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20 Strong: Tainted Grail | Playthrough

Meet Me At The Table Sep 25, 2026
Transcript 38:07

Hello everyone and welcome to Meet Me at the Table. This is Colin and today we are going to do a playthrough of 20 Strong Tainted Grail. This was one of the three new ones that just came out. I just did a playthrough of Ether Fields as well as Nemesis. I'll put links in the description below. You can check all of those out. Today we're going to do a Tainted Grail. So this is based off of the Tainted Grail Awakened Realms game. This one we will be taking on a boss at the end of it. Unlike with the Nemesis where there wasn't a specific boss, this one we will have a boss we're trying to take down. We have around eight rounds if you're playing on the regular difficulty. We'll have eight rounds to prepare ourselves and then we'll take on a boss. Do make sure to turn on those cling on subtitles just in case I make any errors and miss them in editing. But otherwise, let's just jump into this one. This one is the least complex, but I find it very, very enjoyable. I do think Ether Fields just because of the A and B sides of the cards beats this one out, but not by a lot. I really, really enjoy this one. Let's jump in. I'll show you which hero and which boss we're going to take on, and we'll start our playthrough. The game comes with a total of 12 heroes. We have one side and then you can flip them over. They're all different heroes and each one has a unique combat card that you're going to use during the game. We're going to play as Thbalt here. He has the self-sacrificed ability. It says at any time we can just reduce our health by one to draw two cards. And that's

talking about combat cards and strike. And striking is going to be either drawing a card or playing a card on an enemy. And you'll see how all of that works as we play. Our health is three. That's the way we lose is if our health ever goes to zero, we auto lose. Our strategy right now is two, which means we get two strategy phases. And our recovery is two. the end of each round, we'll be able to recover two dice. Each of the different characters has their own unique combat card. Ours is going to be the aura of defiance, and it gives us, hey, a health, cuz guess what? We can use that health to draw more cards. So, that's pretty dang nice. I do want to show you the important piece on these cards is going to be these nodes on the left hand and right hand side. When we play these, we're going to be trying to match these nodes on the enemies that we're placing those combat cards on.

Hey, kind of sounds like Tainted Grail, right? Uh, when we do that, we can then trigger the ability that's here. We also have nine basic combat cards, which I'm going to take my card here, shuffle this up, and this will be our deck of 10 combat cards. Throughout the game, we may find ways to gain new combat cards. They're upgraded ones. They have the purple banner on top, but that deck will never be larger than 10 because you have to remove a card whenever you gain a card. In Tainted Grail, there's a total of six bosses that you can choose from. I chose the orphaned heart to go against. I haven't tried this one, so I thought I'd try it. Has nine total health, and you have to defeat it in one round. So, dice don't stick over from round to round. So, if we need to be able to deal it nine damage in one single round. If we don't, it deals us two damage. And it has the ability after each strategy phase in which you've played one card or more on this enemy, so a combat card that matches this node, then we have to draw an additional enemy. And in this game, you have to defeat all boss enemies and any other enemies that are out with the boss. If you've seen any other 20 strong games, you know they always use this chip for something. On one side, you have numbers. On this side, we have colors.

what this one is going to determine. The color that is up top on this wheel is the only color of dye we can apply to an enemy that's been activated. And then at the end of each round, we're actually going to uh move this one space. So then it'll be green, then blue, and so on and so forth. And it's going to just keep going around and around. So then you have to use your combat cards to try and mitigate that because of course there's only four of each of these color types. And when we're at red, there's only one one red dye. So that mean you can only uh apply one red dye. So you'll have to use your cards, your combat cards to either deal damage or change this wheel. You you'll see how it works. It's really really fun. It changes up the strategy of the game a lot. The final part of setup is shuffling up all of the enemies. We have four piles of enemies.

One that's blue, one that's yellow, one that's brown, and one that's purple. Each one is going to give us a specific type of reward. The ones over here on the left hand side will always give us some sort of item. The one here is always going to give us a one-time immediate effect. The one over here, the brown ones, will always give us a stat boost. And the ones on the right hand side, these purple ones, are always going to give us an upgraded combat card, which are awesome. So, we definitely want to fight a few of those. Each round during the game, we're going to activate one of these enemies. And we do get to have them face up so we can know what we're going to activate. And sometimes you might have to activate more than one. When you activate more than one, it doesn't have to come from the same pile. We will then complete an engagement step against those enemies and then defeat them or not, they do get discarded. We gain benefits. And then we're going to choose one face up enemy and put it into a menir stack. And once that menir stack reaches eight, then we have to take on the boss. And if the boss spawns any enemies, it's actually going to come from that men here stack itself. So the enemies that you put in that medier stack, you probably don't want them to be too challenging because you want them to be easily defeatable when you're also defeating the boss. But we don't want to die when we're facing these enemies as well. So you have to balance that out. Let's take a quick look of how a round works in this game and then we'll just start our playthrough. So we're going to start off by activating one enemy and then of course resolve if we have to draw any additionals. Then we're going to go to the engagement step. That is where we move into the strategy phase. And we can

