Trials of Maya Preview - One Way or Another, I'm Gonna Get Ya!
Transcript
Hey there gamers, welcome back to the board game code channel. And today we have a preview of Trials of Maya. Hey there gamers, it's Professor Meg here and welcome back to the Board Game Code channel. Today we have a preview of Trials of Maya by Department of Lore. Now this is a current game found campaign, so you can check out the link down below for everything that they have planned. This is a sponsored preview and this is a prototype copy in front of me. So all rules, components, things like that are subject to change, including a book that I will show you later which is going to show you the different game modes. So, just keep that in mind. But if you'd like to see exactly how this game plays, there's also going to be a gameplay on the channel between Alex and I. So, you can check that out as well because what I have currently set up in front of me is one of the modes that you're able to play with this game, which is what I'm going to use to show you the rules and things like that. But, there are actually three different modes that you're able to play this game with.
So, just keep that in mind because in Trials of Maya, players are going to be playing as different champions and they are all very unique and they have certain attributes that will determine what cards are in their deck. But with that, you're going to choose what champion you're going to play as. And it's going to be a skirmish game where you are using the cards that you play for the actions that you activate. But you have to be sure to manage your energy as well because you're only able to activate as many cards as you have energy to activate them. So, with that, let's dive into Trials of Maya. Now, the current game setup in front of you is going to be the Siege 1v1 mode, and you can tell that based on the map that is in front of you here, and you can see the two champions that have been selected. So, we have Denza over here, and they're facing off against Marabi.
Now, this is how you're going to start off the game with certain minions that are also neutral that are going to be able to be interacted with with players. But at the beginning of the game, players are going to start off with three memories on their player dashboard. So, I will eventually go over what everything means for the rest of your dashboard, but you're going to have these memories here, and this is going to represent these slots on your playerboard where you're going to ultimately be playing action cards. So, you are going to be drawing cards from your deck into your hand, and then each round choosing which cards you want to play into this area after these cards have slid down. And this number down here represents energy. Then once this card slides off the player board here, this had a six at the bottom. So this player would gain six energy to be able to spend in the next round along with any energy they didn't spend in previous rounds. So you are going to be spending this energy very often to be able to activate these different action cards, but you're first going to gain it when these cards slide off of your player board. Now, before we dive into what a round is going to look like, a few things to know is that these are going to be minions that start off on the board that are neutral. So, players are going to be able to attack them. And if they do, they will be attacked back, but they're going to be able to gain the health chips that are placed underneath them. So, here you can see that there are quite a few health chips underneath this minion. And when they are attacked, those health chips are going to go over
to that player's pool. And then ultimately when that minion is killed, whoever lands the killing blow is going to be able to collect it as a head of that minion and then in the future be able to summon it for their own team. So you are incentivized not only to land the killing blow on these different minions, but you want to do as much damage as possible to them because that is going to gain health chips for you as well. Now these different structures here represent points that players are able to interact with as well. So on your own specific areas, those are going to be places where you are able to spawn. And eventually, if you gain control of this area here, you're able to spawn in this area as well. And then this piece here shows that you're able to spend your experience points to upgrade your character. So you're able to do it for yourself at your own area as well as this area here. So that's what these different structures are going to be. And then players also have these towers which are ultimately going to represent the win or lose condition for the game because as soon as one player depletes another player's tower chips of their entire health, that's when they're going to win the game. Now, players are going to be able to attack these towers in two different ways. So, as you can imagine, you can do a normal attack against them when you are within range and you're able to just attack them for however much damage you do. But you're also able to dam damage them by killing the other champion. So once you kill them, they're going to collect a
death token and then take damage equal to how many of those tokens they have. So the first time you kill them, their tower is only going to take one damage. But the second time that you kill them, they'll then have two death tokens, so their tower will take two damage. And the third time you kill them, they'll take three damage, and so on. Meaning that killing them is very valuable. But you can also head straight to the tower and hopefully land a death dealing blow as well. And now that you understand the core concepts of the game, I'm going to walk you through what a round is going to look like and how players are actually going to execute their different actions. So at the beginning of the round, you're going to have the refresh phase. And the first thing you're going to do is reset these XP cards. So these are going to be cards that players are able to claim on their turn when they meet certain conditions.
