Chroma Arcana Tyrant Hunt - Official How to Play. Complete, Clear, Concise Board Game Tutorial
It's time to work together and defeat Tyrant, I mean the vicious tyrant before they defeat you cuz then you can't fight each other anymore in Tyrant Hunt expansion. And today we'll be teaching you how to play the Chroma Arcana Tyrant Hunt expansion game designed by Mohawa and published by Rock Nest Games.
And do check out our tutorial for the base game to understand how you play the expansion. And hi everyone, it's Stella and Tarant. Welcome to Maven University. And hey, if you enjoy this video after watching, like, subscribe, comment. You know what to do. All right, grab some popcorn, and let's get to the classroom.
The time for one versus one backyard mage battles is over. A terrifying tyrant is attacking the land of Alar, and now two to six players must band together, use their spells cooperatively, and defeat it. Or perhaps take on the battle alone in a solo challenge. If you're watching this video, it's assumed you already know the base rules for Chroma Arcana.
And so, in this video, we'll take you through what's different and how to fight against and how to be attacked by your common enemy, the tyrant. To set up, instead of the base game's four slot spell book, give each player a three slot spellbook board. Begin with nine health. As usual, you won't use the base game ego cards.
Instead, shuffle and deal each player one cooperative ego. You can tell these apart as they all contain the keyline Tyrant Hunter rather than the ones from the base game. Cooperatively, each player chooses one major color and one minor color. Your two colors must be different, and all players major colors must be different, but otherwise there's no restriction.
From your major color, take the five basic spells, the sigil, arcana, and wrote. And from your minor color, take the five basic spells and arcana. Take one copy of the expansion's fractured arcana. This will be your only chromatic card. The four chromatic spells from the base game are not used. And shuffle them into a 14 card deck.
This is much smaller than the 26 card deck you're used to from the standard game. Set up the tyrant cards. There are three decks of shared tyrant cards and you'll use these cards in every game you play. These come in three decks. Cautious behavior, vicious behavior, and spells. Then there are five different tyrant enemies you can play, each with some number of its own cards, which always show the same image.
For your first game, play against Chahark, and sort through the cards by their backs, placing them in the appropriate stacks. Set the other tyrants aside, shuffle each deck individually, and then place them near the tyrant spell book board with spells to the left. vicious behaviors above and cautious behaviors stacked on top of vicious behaviors.
The tyrants starting health is 10 per player. So, if this were a three-player game, I'd put three health markers all on the 10. Players draw a starting hand of four and you're now ready to play. The game plays in alternating turns, starting with the tyrant turn, then the player turns. For the tyrant turn, resolve all steps from top to bottom on the card.
For the players, players resolve their turns simultaneously with all players resolving each bullet point before all players move to the next one. That means all players will perform minion actions, then remove sand from their minions, then discard edicts, and so on. The basic aims of play are unchanged.
Both the tyrant and the players will be trying to add spells to their spell books, charge them, and then cast them on their opponents. The players win if they do enough damage to reduce the tyrant's health to zero. They'll lose if all players run out of health or if the tyrant begins its turn with no cards in its behavior deck.
Since one of these is flipped and resolved each turn, it gives the players 11 turns to win the game. So, let's see how to resolve a tyrant turn. The first step is instinct. Reveal and resolve a behavior card. Which type of card this is determines which type of turn the tyrant is playing. Your first turns in the game will be cautious, while midway through the game, you'll switch to vicious.
This switch has no impact on the instinct step, but when you get to the prepare step, the tyrant's turn is going to be more powerful on a vicious turn. The vicious half of the deck is also where you'll find the tyrant's personal behavior card and therefore where its unique abilities might resolve. The second step is focus, and you resolve this the same way you would a player's focus step.
first resolving minion actions, then removing sand, and then discarding edicts. The only real difference is that unlike the players, the tyrant is not limited to a single minion and may have several. In this case, resolve the minions effects from left to right before removing the sand and discarding cards as appropriate.
Always slide left to fill up any spaces in the tyrants active area. Next is prepare. On a cautious turn, fill one spell book slot and add one charge to each tyrant spell. On a vicious turn, fill two slots and add two charge. Filling a slot means drawing the tyrant's top spell card and placing it in the leftmost empty space of the spell book.
If the tyrants's draw deck is empty, then shuffle the discard pile to form a new draw deck. Have the tyrant sacrifice one health for each living player, not just one health overall, and continue drawing. And if the spell book is full, ignore any subsequent draws. To charge the spells, simply add the charge tokens onto the spells the same way you would the human players.
Finally, cast magic from left to right. Check each spell in the spell book and if it's charged or overcharged, then cast it. This works exactly as it would for the human players. If it's a burst, resolve its effect and discard it. And if it's an edict, ward, or minion, add it to the active area, including adding sand if it's a minion.
These are always placed left to right. So, anytime simultaneous effects occur with these spells, you'll resolve them left to right. and do not slide cards to the left in the spell book. Any uncharged cards remain where they were. After the tyrant is done, proceed to the player turns, and all players will resolve each bullet point on this card simultaneously before all players move to the next.
The sequence and the way you play the game is unchanged from the base game. And all you need to know are some of the new interactions and rule changes. Firstly, your hand limit is now always four cards, never five. And your spell book is limited to three cards instead of four. Unlike the tyrant, you're still limited to a single minion.
And despite your much smaller deck, you're still going to have to sacrifice a health to reshuffle your deck every time. For the purposes of spell effects, your rival is now the tyrant, not the other players. Spells which apply specifically to your spells or assets can affect only you. However, an effect like this which specifies neither you nor your rival can apply to any spell in the game.
As such here, you could sacrifice a health to charge one of your own spells, a teammate spell, or even a tyrant spell if you wish. The cooperative egos and the fractured arcana card are specifically geared towards this cooperative play. The heal effect is also fully cooperative. Anytime you gain a heal, you can spend it on any one of the players.
When you deal damage to the tyrant, be sure to check the tyrants's active spells for any triggered effects. Do note that all tyrant minions are considered selfish, meaning they are never discarded to block incoming damage. If a spell affects a rival's hand, then instead discard the top card of the rival spell deck since it has no hand.
Finally, when a spell affects a rival minion and the tyrant has multiple minions, you always choose only one of those minions to affect. When a mage's health is reduced to zero, that mage is eliminated. It no longer takes a conventional turn, but the player may add one charge token to another living players spell in their spell book at the end of each prepare step.
An eliminated mage is also no longer considered living when resolving tyrant spells, which refer to living players. The game ends and the players lose if all mages are eliminated. or if in the instinct step of a tyrant turn, there are no behavior cards to draw. But if the tyrant runs out of health before either of these things occurs, then the players win.
You can increase the difficulty of the game by reducing the size of the behavior deck, bringing an instinct loss sooner. For a hard game, discard the top cautious card. And for a tyrannical game, remove the top two cautious cards and the bottom vicious card. You can also choose to face the tyrant in a solo game.
When playing solo, you'll go back to most of the base rules to resolve your own play, including using the four card spell book, the base game egos, the standard deck construction, including the normal chromatic cards and two minor colors, and using a hand of five. The only real change from the standard deck construction is that potions are not used at all.
Thanks for watching. And if you like this video, maybe you'd like to watch this next one. Have a great day.