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Dawn of Madness Kickstater Preview Playthrough part 2

Meet Me At The Table Dec 4, 2019
Transcript 1:08:45

greetings i'm Berendt and welcome to meet me at the table we're continuing to look at dawn of madness in the last video we made it through one turn just to demonstrate some of the mechanics and in this video we're gonna continue demonstrating these mechanics we're gonna go through and see what combat is like I also want to demonstrate what these worlds charred cards do and I'm also going to take you through a portal card over to the conscious realm so that we can traverse that as well now before we begin I do want to mention that byron himself has created a video series so if you're looking for a fantastic way to learn dawn of madness please go check that out i'm gonna put a link to it in the description below now in this video I do make a couple of errors on the iconography on the cards it's small and sometimes hard to make out I brought this to the creators attention and moving forward in production they're planning to hopefully make that more predominant so that people can understand and see all the different iconography that is gonna be present in this game in the last video there's a few things that may have caused some confusion that I want to make sure I clear up before we continue forward the first thing is when we put down our malformation decks in the intro video I told you to shuffle these all together that's incorrect you're supposed to put them down in the actual order that they're supposed to be in so we have one two and three so you're supposed to put these down in that order and as these cards get discarded your malformations may eventually leave the board so if this malformation has interacted with you or the abomination

at some point or any other wander you're gonna slowly go through these cards and if they're all gone then that malformation is going to be removed from the game and it no longer will be able to help you fight your abomination during that's during this campaign round so we're gonna go ahead and put our cards back out there the next thing I want to discuss our plot tokens I did not explain those very well in the last video you're gonna gain these plaque tokens through the story itself also you may gain them through some of our coda cards as you can see this one down here for example give you plot token number seven also you're also gonna gain these through memory cards as well so for example say we had this from the page two flesh we're gonna grab plot token thirty-two so we would go through our plot tokens and look until he found 32 and then we'd take that token we'd hold onto it until we got to the end of all the campaigns that all of the survivors have gone through or sorry Wanderers have gone through we would then take the tokens all of our lo Wanderers would do this at the same time we would take our tokens flip them over and then we would add up our total that we got at the end whoever has the most points based on the number of these then you're going to be who is the final wander or who's the primary wander in the finale also though depending on what people have on the back of these they're gonna total all those up for themselves just because they're not the highest wanderer they're also going to have an impact on how the finale actually transpires based on their performance as well even if they're not the highest ones I hope that makes sense next I want to touch on the domain cards

as well these are really awesome so for example remember when I played this type of card and I had the three symbols here I was able to roll three red dice I'm also able to roll the two here too so you don't just take the card you play this and this I just haven't get lucky on the three that I rolled that I covered what I needed to so I didn't actually have to roll the other two but I just want you to make sure that you would actually get five dice if you decide to use this also on the bottom of these cards where it says you can use this action play this card to discard a condition from the waters hand you can use this to play the bottom of this card as long as you have one domain of each of these symbols for example I have one here I have one here and I have one here so since I have all three of those I could play this for its bottom cost but I do not have to remove the domains from those concepts and when I go ahead and play this card and at the time of this recording the update that just went through on the Kickstarter has they've kind of believed are going to take out the idea of concepts so these are all just gonna be domains now for the rest of it that's how I'm going to explain them as we go through the playthrough again remember this is a prototype of the game dawn of madness and anything you see or could go through any changes as the game gets produced and as the Kickstarter unlocks new stretch goals I hope that clears up any confusion that may have happened during the last playthrough if you're excited to see dawn of madness then I need you to meet me at the table

now before we start our second turn I do want to actually spawn a few monsters onto the board we haven't found any encounters yet that tell us to do that but I just want to make sure we have a couple out there so I can demonstrate how combat works for example we've got lobotomy that's this guy right here as you can tell he had a lobotomy done to him with a butcher's cleaver oh man I don't know where that doctor got his license but this is lobotomy I kind of painted up like this so he has some color to him he looks pretty cool I like the miniatures a lot I like the creepy arms coming out not to mention they've got the knives this is actually kind of the guy already there but his arms are not tied behind him but his arms are coming out from the sides and he's got that big butcher's cleaver right in his brain this guy's something else he's gonna go down on the board right here we're just gonna put them right with us so I can show you how combat works I'm also gonna put out another one as well I'm gonna put this guy out and somebody asked me if the miniatures come painted they do not this is how the miniatures normally come I decided not to paint this guy up so that you could see how they come normally and he's just gonna go down on the board over here just so we could have some other things out on the board as we continue this second round now that we've spawned them out on the board we have to give them their rift domains which is going to be a die for each one of these symbols on the worlds shard cards each world shard card has their own rift domain Toth our symbols here so we're gonna roll those and whatever symbols they have those are the tokens they're going to receive now these tokens are gonna be important because those are how we're going to be able to actually attack him and it's also going to give them some special abilities based on the symbols that they

roll on those domains so for example if we look at lobotomy there's these three marks here that you're going to put tokens into now when we looked at that world shard card it had two red and one blue so we're gonna roll those up right here and we got a finger symbol the wild symbol and then we also got the brain symbol so we're gonna go ahead and grab those tokens so we're gonna go ahead and take each of these tokens and place them right down here on lobotomy so he's got these three symbols now in order to actually do damage we have to remove one of these and then we're going to do damage also if we look it says right here each brain shown on the domain rift in it's one extra damage of the corresponding sanctions I'll show you how that works but I just wanted you to see that cuz he has this domain he's going to be able to take advantage of this ability right here also down here it says Wanderers cannot attack against brain domain riffs on these cards so for example he's fully protected from blue at this point which is not good for us but that's ok we will get him with the red symbols now we also have to do the same thing for aftershock and if we look at the world shard cards he's on he gets a green a purple and a blue so we're gonna roll those up and see what happens we've got those symbols let's go grab the tokens so again we're gonna place them out here we've got the purple symbol the blue symbol now where you put them on the card is not going to matter just as long as they're in the little token areas it doesn't matter which one is first it just matters that they're on