do our strategy phase two times because of our strategy level. We can start by striking, which is either drawing a combat card or playing a combat card. You can always have more cards in your hand than your strategy amount during the round, but at the end of the round, you're going to have to discard down to whatever your hand limit is. So, we do our strike, then we commit dice. We roll those committed dice and apply them. And we'll be able to do that twice for now. After that, we'll resolve all of the suffer damage after effects, exhaust our dice, recover two dice, gain any sort of item rewards, cleanup. We're going to have to choose one of those enemies that's on top of the stack and put it in the menu here. And then we're going to rinse and repeat until we get to that eighth card. Once that eighth card is there, then we fight the boss. We do start the game with all 17 dice unexhausted and ready to rock. I'm going to use this for my exhausted dice so I don't get confused. And we do start the game with two of these combat cards in our hand. So, we have gather thoughts, which lets us draw two cards or strike again. And we have the entangling trap, which allows us to apply green dice to an enemy so long as the nodes match.

Let's take a look at the four enemies that are available for us to activate. We have the resentful priest. This one says, "All crits applied to this enemy deal plus one damage." And it gives us uh an item effect. After suffer damage step, gain the reward of an undefeated enemy. That's okay. Not amazing. Uh four health and only attacks for one. We have a catling here with only three health and it says all other enemies have plus two health. Interesting. So when you fight this one, if you have to fight more than one, it's going to increase the health of the other enemies. This will have an immediate effect. Apply one banish die set to a regular hit or up to two dice applied to this enemy to another enemy, ignoring restrictions. Cool. Oh, so if you defeat this one, you can then use the dice to help others. Then we have the night errant. This one I really want because it will increase our strategy. Three health attacks for two. At the start of the engagement, discard a card from your hand. So you'll have to have to discard one of these two cards if I do that. Our final enemy we could take on is the wormclaimed chariot. This one we would have to spawn another enemy. Four health attacks or two. It says a minimum of one die of each color can be applied to this enemy.

That's it. If this enemy is defeated, gain the vigilance combat card. And I always like to see actually it's this top one. That one gives us plus two health, which is really, really appealing. I do want to call out for the blue enemy here. You can see there's no nodes on this blue enemy. So that means I cannot play combat cards on these, but I can play combat cards on any of these other enemies. I do think for this first round, increasing our strategy is going to be very important. So I think I'm going to go for this knight errant. Going to grab this one. Let's see what's underneath. We have the rebel knight. Choose one color applied to this enemy and banish all dice of that color. Oh, but this one would increase our recovery stat by one, which could be amazing. Four health to attack. This time though, we're dealing with the knight errant. We'll now move into that engagement step. And that means we have to discard one card from our hand. And I think I'm going to discard the entangling trap. I like it, but I think the gather thoughts is going to be better. We have now completed that. we can move into our first strike step. And I do think we're going to play this card. And we can see here we have two nodes matching. First, we get to draw two cards. So, I'm going to draw these two cards. And we have surprise attack and charge in our hand.

And then we have strike again. So, we could strike this enemy another time, which could be just drawing a card, or it could be playing another card. Because I'm thinking of just chucking all my yellow dice against this knight Aaron. I think for my strike, I'm just going to draw another one. I know it means I'm going to have to discard one at the end of our turn if we don't use it, but it gives me more options. And this one lets us apply yellow dice. Super unhelpful now, but it might be helpful for another enemy. I do want to call out something specific for this game. If ever I defeat an enemy and I have more strategy phases, I can't go through more strategy phases. Once I defeat all the enemies, my strategy phases are over, so I can't use that to spam drawing additional combat cards. I am most certainly going to roll all four yellows to start with. We'll roll up all four dice hoping for three hits or I have a crit there. So, I'm going to place that crit onto my knight errant. I only need one more hit. So, I'll go through the strategy phase again. I can either play one of the cards in my hand or I can draw another combat card. I think what I'm going to do is just draw another combat card. And we have our hex, so we can apply blue dice. Cool. I just need a single hit on three dice. I think that's likely, isn't it? There's another crit. That will work. We have our two crits on this knight errant.

That will defeat the night errant. And we will increase our strategy from two up to three. I will definitely take that. We will then discard this gather thoughts. I'm going to exhaust all four of our yellow dice. I then have one extra card in my hand and I think I'm going to discard the surprise attack and keep these three because remember my strategy now is three instead of two. So I can hold up to three of these. Then I can recover two of my dice that have been exhausted. So I'll get two of my yellows back. Looking at the four enemies that are here for our men here stack. I think I'm going to do the Catalane because we can take dice from this one that we take out and actually apply it to another enemy. So, this is going to be the start of our men here stack. And then we're going to have to move this over to green. So, now only green dice can be applied. And that's it for our first round. So, now we get to decide which enemy do we want to take on next. The spit slug has three health and attacks for three. During the suffer damage step, this enemy reduces your strategy instead of your health. ignore the effect uh of this in the end game.

