Ocean Slayers : The Bermuda Chronicles - How to Play. Build your cities and fight the sea monsters.
in the Isles of Bermuda shiny treasure awaits be brave captains explore the high sea build your cities and fight the monsters in Ocean Slayers the Bermuda Chronicles and today we'll be teaching you how to play Ocean Slayers the Bermuda Chronicles game designed by Louis van and published by V games and hello everyone it's Stella and Taran here from mle University all right let's go to the classroom in Ocean Slayers the Bermuda Chronicles players are captains trying to earn glory on the high seas players will build ships and buildings explore the ocean collect gold race to score achievements and fight against Monsters and each other all in the aim of gaining the most victory points whoever scores the most points over eight rounds or by the time the Fearsome Kraken is defeated will win the game in this video we using a 3D printed prototype of the game and so the final components and colors will be of higher quality ocean Slayers can be played in any equal combination of teams or individuals between two and six players and some of the particulars of setup can be seen on pages 2 and three in each case you'll first need to set up the tiles separate out the seven double-sided TI tiles which come with the game six of these are base settlements with different player colors and each player should choose one color any unchosen settlements are returned to the box also set aside this tile showing the Roman numeral V this is the Bermuda cave all remaining tiles have this back and they can be split into three piles those which correspond to your Play account those which don't correspond to your Play account and special buildings which have this gold border you can return above player count tiles to the box go through through all of your Play account tiles and separate out any monster tiles these will be the ones with the purple Roman numeral in the lower corner randomly add two special buildings to the monster pile and return the rest of the special buildings to the box now set up the map Bermuda cave is always in the middle and then you'll Shuffle the non- monster tiles and lay six of them face down in a ring equally space the players base settlements around that ring and you'll be shown this on pages 2 and three and then fill in the outer ring again with face down non- monster tiles Shuffle the remaining tiles with the monsters and special buildings and make three face down draw decks players will add these tiles to the map as they explore lay out all the achievement cards on the a a star or B sides depending on what page two or three says for your Play account these are objectives which players or your teams will be racing to complete for points place the event board which doubles as a round tracker with the shuffled event deck nearby place out the trade board and Shuffle and place a deck of item cards to the side lay out the Kraken board face up decks of all of the matching Monster cards and all the monster minis in the color matching your base settlement take your player board and all of your colored pieces this will include three levels of buildings which are Villages cities and metropolises four levels of ships which are sloops Cutters Briggs and frigs as well as harbors and sailors as starting resources take two fish one wood one iron and a gold and as starting buildings and ships on your base settlement hex you'll Place one Village one Harbor and two sloops Each of which has one sailor in the game Sailors represent lives when a ship has no Sailors left it sinks every one of your buildings will be connected to a harbor and that Harbor also has place for Sailors when a harbor has no Sailors it and its connected building are vulnerable to destruction by enemies although this destruction is not automatic fortunately your base settlement hex is protected throughout the game no one is allowed to to destroy anything of yours on this tile players also start with three types of Victory token in player color these are points which you begin the game with but other players can steal those points from you by sinking your ships or destroying your buildings choose a first player and one of the two first player markers depending upon the type of game you want to play If The Players want the monsters to be slow choose kraken's trinket and if you want the monsters to be quicker choose Poseidon statue whichever you choose it's a permanent decision which will be in place throughout the game you're now ready to play Ocean Slayers is played in up to eight rounds and each round is played in the following phases first an event card will be drawn and resolved and the class of monster corresponding to this round May spawn next is player turns starting from the first player and going clockwise around the table each player will take one turn during which they'll move explore build ships and upgrade buildings fight battles and settle new islands and then gather resources ready to be used on their next turns to finish the round any monsters on the map will move and may attack before the first player marker is handed One Step clockwise for the next round continue playing until the end of the eighth round or the end of the round in which the Kraken is defeated and the player with the most points will be the winner so now let's have a look at each phase in detail firstly draw the top event card and place it onto this round slot and resolve the text effect this is a small effect which will apply to all players equally and usually involves either gaining or losing a resource or the strengthening or weakening of a certain action for this round then by covering up one of these monster slots on the event board you have activated that monster from this point forward when one of that Monster's tiles comes onto the board it will spawn one of those monsters and if any of that Monster's LW tiles are already face up on the board then it will spawn one of that monster now this could result in a