For example, the top left corner is moving two plus spaces on your turn or four plus spaces on your turn and you'll either get one or two experience respectively. Now, the top two are going to be ones that are going to escalate that always start in the game. Whereas, once those are cleared, regular objectives will come out. For example, there are two here which are going to be three experience for moving three times in a single turn or dealing collision damage. are going to gain two experience. So, those are going to refresh at the beginning of each round because players are going to claim them and then they'll be discarded. And then after that, players are going to draw up to their hand limit. Both of these champions here have a hand limit of four cards. So, you will draw up to your hand limit and then reset your action cards.
And this is going to be extremely important because, as I said, this is where players are going to be getting their energy for the turn. So here you can see there is an energy at the bottom. We have four, five, and six. And when this slides off, you're going to gain that much energy. So this player would slide to this card over here. These would move down. And this player would gain four energy on their track over here. You are of course able to gain more than nine. And this will flip over to a plus 10 for you. So they're going to gain that there. Whereas this player would slide this card over, which is a six, and they would gain six energy on their track over here. Now, as this is the first turn, no cards have been activated yet. But before you would slide cards, you would move these down to be the deactivated side because, as you can see, when you do play a card, you're going to slide it up to show that it has been activated for that current round. So in the future you would follow that step first to slide them down and then slide them off of your player board. Now one thing to note is that some cards will have onexit effects. So if it did have something like that, it would also trigger an onexit effect if that was a part of the card as well. But normally you're just going to gain the energy that is at the bottom. Now after that, players are going to prepare cards. So, as you have four cards in your hand, again, depending on your hand size, you're going to select the card that you want to slot into your player board for the upcoming round. So, we are
going to choose this card over here, intruder alert, and we're going to place it face down to signify that we've already chosen our card. So, we're going to have this player over here choose a card as well. And then once all players are ready, you're going to flip those cards over. So, we'll flip these over for both of these players. And as we've been talking about the energy a lot, another thing that the energy is going to determine is the initiative for that round. So, as you can see, this player chose last sprint, which is a zero, which is pretty hard to beat. And this player over here chose intruder alert, which is a three. So, automatically, the yellow player is going to be first in initiative. And you're going to mark that over here. So you can see where that's going to change every round depending on the card that you play. So not only are you choosing the card that you can play for other reasons such as the actions that has available, the tags that it's going to provide, or even how much energy it costs to activate, you're also going to be looking at where it's going to place you for initiative that round, and also how much energy it's going to give you when it ultimately comes off of your player board. Now again, just like on exit, some cards are going to have on arrival effects. So if you did have one that had an effect of on arrival, you would have that activate now. Now, next in the round is going to be the player turns. So in initiative order, players are going to be spending their energy to activate their cards and do different actions. You're going to be doing things like maneuvering around the
board and attacking, but there are other things as well, such as placing out different engrams or perhaps putting conditions on another player, such as bleed. So, you're going to be wanting to attack the other champion as well as their tower. But, as I noted, there are also those minions on the board for you as well. But, if you're able to collect a huge chunk of health for yourself, as well as some of their heads, you're going to be able to spawn those minions. So on a player's turn, they're first going to start off with respawning if you need to respawn yourself because you died last round. And then after that, you're going to spawn any minions that you choose to spawn with their heads attached. And then after that, you can activate them. So the different minions are going to have actions that are similar to the champion actions, such as moving around and attacking. And then after that, you're going to move on to your player turn, where you will be spending energy to do everything you can to thwart the enemy.