the card and again if we look here if he has any of these extra symbols that go along with this this would happen now we're in luck this guy did not actually gonna is not real to trigger his extra ability here so we're in luck at least for now also on this card we're gonna see his health his mental capacity and how many shards were gonna gain if we're able to take this guy out so now that we've got our character or enemy all set up here we're gonna grab their santoor tracker here and put it down on the board so we take our two markers we're gonna put aftershocks at six just like his mental tracker capacity as an and lobotomy actually his mental capacity is seven so he's way up there with us he's actually gonna go right before us which is actually gonna be pretty terrible we're in the same place as he is but that's okay I'm excited for that cuz I can least demonstrate how all this combat is going to work so since both Emily and lobotomy have a seven mental capacity he's gonna go first we're gonna go look at his card and see what he's gonna do so let's look at lobotomies card and see what he's gonna do it says right here a wanderer is in the same space spend to mental capacity to inflict one damage of each sentient shown on the domain rifts to a wander in the same space so that means he's gonna be doing one read damage and he's gonna be doing one blew damage to us all so it says down here for each brain symbol showing in the wrists inflict one extra damage of the corresponding tension so he's actually doing two blue damage and one red damage

now we're gonna have to see if we can take care of this damage or if we're actually just gonna take that much in existence now to prevent damage in this game we're gonna go ahead and roll dice so we're gonna build a roll our two red dice and one blue Dyson's are taking two blue damage and one red damage now of course we could also spend our domains to help protect us and this is the protection domain so technically we can spend our red cube to prevent the damage but first we should roll our two red ones now also we could use some of our cards to help us out and we might just do that because otherwise we're gonna hit pretty bad what about this one this seems like a pretty good card to use we're gonna go ahead and use this so I can get a red die and two more blue dice also if I wanted to while keeping this card you would store one extra mental capacity during the Refresh phase well I don't have to in the brain so I'm not gonna take advantage of that so I think we're gonna spend this card to give ourselves these dice to help us prevent the damage we're about to take so playing our card means that we're gonna gain these extra dice so I've got three blue dice because I gained two from the card and one from my actual dash board and I also get one red dice from my domain card and I get two from my dashboard now while we roll these I'm gonna be looking for these high symbols that's gonna be our protection against the damage that this thing's gonna do let's see how this goes well it looks like right now we've got absolutely not that's terrible well if we needed brains this was the best roll ever but sadly

that's not how it goes so we're gonna actually be taking some damage so we would be taking three existence but I am actually gonna spend my red domain over here and I'm only gonna take the two blue damage now let's say that I had rolled actually two red eyeballs and no blue eyeballs I would only be able to block the one red coming in I wouldn't build a block any of the blue unless the actual blue symbols were able to roll the eyeball symbol so you have to block the actual colors with the actual colors of dice and actual colors of your cubes or domain so that you see here I hope that makes sense now of course I also said they forgot my envenom card doesn't I this has been a while since I played it when you inflicted red damage you rule one lest I should have rolled one less dice but it didn't matter I didn't hold me anyway so I have taken to existence from that attack from lobotomy and to do that attack he had to spend to mental capacity which means now it is my turn and I'm gonna go ahead and attack him but before we do that there's a mechanic I wish to show you I'm gonna go ahead and spend three of my mental shards this is something I could do I could spend my three mental shards to have one of my malformations perform his or her resistance action against the abomination now since my third malformation is in the same Square as the abomination I'm able to go ahead and use the resistance action so we're gonna spend our 3 shards like I said before now also I could use these shards to perform our world shard card as well as

you can see it takes three shards and two mental capacity to do it which is something else I want to show you as well but for now we're gonna spend them on this I will actually just gain these back because I do want to demonstrate that card as well but this is how this action is performed we spend the three and we go ahead and attack this abomination so to make our resistance action we're going to use our card for our malformation and then we're going to go ahead and grab a confrontation card from the actual abomination and we're going to take both of these cards and we're going to resolve what they do let's look at them side by side so if we look first at our malformation card we're going to be looking at the bottom section down here this is going to be the ability that might happen as we roll the dice and these are the sentients that we're going to be rolling for our malformation and we're going to use those dice rolls to compare against what is happening over here on our confrontation card so it says right here for each double I in the die roll result the abominations gonna take 1 damage so that's gonna be how we're actually gonna do damage to them now also we're gonna continue on down after we do the actual roll so we're gonna gain all these dice we're gonna roll and hopefully get a bunch of eye symbols so I've got all the dice from our malformations bottom card let's roll them up let's here we get so it looks like we got one two red eye symbols which is gonna be great we also got two wild symbols which I believe I can use as the iris symbols as well because they equal any type of domain so we if we look at our card here

it says for each double eye in the die roll results the abomination takes one damage so from our die roll looks like he's gonna take two damage so we're gonna take our two existing and put it right here on our friend frenzied rage and look we got them on the ropes like that's 18 left that's it now at this point we're gonna continue on down the card it says the central wander can lose X amount of existence to inflict X damage to the abomination where X is no more than three well we've already taken two damage so I don't know if we want to do any of that so we're not going to do any extra damage to the abomination but we do have the option on this card to do that also it says down here each wanderer within one space of the abomination takes two green sentient damage so I believe that's gonna be us and yes we're one square wave so we are gonna take two green damage also at this point we are going to discard this card now remember there's only three of each malformation so our one card is already gone also since we did our resistance action this is going to be removed from the game and it will come back again during our next refresh phase now if we look at Emily's board here she gets two green sentient to roll so I get two green dice I also have a domain card here if I want to use it they'll give me a green into blue but I don't want to use this I'm gonna save this for something else so we're gonna roll and see if we can get some eyeball symbols or wild symbols to save us from the

damage we got to eyeball symbols wow that was awesome all right we're able to prevent all the damage that the abomination would have done to us since our third abomination was able to do its resistance actually also our going to put the token all the way to the bottom it's not going to be used any more because she's not on the board we do get to flip over the next card that our third malformation has and remember they all only have three so once you get done with those they can help you anymore when fighting this abomination so I think it's best to always try to do it when you can so now that that resistance action is done it's still my turn because that did not cost us any mental capacity the next action I want to perform is I am going to use our domain card here that says play this card to discard a condition card from a wanderer and I do have at least one in each of those domains so I will be able to get rid of this evil envenom card that we have because this thing is out of control I don't want this in my hand anymore and we're gonna go ahead and discard this up here with the rest of our carts that means we're only down to two cards I need to discard this one as well because we played it during that last attack so these are the cards that I have left and I have a feeling we're about to play this one so what I'm gonna do is I'm gonna choose to attack lobotomy now detect an aberration or a distortion you're gonna go ahead and choose one of these two a try to do damage through I'm gonna choose to attack him through this domain right