battle which you would resolve immediately but I'll talk about battles later in the video once you've reached round five and Beyond this phase will involve spawning and attacking with the Kraken and again there'll be more on how that works later in the video next you'll move on to the player turns and each turn is resolved in three stages first explore and expand then settle and battle and then gather within each stage you can do a variety of different actions up to as much as you can forward and in any order but once you've moved from one stage to the next you can't then go back and do more actions from an earlier stage the first stage is explore and expand here you'll use the resources that you've previously obtained to construct ships and buildings and hire Sailors you can trade to get more of the resources that you need and you may make movements with your ships first we'll look at upgrading buildings with this action you can upgrade a village to a city or a city to a metropolis you can make multiple upgrades on the same turn but you can't upgrade the same building more than once per turn the cost are shown here to upgrade a village pay a wood and two iron and either pay a fish or discard a sailor from a harbor or ship on the same Tire as the village then replace the village piece with the city the harbor remains in place it's still serves as a repository for Sailors who represent the life points of that building upgrading a city to a metropolis works the same way at this cost upgraded buildings provide more dice in combat higher production more victory points and let you construct better ships which is our next action to construct a ship choose one and pay the full resource cost of the ship ships are never upgraded from one to the other every ship is built new choose any hex which has the necessary type of building on it where you'll bring that ship into play so sloops and Cutters can be built at any of your buildings Briggs may be built only at cities or metropolises and frigs may be built only at metropolises now bring your new ship onto that tile sloops are small commercial vessels they're used primarily for fishing although they can get involved in defense if someone attacks them Cutters Briggs and frig are all considered types of Warship and they can get involved in attacks against other players or Monsters you can construct a warship if there's a monster present but that ship will have to fight the monster in your settle and battle phase of this turn as an action for one fish during this phase you can hire a sailor and you can and will be doing this many times per turn Sailors can also only be hired at any one of your buildings so take a sailor piece and place it into an empty slot of one of your Harbor or ship pieces on a hex containing one of your buildings here you could crew these pieces but not this one Sailors represent the lives of your ships and harbors if a ship ever runs out of Sailors it syncs and so when you construct a ship you must put at least one sailor on it in the same turn harvers can be left empty but doing so comes with more risk to the building at any time you may freely exchange Sailors between harbors and ships on the same hix producing or gathering resources occurs in stage three of your turn so if you need extra resources in stage one you'll have to trade for them in stage one you can make a a maximum of two trades as shown on the trade board with the game you may also broker trades with any other player at any exchange rate and you can do an unlimited number of such trades in addition to exchanges for resources players May negotiate in promises either to take or not to take certain future actions for example giving someone a resource if they promise not to attack you any such action-based promises are non-b ing The Last Action you can take in stage one is to explore which is to move each of your ships around the board each ship has a certain speed which increases with the size of the ship and this represents the maximum number of hexas which that ship can Traverse for each movement point you may move to an adjacent visible tile an adjacent face down tile in which case you would flip it face up or into an empty space to explore a new tile choose any one face down tile from the top of one of the three decks and then place it into that space the space must be adjacent to at least two previously placed tiles what happens as you move depends on the tiles and other pieces you encounter an open ocean space does not restrict movement at all ocean tiles may show one or two fishing locations these don't impede your movement but there places where sloops can later go fishing for resources when you first discover a floating treasure tile gain one gold but from that point forward the tile is treated as open ocean these two tiles are resource Island producing wood and iron respectively these do not impede your movement although you may choose to try to settle them in stage two of your turn all visible Whirlpool tiles are considered connected if you're on one you can move directly to any other visible one as a free action not costing any movement points but this is not mandatory and you may choose to treat it as open ocean when you find a monster LW tile check the event board to find out whether that monster is active or not if it's not active then nothing happens you can treat this as open ocean for the time being if that monster is active then SPO one of that monster on the L if the ship that discovered it was a Sloop then it gets pushed back to the place it came from while if it were discovered by a warship then that warship can't move any further during stage one of your turn and will fight the monster in the battle phase finally for the tiles you may discover one of the special buildings some of these come with their own Minis and each is unique so how your ship interacts with it depends on the tile and you can find all those special rules in the rule book when looking at how pieces interact with each other sloops are