Now, in this siege one versus one mode, players do start off with a loyal head. So, they have this Elder Kuman that they are always able to summon, and when it dies, it actually comes back to your pool. Whereas with these different minions, when you do kill them, you're able to claim their head. But once you summon them and they are killed, they are gone for good. But these loyal ones are able to come back. So, we would be able to spawn this minion if we had any health chips available. But as we have not attacked any other minions yet, we do not have any health chips that we are able to summon them with. So after that, we're going to move on to our action phase. So we do have six energy that we are able to spend this round. And the cost to activate cards is going to be this number up here on the top. Now for the two minions that are in front of us, there is the can stop, won't stop. And with them, they're going to move in a straight line. So you can be sure to position yourself away from them. And if you do not attack a minion, they are not going to be aggro, so they won't attack you back. So if we leave them alone for now, we won't have to worry about that.
And perhaps we'll be able to take out this warden of thoughts to become our minions. So we're going to choose to activate this card here first. So we'll slide it up here. You can see that it is now activated. And this is going to cost us two energy. So we will spend one two over here and then we're going to be able to activate these actions down here. So we can move for two and then push one. So we would then be able to move one two to over here and then push the warden of knots. But as you can see, we're able to push it into this direction straight up against the edge of the map. So, when you push a minion or another champion and they aren't able to be pushed any further, they're going to take damage instead. So, for that one push, we're going to deal one damage to this minion. And again, as they are a neutral minion, this is going to go over here into our available pool. Now, next, we are able to use this card here, which will cost us two. So, we'll spend that.
And we are able to spend an additional energy to move one before pushing. But as we are already at the target that we want to be pushing, we are now able to push an additional two. So in the same way, we would be pushing two and taking two health chips over here for ourselves. And then finally, we can activate our last sprint card. So this one will cost us one to activate. We'll slide it up here. And then we are able to move two. and then it we would have to gain the root condition which it would actually hurt us from moving in the future but we're able to not do that because we don't necessarily need to. And now finally we're going to be able to do and then we're going to be able to do one final damage. Now this is a projectile type of attack. So if we needed to, we would be able to throw this attack. But as we were already up here pushing up against them, we would do the projectile attack for one damage over here. And that would be the end of our turn. And that would be the end of our actions. So with that, we would then look at our cards here and see if there are any that we want to discard. Because at the beginning of our next turn, you will again during the draw phase, you'll draw up to your hand limit, which is four. So any that we do not want, for example, if we did not want these two, we would be able to discard them and then draw three on the next round. Now, at the end of our turn, the Warden of Knots is going to attack us back. And
that's going to be ran by the other player. So they are going to not move because they are already within attacking range of us. and they are going to attack for one damage, but they are also going to cause the rooted condition. So, we're going to gain this over here and they will attack us for the one damage. So, we'll track that over here. But, this is going to mean that in the future when we go to move, our movement is going to be reduced by one and then this will be discarded. So, it will accumulate depending on if you have multiple tokens of this, but if it's just one, it will affect you by negative one and then you'll remove it. And now that you understand what a turn is going to look like, I'll walk you through more of what is going on with the player board here. So, this is going to be the player's max health because champions of course are going to be attacking each other. So, for this player here, it's going to be six, but eventually you'll be able to spend experience points to gain 10 or 15. And that's going to be tracked over here, as well as your different defense that you're able to boost with, which certain cards will have defense values as well that you're able to activate. Again, this is your energy track, which I'm sure you are familiar with. But there is also this track here, which you're able to spend experience points on. And that's going to increase how much energy you gain when sliding cards down.
Because, as you notice, some cards such as this one provide zero. So, if you are able to upgrade this, you have one, two, and three. And each level will cost you two experience points each. But eventually players will be able to gain at least three energy every single turn when sliding on top of whatever they're gaining from their cards that they have available. Now over here you can see there is of course the players deck and then they have these tokens here. You're able to use experience points to unlock these tokens as well. And these are going to provide tags for players that you saw some things that will do specific amounts where you saw this attack does one damage. But some attacks will do damage based on a particular number of symbols. So for example, if this player had both of these unlocked and they had an attack that dealt damage based on these symbols here, they would currently have two. Now, finally down here, players have abilities that they have access to as well. For example, once per turn, move one after a successful attack. So, where we did attack, we would have been able to move one, but I would have had to stay here anyway to stay far away from the Maravi because they are flying and can move around the board pretty quickly. There's also once per turn move is jump instead.
