their rows now these combined with the extra experience that we start with in future scenarios
will definitely help us out now the last thing i want to point out is that when we are cleaning up this game all of the treasures that the different heroes had as well as spells are going to go back into these decks but everything that was discovered throughout this scenario also stays in these decks so that means as you discover more things you might bump into them over and over again in future campaigns and each of those things will strengthen the options that you have within each of these decks well at this point the game is over and i've taught most of the rules to the game and i hope that you enjoyed watching a full playthrough of valor and villainy ludwig's labyrinth as always i'd like to thank everyone who's been supporting this channel including these producer-level patreon supporters if you too would like to directly support the channel in the creation of future videos like this one then please go to jungitsgames.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