here so let's go to our card and see how much damage we're gonna be able to do so if you look at our characters dashboard I said card sorry if you look at our character's dashboard we get to roll to red dice I also have a cube up here in the domain so we're gonna be able to do one damage to him hopefully no matter what but I hopefully see a whole bunch of these symbols and look we also got this card I'm gonna play this card for its top value though I could play this card at any time to gain a finger domain of any Ascension so I could get a red one right now meaning I would be able to do two damage plus roll the two from this as well oh I could also maybe play this card let's see what it says here this one says action play this card to choose a character to lose to existence oh do I meet the requirements one one and one I need one here one here oh I do okay so we're gonna play this actually before we make the attack our action first is gonna be to play this card to do to existence to lobotomy right now since he's in our Square and we're gonna hit it so I've already done to existence two lobotomy he only has five left we could get real lucky all right so here's lobotomy this is our domain that we have already and some of you may notice that I'm not actually doing my dice tower I've decided to go back to the dice shaker so I can demonstrate all the stuff while still having some of the cards in there for you to look at so we're gonna go ahead and roll our five dice but I only come to three so we're gonna roll three first and we're gonna see how this goes oh my gosh look at that we've already

got three oh goodness get any better one two three we've already done three damage to them now I get to roll two more so let's see how we do all right you'd roll two more of those let's say we do oh my gosh okay best roll ever alright so you've got two three four five we've done five damage I actually don't need to spend this because we've gotten five damage through this domain remember these are wild so I can make them whatever I want so I'm gonna choose to make them these so we've actually gotten three for those dice right there plus I rolled two previously and we did two other existence because of that card so we were able to wipe out lobotomy in one shot talk about absolute luck that's unbelievable alright now since he's dead we're gonna be able to gain our shards by defeating him so we're gonna gain three shards for defeating lobotomy and I'm gonna go ahead and put this back on our dashboard in one shot emily is going to go ahead and grab her three shards now we're out of domain cards completely we played both of those cards and we also played the other two during lobotomies turn so we're out of cards now we'll get two more during the Refresh phase but that's how fast these cards can go and we also have to remove lobotomies miniature from the board because we were able to slaughter him in one shot Wow unbelievable now we're gonna have to move our mental capacity down to which means look at this everything's gonna go of course lobotomy is not gonna go he's dead so I'm gonna remove his thing from the board but we still have aftershock both are malformations and of course our

abomination now I'm gonna go ahead and choose our level one of malformation to move next because it's either her aftershock or the abomination I want her to go first so if we look at her card it says roll the other world die and move up to one space toward the space shown on in the result if there's a wander in the same space during this process stop moving that wonder must go to the entry below now of course I don't think it's gonna happen because it's only gonna move one space but we're gonna go ahead and roll our 12 sided die and see where she goes five so she's gonna move as close as she can to number five which is off the board over here so it's fastest way to get there's actually gonna be to move towards this abomination so again this is actually a really good point where I could actually do damage to this guy again but I have a feeling he's not going to be here when it actually is her turn again or sorry when it's my turn again to be able to do the resistance action I'm gonna go ahead and take her mental capacity tracker and put it all the way down here remember our malformations only get to do their action one time during the round our next person to go is I'm actually going to go ahead and have aftershock perform whatever he would do next so here's aftershocks card we start at the top it says no wonder earth in two spaces expend two mental capacity to roll the other world die move one space towards the space shown in the result now worth three spaces away from aftershock so he is gonna perform this one now if we were two spaces away it

says right here expend one mental capacity to move one space toward the nearest wander and if he had the skulls type symbol it says that he would immediately repeat this action until reaching a wander or he had no more mental capacity now he doesn't have that on his character card here so what wouldn't even take place and on top of that we're more than two spaces away so if we look here one two three we're three spaces away so we're gonna roll our die and see which way he goes he's going towards number eight which is probably about where I am I'm gonna guess number eight is riddle yep of course it's gonna be moving towards us as usual man I can't catch a break nothing ever wants to go away from me alright he's gone ahead and moved we're gonna have to move his token for the mental capacity tracker down to so his mental capacity is gonna go down to four the only person left to go is gonna be our abomination so if we look at frenzies card the first thing we see here is at the beginning of frenzies first turn well this is his first turn he's gonna spawn a devourer token in the space spawn another devourer token in spaces occupied wanders with have the most in venom cards now remember we got rid of our in venom cards we're pretty lucky when frenzy Mendel capacity reaches zero each wonder with a devourer card token in the same space resolves a redeem our card so we want to make sure we're away from all those when he's out so that's gonna happen on top of that we're gonna be doing this top one here because frenzy is in a space with a green sentient expend to mental capacity each

wander in a space for the green sentience gains in venom to limit once per round now he is in a green sentient space but we are not so I don't believe this is gonna fire off we're gonna move down to the second one that says no wander in the same space expend to mental capacity to move up to 1 plus X spaces toward the nearest wander X is equal to the number of envenom cards the target wanderer has now of course we again don't have any venom tokens but he cards sorry but he is going to move one space toward us so he's gonna use two mental capacity to move and moving in one space we'll put them in the same place we are but that's ok I normally probably would run from this but I want to show you some of these other cards so it's gonna be ok now that our abomination has gone it's going to be our second malformation so we're gonna put this token all the way at the bottom and we're gonna go ahead and look at the card it says move up to two spaces to where the nearest character that has a skull domain or domain rift if there's a wander in the same space during the process stop moving and that wander must go to the entry below it should be 62 now of course I don't sadly have the story event for this but in this story event I may have to maybe attack this malformation or my have to run from it or might damage me we don't know because this is gonna be a secret little thing that's awesome alright so we're gonna go ahead and see where this malformation moves now our second malformation is

standing in the same place that aftershock is but aftershocks rift domains are only these so he doesn't have the skull one so that means our malformation is gonna go walking straight towards us one two and it's gonna end up in our square now since our malformation ended in the square we're in we have to go ahead and discard this because we would have taken care of this story event and then we would discard this card powering up our level two malformation of course it also makes it closer to not being able to help us anymore as well with her going we're then gonna go ahead and take an action and there are multiple actions I could do it I'm going to show you which ones we could do we have an absolute plethora of options we could do right now one we could have our malformation again by spending three memory shards attack the abomination which probably would be that bad also since we're in the same space the abomination we could spend three mental capacity to go ahead and use our resistance action again we normally have three of these I only have one and that's okay it gets the job done this one again it shows the number of dice we get to roll at the bottom also it gives us a little extra building you can roll X extra dice for you have any sentience X is equal to the sum of the levels of the malformations that are currently on the game board now of course we don't have our third malformation on the game board she was removed but we do have our first and our second and our first malformation is at level one but our second one's at level two so we could rule 3 extra dice on top of these when