So, that would have been able to be a jump after a successful attack if it hadn't been used already. And then finally, once per attack, spend two defense. and then boost the attack by one, meaning that it would do an additional damage if you had the defense to be able to spend for that. And then finally, at the end of turn, gain defense equal to adjacent enemy units. So that's an incentive for this player to end their turn near other enemy units, even if they aren't able to completely kill them that turn because they'll gain defense for that as well. And players are also able to spend their experience to upgrade their different skills when they're at the upgrade points. So it's going to cost whatever as at the bottom here and then it's going to unlock that ability. So for example where here there was once per turn move one after a successful attack.
Once this is unlocked, it's instead going to be immediately after jump and then the attack inflicts one route. And in this way, players have their three different skills and they also have three different sides. So where that was upgraded, there is two or three experience available for the A or B and you're able to upgrade those as well to even better actions that you have. And now that you have a general grasp of Trials of Maya, I'm going to go over any small things that we haven't covered yet. Now, finally over here, these are the experience point tokens that players are going to be gaining before spending them on their turn. We've gone over a few of the different conditions that players are able to take. For example, there is root over here, but there is also things like bleed, which are going to deal true damage to players, or fish, which is a type of poison that doesn't do anything inherently, but it's going to affect certain action cards that players are going to have. Now, you've seen the action cards that players are going to be playing onto their player board and sliding down and activating for their energy cost, but players are going to have other types of cards available as well. So, for example, this is a relic that will still cost players a certain number of energy to be able to play, but the relics are going to be placed underneath here. So, it's going to modify the card that is above it. For example, this one is plus one space move. Um, so it's going to augment the card that is activated above it. So when
this card is activated, it would do two move, but it would need another card to come with an act with a move activation symbol for this to apply. And there is also spell cards that players are going to be able to play for those spell effects. Now, I've talked a lot about the different tags affecting certain actions. And some cards are going to have a symbol like this where the tag is slashed out. And that's important because it's for deck building that you know you have access to that type of card, but it's not going to count as a symbol toward that part for any type of power you need to count for certain actions. So, where this card provides one of that type of symbol and this card provides two, this one does not provide any of that symbol, but you are able to unlock access to them with the tokens that are over here. Throughout the game, players are going to be focused on two different things. So, one of them is going to be the direct victory condition, which is going to be taking out the other champion either with attacking them enough times to deal damage to their tower or outright attacking their tower directly. But another thing that players are going to be focused on is gaining those experience points. So there are different objectives that players are going to be working toward and you're able to only claim one per turn, but it's going to be absolutely crucial because you're going to only be able to spend your experience in certain areas.
So you want to accumulate as much as possible to be able to upgrade those different things that I went over because experience is tied to a lot of things. It's going to be tied to how much energy you're able to gain at every time you slide your cards down. It's also tied to upgrading your health, but it also has these pretty cool abilities and tokens that are able to access as well to power up what you need for that round. So, players are also going to have a very tricky choice of exactly where to spend this experience, but you're going to find that you might do things that you necessarily you might not necessarily do on a turn because you're trying to accomplish the objectives that are at hand. Now you were able to see a turn for the Danga, but for the Marati, they're going to be very different where they have much lower health, but they are flying. So they are able to fly around the board, which will allow them to deal an additional damage as long as they are flying. But some of their cards will also have them and their flying to improve the card as well. So where certain things may be different, such as health, it's going to be balanced by the different abilities that are available as well. So with that there are two other champions that are here that I wanted to show you. So there is Char over here and there is also Rapar. So you can see with both of these they are very different where this one even has a hand of six cards meaning that they are drawing two six each round. So, there are four champions that are available in the base game. And here you can see they
are available and you are also going to have a deck building element as well. So, each of the different characters has three signature cards that you're able to play with and they also have a preconstructed deck, but there are cards that are all related to their attributes here. And you're able to play any cards that are part of those attributes. So, there are some deck building rules. For example, your deck can be between sizes of 24 to 40 cards. And you can only have two copies of one particular card witham with an exception of your specific cards to your character where you can only have one of each. But you are going to have a deck building element as well that once you get more familiar with the game, you're able to customize your deck to your particular play style and what cards you want to be coming out each round. Now, in the Siege one versus one mode, players are going to start off with their different towers with a set amount of health depending on how long you want the game to be. So, if you want a shorter or longer game, you're going to set the health respectively. And then after that, players are going to be focused on a few different things. As I said, the experience is extremely important. So, you're going to be working toward that, but you're also going to try to collect these different heads of minions because players are going to be both trying to do that.