free to move anywhere on the board except for into an opponent's base settlement into the Bermuda cave or into a space with a monster but they're free to move into spaces with other players ships warships can enter any hex except for the opponent's base settlement but if they enter a space containing a monster they must stop there and if they enter a space containing any opponent's warships then that opponent has the decision on whether to allow that player to continue sailing through or if they'll be forced to stay and fight the attacker can of course choose to stay and fight even if the defender is willing to Grant passage at the end of this stage of your turn you're not allowed to have more than two of your warships on the same hex you can temporarily have more than two of your warships on a hex but only if you get down to two by the end of this stage this same restriction applies at the very end of your turn once you've completely finished with all of your moving and construction you'll move on to the settle and battle stage of your turn here in any order you must resolve all battles where one or more of your warships shares the space with an opponent's building opponent's warship or Monster if valid you may also choose to settle on resource Islands on resource Island hex's you must resolve battles before resolving settling a battle is resolved by several rounds of die rolling until either one of the two sides has been completely destroyed or until the attacker has fled first we'll look at a player versus monster battle here the player has a Brig a cutter and a Sloop sloops participate only in defense so as it's the player attacking the monster this Sloop is ignored from this table determine the total number of combat dice the player brings so here for the cutter and the brig the total dice is four white and a red the monsters dice are shown below the health on its card so for the abisol lurker two red and a white before each round of die rolling the attacker but not the defender has the chance to flee with each warship a ship May flee only if it has at least one movement Point left from stage one of your turn and if it sacrifices a sailor you would then lose its Dice from the battle now each side rolls its dice a sword scores a hit on the opponent and a shield defends a hit if you roll a critical symbol then take an additional White die and roll that if your additional die shows up a critical symbol then add another white Dy and so on until you've rolled all of your criticals once you're done each side applies damage to its opponent equal to the number of hits it rolled minus the number of shields the opponent rolled monsters suffer damage in the form of damage tokens so in this case five hits - 2 shield for three damage and the attacker suffers damage by losing Sailors from its warships so here three hits minus one defense for two lost Sailors a warship sinks when it runs out of sailors and a monster is killed once it's taken damage equal to its Health number if neither side has been completely killed after one round of die rolls then remove any extra dice which will gained for criticals again give the attacker the chance to flee and then roll again continuing this process until one or both sides have been destroyed whether your warships survive or not if you defeat the monster then you claim the rewards take that Monster's card and keep it near your player board this will be worth victory points at game's end equal to the health of the monster then gain all the printed rewards so here it would be four fish two wood a gold and an item card drawn at random from the item deck you can gain significant points and resources from defeating monsters at least as much as you can get from your building production and so you want to make sure you have the capability to engage in these combats if you battle against another player's warships then it's resolved in much the same way each player will take dice according to the warships they have in that battle while the defender can also add one white D for each Sloop these would be the dice for a blue attack these will be the dice for a yellow attack as before the attacker has the chance to flee before each die roll and rounds of die rolls will continue until one side has no warships remaining when you syn an opponent's warship gain rewards based on this table in page 12 of the rule book that includes resources which are gained from the supply and a victory token which is taken from your opponent if they still have one left these serve as a permanent trophy for which of the opponents ships you've sunk being worth victory points and contributing to the warmonger achievement and provide incentive for battle you will also attack if one of your warships occupies a space with an opponent's building whether there are warships there or not in this case the building will also be part of fight and will contribute blue defensive dice according to this table when hits are landed the defender will lose Sailors either from the harbor or from the warships in the usual way and ships will sink when empty once the harbor is empty the battle will continue and if the building suffers any undefended damage then it is destroyed on this role for example all of the hits are defended but in this case you'd destroy the building and the harbor and the attacker gains rewards based on this table from page 13 this will include resources either wood or iron depending on the type of Island and once again a victory Point token from the opponent during the settle and battle stage of your turn you may settle an unsettled resource Island including one that you've just conquered in battle to settle an island you must sacrifice one ship and and one sailor in this case it could be either of these ships and sailors so for example removing this Sloop to settle by placing a village and a harbor if there are excess Sailors on the ship that you sacrifice you can transfer those Sailors to the harbor that you've just built now that you've settled the