attacking this malformation again the central wander is the only person that can attack abominations during their campaign story the other options I have is I could spend the three memory shards to go ahead and take advantage of this world card as well by also spending the to mental capacity or we could perform the portal action here if we have these two mental or if these two domains and these two mental capacity we have so many different options as what we're gonna do I really want to show you a lot of this game so what I'm gonna do is I'm actually gonna kind of fudge things a little bit we're gonna go ahead and have her do a resistance action just so you can see another one of those against the abomination so I'm gonna go ahead and pay the three medals charge but I'm gonna gain them back I'm not gonna spend em because I also want to do this card as well to show you what that's all about also I'm gonna do a resistance action to show you what happens when I actually attack this thing I think they'll be really cool to see how all that works now to do our resistance action with our malformation we have to pay three memory shards but I'm actually just gonna keep these so we can use them for that card that's where I'm gonna kind of fudge things a little bit now memory shards were able to get in multiple ways one defeating monsters - you can get them through encounters and three other Wanderers when they gain memory shards can choose at the moment that they receive the shards to divvy out the amount they want - to the primary wanderer for the campaign so there's all different ways of gaining them so if a person gets three they could maybe give two to the central wanderer that way they have the ability

to perform a lot more of these resistance actions against the abomination therefore helping out a way to get through the actual chapter of the game so our second malformation is going to take this card and it says here that I get to roll again these dice down here to try to wound our abomination also at any time when these appear in the die roll result each wander that has a psychiatric treatment gains to mental capacity now the way we gain psychiatric treatments is there's a couple ways one we can find them through different encounters also being in contact with the creator of the game they're thinking about giving every wander the ability to gain one of their inner offerings at the start of the game so now that we have our malformations card we do have to take another one of these cards as well and we have to combine these two cards and the attack to see what actually happens to our abomination so let's go ahead and take a look at these so here's our malformation card again and we're gonna be rolling these dice very shortly and be able to hopefully take advantage of some of that and of course I don't have a sake yet to treatment right now but that's okay let's go ahead and look at the abomination card it says for each one of those symbols in the die roll result the abomination takes two damage so that'll be really good want to get a lot of those next it says if this is a malformation resistance action the central wander can remove one of his or her coda cards to inflict two extra damage Oh that'd be awesome now I don't have any coda cards I should maybe have one from our last playthrough but I don't have any at this time then we have

to spawn and devour token in each world shard containing a malformation oh that's be pretty mad so let's go ahead and roll our dice and see what we do to our abomination now according to our malformations card we're gonna gain two blue to yellow and two green so I have them right here let's roll these up and see what we can do to our abomination we got a lot of interesting simply we got two wild ones those are gonna be really good now let's match those up to what is up here we need to get either the skull looking symbol a brain symbol or also the hand looking symbol so we got one hand one skull and then we got two wild symbols that can be used as anything so if we look at these four dice here we're gonna be able to do it looks like it says for each one of each symbol in the die roll result the abomination takes two damage I believe that means I need to have all three of these in order to do two damage so if we look at this we're gonna be able to gain one two damage because we do have one set of those abilities so from what I understand these dice are inter mixable in theory so the way it works is I'm able to do this with these dice also it doesn't mean I spend the dice so these dice can be used again so we're gonna use this die and then our two wild cards to grab our brain symbol and also the hand finger so we gots a finger somewhere here so we could go ahead and take advantage of this one as well the problem is like I said I don't have any one of those psychiatric treatments so I'm not going to gain back the to mental capacity but you can use the dice that

you've used here to also take advantage of the thing that's on this card as well so let's go due to damage to our abomination so we've gone ahead and done two more damage I'm gonna put a three down here and remove this one also at the start of the turn I was supposed to put a devour token down where our abomination was so when we go back to the board I'm gonna make sure to do that so now that we've made our resistance attack against the abomination we have to continue down the card here and it says if this is a malformation resistance action the central wander can can remove one over his or her coda cards to inflict two extra damage I'm not going to do that one I don't have any Kota cards and two the Kota cards are usually pretty powerful it probably best to keep them but of course if this is to be like the killing blow then you obviously might want to get rid of your Kota card to do the extra damage also down here it says spawn a devourer token on each world shard can a malformation so we're gonna have to put on to devour tokens one here and one here and also when it was our abominations turn we should have put a devourer token down where he started his turn which is here now there's three devourer tokens on this location three is the max you can have on any location if I were to have to place another devourer token down on this location I would have to put it to the closest avail so I might want to put it down here cuz I don't know if I want to put any more in that space but we're not to put any more I just want to let you guys know how that works also with the resistance action completed we're gonna discard this card and remove this character from the board our malformation is not going to be on the board when it's the rest of

our turn meaning when I go to do a resistance action our card states that I'm able to gain X dice and for any sentience where X is equal to some of the levels of malformation that are currently on the board well right now the only male information that's on the board is this one so I'm only going to gain one extra dice so I've actually chosen not to do this resistance action I think you have seen enough of the resistance actions to understand how they work we're going to go ahead and move into some other actions one is I want to go ahead and take advantage of this world shard card so we're gonna go ahead and flip over our last malformation to card when she comes back on the board this is the only time I'm gonna build a user from now on is going to be with this card once this card is used to either go interact with us or do a resistance again against the abomination that's gonna be the end for our second malformation and she's no longer gonna be on the board to help me at all anymore now it is our turn because we're next in the mental capacity tract so like I said I would like to take advantage of our world shard card so it's gonna cost me to mental capacity and three shards so like I said before I'm gonna pretend that we still have those shards so we're gonna move our character down to and we're gonna pay our three mental shards here to go ahead and take advantage of our treating what ails so we're going to go ahead and read story moment 18 now when we do this there is a devourer token on that card so we're gonna have to take

that but we'll be doing that once we go into the actual encounter our world shard card tells us to go to passage 18 and it says life has grown increasingly alarming at Lockwood I don't even know how to describe what I've seen or what I felt it's as if some strange bent has overtaken everyone and I am not immune to its madness I haven't entertained feelings like this for a long time but what is even more troubling are the black patches in my mind which feel a bit like a greasy bruised static it is unnerving to try to push past those slippery barriers in my soul I'm honestly not certain what I want to do entering the treatment center I see a rolling cart littered with medical equipment my heart races as I see a scalpel lying right out in the open its steel blade gleaming in the incandescent light I reach for it but my hand pauses my resolve and my fingers wavering it scares me I don't think that I want to touch it I don't know what I'll see but should I so now we can choose either pick up the scalpel which means we'll lose one mental capacity and go to entry 39 otherwise we can leave the scalpel and test our yellow sentient for both the skull and the wild symbol and if we're able to make that we can draw to domain cards and go to 63 of course if we lose we lose to mental