Meaning that if you're able to take out a minion that is near death, you're able to grab that head for yourself and take it away from an opponent as well. So, the minions are going to be a big focus until they have left the board and become your own minions. Then, they're going to be a focus in a different way because they are a danger to you, but ultimately you're not trying to gain them. So, if you're able to avoid them in some other way, you might do that as well. And then after that, players are going to be focused on either attacking the other champion directly because those death tokens are going to stack or heading over to the tower to do an attack. But whenever you are in a particular player's zone and you end your turn there, the towers are going to be able to attack you back. So when you attack a minion, they are aggro and they will attack you back at the end of your turn, but the towers will also attack you if you end your turn in that zone.
So attacking another player's tower can be really risky, but it might be worth it if you're doing a ton of damage. Now, another mode that players are able to play with is the siege two versus two. So, if you have four players, you're able to set up a larger map and set up the two versus two instead. Now, there are certain terrain rules. For example, these are void areas, which you can see over here, and players are not able to move over or land on those spots unless you're flying. you're able to move over them but not land on them. So, you can see where this map is a bit bigger and has some spaces in between. There are, of course, different rules, but it's going to be scaled for two versus two instead. Now, there's also the head hunters mode, and this is going to be a free-for-all where players are going to be trying to maneuver around the map to take out the different minions. So, here you can see there are the different minion spots. And as normal when players are able to deal the killing blow to a minion, you're going to collect their head. But as you are head hunters, if you haven't summoned them as a minion yet on the board and you just have their head collected, when you are killed as a champion, players are going to collect those heads. So where you might feel that you are taking out a minion and gaining something useful, if you don't put it to use pretty quickly, other players might steal that from you. So, in Head Hunters, players are going to be running around the board trying to collect as many heads as possible, but then also summon the minions out. Trials
of Maya is going to be a very head-to-head skirmish game where players are going to have to be focusing on multiple things at once. You have the objective cards that you want to be sure to score every round if you are able to do so because you want to be able to gain the experience points that it gives, but you're also going to want to try to take out these different minions. And as I said, if minions are weakened, but you aren't able to kill them, other players are going to come in and kill them and collect those heads. So, you're going to want to balance not only whether you attack them or not, but if you're not able to do enough damage to kill them, maybe it's not worth doing it this round, but you want to use all of your actions you have available to you as well. So, it really is a judgment call with how much energy you have available to you and how many actions you're able to do each round. And you're also going to be deciding between attacking these different minions or trying to outright attack the other champion because anytime that you attack them and kill them, they're going to have to respawn. So that's a way to force them to move somewhere else on the board because you are taking them out, but you're also weakening them because they're taking damage to their tower every single time that you are attacking that champion. So if you'd like to see exactly how this game plays, there will be a gameplay on the channel between Alex and I. You can be sure to check that out. You can find the game fun link down below for everything that they have planned. This has been a preview for Trials of Maya. I've been Professor Mag.
Thank you all for watching the Board Game Code channel and I'll see you next time. Bye.