island it will produce some resources in the third stage of your turn which is Gather in The Gather stage each of your buildings produces the resources depicted here based on the size of the building and the type of Island it's on unless that Island also has a monster present in which case it produces nothing then each fishing space occupied by one of your sloops produces one fish so this would be a fishing Hall of three note that within each of these tiles the fishing spot is owned by the player who gets a Sloop there first if yellow were to sail into here there will be no fishing spots left for yellow but if blue later sailed away yellow could take this spot a Sloop cannot fish if there is an opposing players's warship in that same hex in this case on Blue's turn blue could fish here for one fish but on yellow's turn yellow could not once you've finished Gathering play passes to the next player clockwise once all players have taken their turns it's time for the move monsters step and whoever is the current first player has a lot of power in this step if you chose to play with kraken's trinket then that player must move each monster on the board one space if using Poseidon's statue then you must move each monster either one or two spaces monsters cannot enter players base settlements and there can only be one monster per space monsters can move into visible tiles covered tiles or discover new tiles although when they do this they remain face down it's still up to the players to flip these tiles face up on their explore turns but if you do move into a face down tile with a monster you'll need to fight that monster first in stage two of your turn and then if you win you get to flip and resolve it immediately when a monster enters a hex with sloops then the first player gets to push those sloops into an adjacent space not containing a monster when a monster enters a space with one or more warships then it immediately kicks off a battle where the monster is the attacker and the warship is the defender the first player should remember that fighting monsters is a great source of resources you can use this phase to either create a lot of conflicts for your own ships or to try to attack your enemy with the strongest opponents which they cannot beat once all monsters have been moved and any battles resolved you'll proceed to the next round through the game and particularly by defeating monsters and large ships players will gain items you may use at most one item per turn and to activate its effect tilt the card 90° which indicates that it is now inactive players will also raise to complete the achievement cards each of these goes automatically to the first player to meet the requirements on the card for example first to deploy seven warships first to own 10 gold coins and so on the race for these is a critical part of your Pathway to Victory after the fifth round event is resolved the Kraken appears place the Kraken piece into the Bermuda cave it never moves from this location from this point forward players May Advance into the Bermuda cave to attempt to fight the Kraken to be clear although the Kraken mini does occupy the entire hex you do still need to move your ships into that hex and be prepared to be thrown around by its Mighty tentacles the Kraken begins with 30 health and the dice it rolls in combat depends on which round you're currently in the closer you get to the end of the game the fewer defensive dice it will hold and the more attacking dice any damage you do in combat is marked with these health markers but at the end of each player's turn or each Kraken attack it will regenerate back to 20 Health after the events have been resolved in rounds 6 7 and 8 the Kraken will resolve a special attack which targets all players frigs wherever they are on the map the Kraken will roll a certain number of dice which will show the amount of hits it will do on all players frigs from round s seven onwards frigs also get to defend and each player rolls defense for their frigs individually for this special event phase attack criticals do not result in an extra die roll they simply count as a success so for this round seven special attack the Kraken will have rolled three hits and this critical means that this defending frig has saved one of them meaning that defending frig would lose two Sailors again for this special attack roll once for the Kraken and roll individually for every frig on the board once you're done with the roll the Kraken will also lose a certain number of lives although Will Heal back up to 20 Health afterwards cross the three attacks the Kraken will lose three three and four lives meaning the kraken's health will be down to 20 in round eight even if no one has yet attacked it the players do not damage the Kraken during this special event attack players can only attack the Kraken on their turns by moving into the Bermuda cave if you successfully defeat the cracken then take this board as a reminder of the 30 points you'll score and the game will end at the end of this round otherwise the game ends at the end of round eight now count up your final score you'll score the points printed on each monster you've defeated one point for each gold you possess you'll score the points on any trophies that you've claimed from other players and on any of your own trophies which weren't claimed by other players points for each achievement that you've claimed and the points printed in this column of your player board for each building and ship remaining on the board the player or team if you're playing in team mode with the highest combined score wins and that's how to play Ocean Slayers the Bermuda Chronicles we are using a prototype copy of the game so the rules in components may not be final and do check out the project page for the game we'll put a link to that in the description below thanks so much for watching your like and comments are much appreciated subscribe to see what's coming and let us know what games you've been playing see you next time