capacity and but we gain plot marker 51 and go to entry 39 now as a nurse we normally don't get to play with scalpels i we don't actually get to do any cutting usually what the doctor does so I don't really want to pick up the scalpel I want to leave it there just because it's kind of what I would do so in that case we're gonna test yellow and we're gonna try to get those two symbols and hopefully move on to gain some domain cards and go to 63 so we're gonna go ahead and test our yellow sentient we get to roll three dice that's what Emily has and we need to get either the skull symbol or the wild symbol when we roll these dice now before we roll the dice we have to draw a devourer card for every devourer token that is on the card that we're gonna be making our sentient tests on and there's one Devourer token on that card worth so we have to draw one sentient or one of our devourer cards and our devourer card says you discard one two or three domain cards depending on how many Wanderers we have in our actual game right now there we don't actually have any domain card so we have to worry about this but down here at the bottom is a red symbol if that would mean we'd have to remove every of the amount of dice equal to what colors are down here I'm not rolling red sentient so this card is actually not going to come into play at all but if I were having to make a red test I would have had to remove one of my dice while making this test based on what the devourer card has said now with that in mind we're gonna go ahead and roll our dice and see how we do we need to get one of the wild K we got a ton of these symbols but we didn't get any wild

symbols and we do not have any yellow wild domains so we've actually failed this test so upon failing that test we would have to lose to mental capacity I'm not gonna lose the to mental capacity because I want to show you more of the game and if we lose mental capacity that means that we're not able to do as many actions during the turn and I want to do as many as we can so I'm not gonna lose it but we should have Lewis lost it based on that failure also we're gonna be gaining plot token 51 that we're gonna put with our other plot token and again at the end of all the campaigns before we go to the finale we would flip all these over and add up our scores to see who what was the who had the has the most points as our Wanderers and also what ending we would be going to also since we were not able to leave the scalp alone we have to go to entry number 39 it says here under 39 I can't resist my hand descends and I pick up the blade and we don't pick up the blade remember doodle Harve come on Emily alright it says here the patients are tied down bucking from the aftereffects of an especially vigorous electroshock therapy I stand there in front of them giggling a maniacal smile stretching my lips and burying my teeth I twirl the scalpel between my fingers as if it is a baton well my dear doctor thrustin says placing a hand on my shoulder shall we take party to the next level whatever you say doctor

I reply good good he says I've spent months trying to tease out the intricacies of these patients brains he winks at me what do you say we just take a look at the genuine article but doctor I say this scalpel won't cut through bone absolutely correct he says but I wasn't expecting you to remove the crown I was anticipating that you would keep them occupied well I used this walking over to a table he picks up a large hacksaw the air around me is buzzing as if it is filled with electric mosquitoes it shimmers and shakes filled with dark static of course doctor I say that makes perfect sense the static whispers in your head try to resist the seductive pull we're gonna test green and we're gonna hopefully pass this and we were able to draw the main card in gain plot token 77 otherwise if we fail we're gonna gain a mental shard and discard a domain card so we're gonna have to make a green sentient tested because of our devourer token we have to draw another devourer card so our devourer card says you gain over rot and then it has our blue symbol down here so again the blue symbol isn't gonna play into effect because we're gonna be rolling green but we do have to take an overwrought card so here is our overwrought card let's see what that says our overwrought card states your domain card limit is reduced by one oh that's terrible and now but we can get rid of it by

spending two eyeballs at any time so we can get rid of it which is good but I don't have to go ahead and keep this on my character and like I said this is not gonna play into effect we're gonna roll our green dice and hope to get a brain symbol like this one right here so let's go ahead and roll these up come on green brain symbol we did not get a green brain symbol we have failed you have another test oh we're doing terrible so because we failed we're gonna gain one of our memory shards but we also had to discard a domain card we don't have any domain cards so I'm not too worried about it and we're gonna continue on with the passage I bring the knife just over the patients exposed feet then I hesitate as if something is trying to hold me back perhaps I hear a part of me that isn't really there anymore do it a black syrupy voice says for your sister that's about as black and syrupy as I again I began making cuts on the bottoms of their feet slowly moving up they're quaking bodies the cuts are deep the patient's douse their beds in crimson I tell them it's for their own good to distract them I don't think they hear me but it honestly doesn't matter the scalpel is an extension of myself now almost as much a part of me as my own hand perhaps more so I am creating art with it on a canvas of flesh dr. Tristan lifts the saw and begins his jerky spasmodic thrusts back and forth OOP he finally says looks like we've got one

bring that scalpel up here miss Hawkins so now I'm gonna go ahead and place a red consequence token on both the conscious realm locations asylum quarter and the location treatment center and I'm also gonna obtain the memory the scalpel and gain back one existence I'll that's great and then this symbol right here means we're gonna return to the game so we're gonna go ahead and place our consequence tokens where they're supposed to go one was in the treatments and the other ones in the asylum corridor I actually don't see the sign on corridor we're just gonna go with courtyard now again remember this is all prototype material so some of the names and things may not match up exactly for this prototype but once of course the game comes out everything will match up perfectly now these consequence tokens are gonna change how the encounter is unfold just because they're red or blue doesn't mean good or bad it's just different outcomes at the end of the game so for example if whoever went to the treatment center we'd be pulling one of our deep dive type cards that says treatment center on it and we would go through the story arc and it might mention if you have this red token turn to this type of passage and read there it doesn't necessarily mean it's a good or bad thing it just means that it's a different way the story is gonna progress so we're gonna go ahead and heal one of our existence which is great and we're also gonna gain this scalpel card it says right up here I feel myself slipping away it's this place I can't tell right from wrong any longer there's only desire and curiosity and the midnight static and now there's a story event that goes along with it if we decide to we could learn a little bit more about our scalpel but as it stands right now we get to gain one red sentients when we go

ahead and make any of our sentient checks so we're up to three dice now instead of two and it says here when you attack you can spend X mental capacity to roll X extra dice X is no more than three so I can't spend more than three but this is a really great card especially if you're going to be having to fight against people so we're gonna go ahead and gain that we're gonna put that there and we're gonna move on to the rest of our turn all right our turn is done wow that was something else this game's definitely not for kids so we're gonna go ahead and move one of our two you have the abomination or aftershock next I think we're gonna go with aftershock just to see what he does so if we look at aftershock scarred no wander within two spaces that's wrong there is a wander it's in two spaces a one or thin two spaces but not in the same space expend one mental capacity to move one space toward the nearest wanderer and of course there's this extra love thing down here if he actually had the skull icon up here he would immediately repeat this action till he reached a wander or he runs out of mental capacity well he's not gonna run out and he doesn't have this so he's only gonna expend one mental capacity to move one space toward the nearest wander so he's gonna move one right over here now just to speed up the game a little bit he's going to move his mental capacity tracker down one which means he's gonna have to be able to act again before I go so I'm gonna show you some move him again right up there and we're gonna move his mental capacity tracker down to of course in between that our abomination is gonna go so we're gonna see what he does as well so in just to show this works our aftershock is gonna move down to here now his in his next

action would be the same action he had of previously so he's again gonna move down one that way he's kind of we're gonna keep moving the game along we're now gonna check to see what our abomination does so if we look at the abominations card he's gonna performing this action right here wanders in the same space expend two mental capacity to inflict two purple and one blue sentient damage to a wander in the same space then the targeted wander activates all of his or her envenom cards now remember we got rid of that in venom carts don't have to worry about that we do have to resist the damage so we get to try to resist the damage by making a sentient test so we can roll our two blue dice and our one purple dice to see if we can resist the damage of course since this is a sentient test we have to take a devourer card for every token on that card and there's one so we're gonna go ahead and reveal our devourer card it says here lose one what is that oh that's a real mental shart or reality shard or something if to lose our shard that's terrible all right that was absolutely terrible also it has the blue symbol down here so we're gonna lose one of our blue dice we're down to only two hopefully we can resist some of this let's see what we do okay we didn't resist anything so we're gonna be taking three damage that's absolutely bonkers now I'm gonna take three damage but I'm actually gonna use this domain to go ahead at least block one of it I'm gonna turn it into a purple eye symbol so I'm only gonna take two damage and we're gonna go ahead and remove the one and be stuck with three so we're down to seven existence so he's gonna have spent two of his mental capacity to do that attack

now it's gonna be our turn at this point I might want to get out of here or something but again for the way this game goes I'm not trying to win I'm just trying to show you all the different things that happen in this game so we're gonna go ahead and do actually a portal action next now to do a portal action on our card here we need to spend a yellow brain in a red skull now I do have the yellow brain but I don't have a red skull I'm just gonna remove actually the one from the tentacles and just say it's a red skull for sake of the demo here so we're gonna spend our two domains to go ahead and take advantage of our portal action and so we're gonna also spend to mental capacity to do this and we're gonna read story moment 11 so we're gonna go to entry 11 according to our portal encounter it says you're home stepping in the front door you feel a wave of nearly overwhelming nostalgia mixed with something else a thick tingling anxiety you're not sure exactly why this nervousness is festering inside of you as you walk through the four-year the floorboards creaking under your feet perhaps it's just because it's been such a long time since you were last here you wonder absent mindedly if your parents are home which forces an unexpected lump to rise up in your throat passing by the stairwell to the second floor and the door the basement you come to the end of the entry hall you notice a family picture hanging on the wall behind a squat oak cabinet before you the picture catches your eye there's something off about it though you can't tell exactly what before you can lean forward to inspect

the picture though you hear two competing sounds stir to life to your right in the living room you hear an old family TV flip on with the familiar electric burp of a vacuum tube at the same instant you also hear water crashing into a steel basin as a tap is turned on it sounds like it's in the kitchen so now again we have to choose which one of these we want to do now of course we fail any of these we could choose a different path unless of course you fail every one of them then we lose them until capacity we go back to the game I think our best bet is to enter the living room because we're able to roll a lot of red dice I think that's gonna be our best plan of course I can also roll a couple green dice but I need to get these eyes symbols so that might be our second chance and of course our final one I think would be to peer into the kitchen because we don't actually have a lot of purple so we're gonna take a red sentient action and we get to roll three dice two from our dashboard and one because of our scalpel of course we do have that devourer token on there so we have to draw a devourer card and see what happens oh we got one of the ones that is actually for our abomination and it says the abomination moves towards you well that's okay we he's already honest so he's not gonna be moving towards us so this devourer card isn't going to take any effect now we have to try to get that little hand symbol here that's our plant all right come on let's roll these up and get that hand symbol oh we got it we got a couple of them so we're good we got the symbol we needed to move on so we're gonna gain a memory

shard and then we're gonna go to number 95 and it says turning from the parchment you stride into the living room you are initially taken aback to see that the room appears to be completely empty if no one is here then how did the TV turn on hello you call is there anyone here there's no reply just the sound of static as the TV screen ripples with black and white electric snow frowning you walk slowly over the creaking dusty floorboards sweeping your gaze over the room certainly it has seen better days the paint is peeling on the walls the furniture is draped in old mildewed blankets and sheets well hello there my young friend a voice calls from the TV gully it seems like ages ago since the last time we saw each other attempt to keep yourself from panicking tests blue for these skulls symbol so we're gonna have to try not to panic we're gonna draw a devourer card and it says all you gain invent them oh that's terrible but we also lose a purple diary we're not doing a purple test we're doing a blue test we're gonna do it right here I only get to roll one blue dye and we're trying for this skull symbol and we got the brain symbol so we failed we lose one mental capacity but we continue on you stopped dead in your tracks and slowly swivel toward the TV on the screen a man dressed up like a doctor it's standing in what must be the set of a children's program a medical bed reclines behind him with a tiger puppet lying under its sheets beside the bed stands a wolf puppet dressed like a nurse the man is

smiling a dazzling grin his eyes locked directly onto you well don't dawdle the doctor says by all means take a seat we have oodles to do and we need to get right to it you decide to sit down lose one mental capacity and gain the story moment fixed it's 56 and for your next action I have to take story mo in 56 as my action or I could try to force the TV off test green and I need to get both for one of those two and gain one of these and draw two domain cards alright let's give it a shot we're gonna test green so again we have to test our green sentience and we have to on our dashboard but of course we have to take our devourer card and it states you gain lightheaded wow I'm getting lots of stuff well it's just going down so our lightheaded card states at the beginning of the Refresh phase you must lose a blue domain of any concept if able expend to mental capacity at any time to discard this card so the good thing about these is you're able to get rid of them of course the detriment can be pretty drastic I'm gonna go put this with us as well but now we're gonna have to remove a yellow dye now we don't have yellow dice we're rolling green so we're gonna go ahead and roll our two green dice and we need to get go symbols we got two brains oh no oh we're in luck brain is one of the symbols we need it we only need to get one of the symbols that didn't say and in the book it just said this or that or had two different dice so that just means we need to get one of the symbols so we're able to get the symbol

so we were able to actually turn off the TV so we're slowly being able to gain back these memory shirts and as you can see these memory shirts aren't very powerful because they're able to be the only way we can make our malformations attack that abomination so the more of these we get the more damage we can do the abomination and the earlier you kill the abomination the less its gonna have an effect as the game moves forward now if we would have failed that test we would have had to take a token for number 56 and place it on our dashboard then like it said in the book we would have to resolve that as our next action but we were able to actually turn off the TV so we don't have to worry about it and since we're able to turn off the TV we get to domain cards we gained this domain card play this card at any time to discard a devourer card a wander is resolving that's not too bad but I don't have all those symbols anymore and then this one says play this card at any time to discard a devourer card a wander as well as the same thing just a little bit different symbols but we also get a trifecta of dice here so we have read to make a test that had a lot of different colors these would be great to have sadly they haven't run into many of those but we're gonna go ahead and place our domain cards there now we can only have a max of three right now because of that status ailment we have I think it's the overwrought one we have so we might have to try to get rid of some of those now if you've noticed during this turn I've used an absolute abundant a munch about a moderate amount of these domain tokens that can barely get that on my mouth so you might want to try to get these back on your board by doing those sentient actions which means you're able

to roll the sentient dice based on the color of the world shard card for example if we were here we'd be able to roll these three dice and place these back into our domains but for now we're just going to leave them off and we're gonna go on with the game so since we resolved our portal action we're gonna flip over this card to our portal side and we're now able to move around the conscious realm and I'm gonna show you how that works in just a little while so again that cost us two Mental Capacity we're gonna be moving down to one it's gonna be these two turns now I think we've seen enough of how these guys attack so I'm just gonna forego our abominations attack he's gonna attack with two purple and a blue and I would have to try to resist it we've seen kind of how that works I do want to take aftershock he is gonna perform his action so you can see kind of what one of these may do to our wanderer now if we had gone ahead and done the action with our abomination he would have done this bottom one which means he would have done the two purple and the blue damage and of course then he would have activated Mayan venom card and I actually have it in venom card right now and so when the wander activates an in venom card he inflicts one green damaged The Wonder for each and venom card he or she has so this thing is gonna be able to continue to so much damage based on all the different in venom cards he gained you gain so it's good to keep yourself out of those and try to stay away from this abomination as much you can but for this playthrough purpose I haven't really moved away from him I've just been kind of doing some of the actions around him now aftershock here would have done this action right here I

wonder in the same space spend to mental capacity to inflict to blue damage to a wander in the same space now I'm not gonna do that attack you've seen enough of how attacks work also I would gain the slowed if he had this symbol but he doesn't have that symbol in his rift domains so again we're gonna forego this attack I just want to continue on with how this game works so since aftershock attacked let's say he did and I was able to resist it though I don't think I would have been able to because I don't have enough of those domains to actually stop his attack we'd go back to Archer now I only have one mental capacity left so I can't actually do anything else so with our mental capacity track resolves we're gonna move into the Refresh phase I'm gonna perform this phase because I want to show you how these are gonna be spawning back onto the board we're gonna spawn all our malformations and any of our wanders that cease to exist at this time of course I wander did not cease to exist she's right up here if she had ceased to exist she would have taken a detriment based on the abominations card and our abominations card states right here the wander that cease to exist gains withered and each wanderer gains envenom so you don't want to cease to exist bad things are gonna happen to you but the malformations are not actually that bad if they are it seems to exist of course they don't come back onto the board if they don't have any more of their cards left to be able to use of course our number two is town to its last card we're gonna spawn that one first and we got an 8 so we're gonna place her out on the board on number 8 of course she's right over here everybody I can't get these people away from me they're everywhere I want they're all so close all right and our

next one is gonna spawn at number 12 which so again everything is coming at me wow this is out of control all right so we spawned our ceasing to exist malformations we're gonna move into the next part which is going to be restoring our mental capacity so we're gonna start by placing our character up at 7 she has seven mental capacity our abomination where is he he's right here he has six he's gonna go right there aftershock he has 6 as well he's gonna go right there now if we look at all the cards for our malformations our number 2 malformation has 5 she's gonna go right there our number 3 malformations has 4 go right there and our number 1 malformation she has 6 so she's also gonna hang out right here the next thing we have to do during the Refresh phase is to refresh the domain rifts during the Refresh phase we have to refresh these domain wrists so we're gonna remove these from aftershock and he's gonna have to reroll them based on the card he's on so he's gonna roll to read any blue for his domain rifts so we're just gonna roll them right here on him and he's going to gain these domain rifts so we're gonna go grab the tokens and place them down so he's gonna gain this wild one that one and he also gains the brain symbol now of course he did not again gain any of his skull symbols so he's not gonna actually be able to take advantage of so this one is the brain symbol I didn't realize that it's a different symbol well hopefully he didn't ever I don't

think he had a brain symbol but I can't remember now if he did I should have gained slow when I was also attacked but of course we didn't do the attack I was just demonstrating how all this works but if he did have a brain symbol I should have gained the slow card as well as being attacked now the next part of our refresh phases we have to gain a domain card now normally you'd get to but because of our status ailment we only get one and we got another trifecta of colors here and it says action play this card to discard a devourer token from any world shard now I don't think I have why do have that one I don't have the eye symbol so if I wanted to get right out on the brain simulator so it's not going to help but if I did one of those actions I might be able to start getting a sorry a sentient action I might be able to start putting these back out onto my grid here also during the story moments and encounters you might be able to gain some of these back as well at this point I'm also going to gain a treatment the designers of the game have said that there's a way they're thinking about doing it if you're gonna be able to start with one of these so I'm just gonna go ahead and take one you can also find these in story moments this one says a big long word and it says you don't need to expend a skull domain when you play a domain card to trigger its top section effect for another wander as if it is being played from that Wanderers hand the limit number of wild domains on your dash board is reduced by 3 oh that's no good alright well I mean it's good and bad so I could actually this helps a lot in co-op this isn't really going to help me too much now but it also will help if there's others if I decide to use more than one wanderer I would be able to use

this it means that I'm able to use this domain or in order to allow myself to play I believe it's to place some of these on other characters without having to spend any of the domain tokens here but of course I'm now limited to 3 on my wild space now the max you can have inside any of these domains is 6 so now it's only 3 so I might want to at some point get rid of this card in order to get rid of one of your treatments you have to find another story moment that tells you to draw one and if you do draw one no matter what the card is it will overwrite what is already there so you would be discarding the one you have in order to gain the new treatment of choice so if you're interested in not having this one you might want to go look for a story moment that was going to help you get rid of this but if you liked this one you probably don't want to find a story point that's gonna get rid of it so there we go we have refreshed our dashboard and that's gonna be the end of the refresh phase we're gonna move into our action phase now the action we're gonna perform is well I should probably try to take some of these guys out but that's not the deal I want to show you how to walk around on the conscious room so we're gonna go through this portal onto the conscious realm so here's Emily's conscious round board we have our consequence tokens and we also have our encounter tokens out there as well now we're able to go through portal 1 onto this conscious round board now let's see what encounters are in portal 1 which is right up here we have our parents closet so if we look at our deep dive cards we have the parents closet

right there so let's go ahead and take a look at that deep dive now to do that we have to move to the parents closet so just like our portal encounters we're gonna have to go ahead and spend a purple eye and one mental capacity to perform this action or this deep dive encounter and we also have to spend mental capacity to get there as well so it cost us one to mental capacity to get to the parents closet on the conscious realm board you don't actually move your character around on this board they stay over in the other world but you're gonna just figure out how far it is to get to this token and it's gonna be one two so this whole entire encounter is gonna cost me three mental capacity and one purple eye and of course I don't actually have a purple eye domain but we're gonna say we do because we want to go ahead and take advantage of this story moment now of course to get the purple eye symbol I might just have to find a world shard that has purple symbols and be able to reroll some of our sentient back onto our board so the encounter from our conscious realm is going to send us to 124 you're running through the bedroom looking for clues of anything useful when you hear a sound in the closet straightening you listen closer bump bump bump there's certainly something in there you know that behind the old double door is a deep walk-in closet you spent countless hours in there playing as a child it felt like an entrance to another world as such you know what an idol hiding place it can

make either to escape from someone or to hide someone stepping closer you run your finger over the rough wood of the slanted doors you hear it again bump bump now if there is a read consequence token on the parents closet go to 163 so this is an instance where if we had any of those out there this could change the way this whole thing is gonna play out but we don't have that there so we're gonna test blue for a brain and green for an eye so that's gonna be what we're gonna do not to make our test we're gonna roll our to green and our one blue dye now that doesn't sound like very good odds so I am gonna play my domain card to at least grab another blue dye the yellow one red on this isn't going to matter so I'm not gonna roll those dice also because of our devourer tokens still in the same world shard card we're in we have to draw a devoured card so let's see what our devoured card says it says you gain over rot while we already have overrun so I'm not going to gain another one I don't think you can gain more than one of the status ailments if you can then you'll probably find a subtitle in the Klingon subtitle section right down here if I'm wrong but I don't believe you can gain more than one of any type of status ailment also our color that we have to remove is purple we don't have any purple so that's really good you're gonna put that card over there we're gonna roll up our dice and we need to get what is it a brain and a star or I I guess all right let's see we get we did not get our brains symbol so again we fail the test

sadly failing it means that we did not go in the closet it says no you've seen too many terrible things hiding in corners to take the chance on this one best to let whatever lies in there continue to its increasing bumping part of you wonders if it's someone who needs help but even this isn't enough to get you to open those doors you've seen ample things that go bump in the dark for now turning you hurry from the room before whatever is in the closet can escape it so we're gonna gain plot token 31 in existence and also a mental capacity so having resolved the encounter we're gonna go ahead and remove the token we would also gain a plot token heal ourselves one existence and also gain back a mental capacity so to complete that action would have cost us one two mental capacity to move through our conscious realm and then also cost us one to do that encounter now of course we do gain back one after completing the encounter itself but of course all these are gonna go next and we're just going to stop here for this playthrough but I want to make sure you understand that that's how these different encounters work and how a combat works as well not the only thing left to talk about is if you were to finish all the scenarios you would then move into the finale and the way you set the finale up is very similar to the way you would set up any of the other campaigns you're going to go ahead and place down the world shard cards just like you did for these but the difference is these encounter cards are not going to be portal cards each wander is going to have a set of 12 that you're

gonna place down there and they're the finale encounters and you're gonna be using them very similar to these they're gonna have a story also you have to pay some domain and mental capacity in order to experience the encounter that is there also a lot of the things you use to get to this point are not going to be used the abomination is not going to be used along with his confrontation cards your malformation cards normally are not used but some of the special finale rules may make some of them come out also any of the unobtanium coda cards will not be used the finale but I believe you're able to bring over any coda cards and any of your memory cards that you received during the campaign into the finale also each finales gonna have its own rule set that you're gonna have to read about in the storybook so when you're setting up the board these are gonna be the encounter cards you're going to use if this is the chosen finale that is going to be taken place there's of course I believe four different types of finales that could happen so based on your story it's going to determine which 12 encounters we're going to putting on the board so for example this one will be going down on the board and this is the finale we're gonna be using based on who it is and what type of story has progressed for Emily if she was the one that had the most points at the end to be able to complete her finale as for the rest of the setup it's gonna be very similar to the way the actual campaign boards are set up so that is gonna be the way the finale is set up of course many of the rules and the way the finale takes place

it's gonna be found in your storybook based the way the story actually unfolded I hope in this video is able to clear up any misunderstandings from the previous video I was able to show you exactly how some of these cards interact and how combat and the resistance action works that's gonna be yet for our dawn of madness playthrough thank you so much for watching I hope you enjoyed the playthrough again like I said this is a prototype and anything that's in this video may change as the game gets produced and things unlock during the Kickstarter if of course you're interested in this game please look in the description below there will be a link to the Kickstarter where you can ask questions in the actual forum area and also I'm gonna put a link to dimension games where you may be able to contact some of the creators there as well if you have any questions about this game also please feel free to leave anything in the comments below I'll do my best to answer any questions and if I don't know the answer I'll try to get to byron and see if he can give me an answer to your question this game is really exciting it's got some great mechanics going on for it and once you get the way the mental capacity tracker works a lot of this game just starts to move really fast and it's really fluid before I and I do want to thank dimension games for giving me an opportunity to gain this prototype so that I can show you this awesome game that is dawn of madness thank you again for watching and if you're excited to see what comes next then I need you to meet me at the table

you

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