Oh, so maybe that would be a good one to put at the end of the game. Also, it has an effect to draw two cards and strike again. That might be really nice during the end game. So, I think I might leave that one instead. I think I'm going to activate this wormclaimed chariot, but that will mean I need to spawn another enemy as well. Let's see what this one is. You cannot strike again, even if a combat card will allow you to. Oh, if this enemy is defeated, gain the inspire combat card. I don't think I I I need to be able to strike. So, I don't want to do Abatro. Why don't we do this Restless Priest? If I get any crits, then they're plus one damage to this guy. And we have now the Silent Pilgrims. You may uh apply dice of any color to this enemy unless other enemy effects. When gaining a lightning bolt reward, gain the reward a second time. That actually seems amazing. I now have my two enemies set up. You're going to see I have set them straight up and down because we can place combat cards to the right. I can do a single strike and I think I'm going to do the war magic. I'm going to place that here on the chariot. So, we can apply yellow dice to that enemy. Because of that, I'm going to roll two yellows and then I'm going to roll all four greens. So, I'm rolling six dice, but I need to do four I need to do eight total damage here. I have three strategy phases though I can go through. And remember this restful priest, I can only put green on there because I have no way of changing or adding additional dice

due to combat cards. Here's to hoping for some green crits. Let's see. Now, I only have one single success. I have a yellow crit, which I can place on the chariot. That's two damage plus this one is three. And do I just do this to defeat it? I think I am going to do that to defeat it. That means then during our second strategy phase, we'll draw one more of our cards. This is our combat card. That was our strike. This could give us plus one health. We'll then pick up these dice. I need some crits. This is uh strategy phase two. Oh, that's three hits. That's not enough. Do I keep one or two of those, though? Maybe I'll keep No, I don't think I'm going to keep any of them. That was our second strategy phase. I'm going to draw another combat card. I'm going to put it in our hand. Doesn't really matter. This is our third and final strategy phase.

This guy's going to hit me for one damage if I can't take him out. So, it's not the end of the world. That's a crit. Two, three. That is not enough to take him out. I really wanted to make sure I defeated the wormclaimed chariot. So, I'm happy about that. But I do have to suffer one damage. So, I'm going to tick myself down to two health because I did not defeat this enemy. That means all of these dice are exhausted, first of all. Second of all, this enemy is still discarded, but I don't get it as an item. Speaking of which, I can hold three items because that's my strategy. I'm going to discard this card. And then I get to gain the vigilance card. And now I have to choose either to replace it with a card that's in my hand, one that's in my discard pile here, or I can just burn the top card of my combat deck and replace this one. I don't want to do that. I actually think I'm going to burn my unique one and I'm going to gain vigilance and have it into my hand. Why not, right? We'll then discard this enemy. I then have four cards in hand. I can only hold three. So, I am going to discard charge. So, I have hex. That lets us actually, you know what? What am I What am I saying? We're going to move to blue. So, being able to place blue isn't going to help at all. Let's do these three in our hand. And then we're going to grab this spit slug and put it into our men here stack. So, that's our second enemy. Before we move to the next round, I do need to remember I can recover two dice. I'm going to recover two greens, but I'm using up my dice like candy. The two new enemies we have

over here is the weird bear. This one only has two health at the start of the engagement. Set the dial color to red. So, you'd only be able to utilize a red, but then I could use one of my cards. That's actually not bad. And that lets us recover up to three dice. I'm actually thinking of doing that one. Uh this one here, you may apply dice of any color to these this enemy unless restricted. And then when you do this, you get to uh actually gain it a second time. Ooh, that one I liked, too. But I also want to increase my recovery. Our recovery would move from two to three. And I also need to remember to turn this one quarter. So now blue is the only one that we can utilize this one. choose one color applied to this enemy and banish all dice of that color applied to it. I could use one of my cards that says I can apply any two committed dice to uh to this card. They deal damage to the enemy. So, I could do something like that. Oh, actually, I can't because if I look here, it doesn't match, right? So, I don't have Although, what I could do is use vigilance first. Yeah, you know what? Let's do the rebel knight for right now because I want my recovery to be three and then we might do the blue one and then we'll do the other one. So, let's do the rebel knight. We can now move into the engagement step. Vigilance is perfect. Look at that. That will match. That means we move from two health up to four total health. Right now, I can only apply blue dice. Let's just grab two blue dice for now. I don't really want to burn blue dice. I'm

hoping I can get a single green in here and I can lose one green instead. So for our first strategy phase, we'll roll two blues. We don't want four damage here, but two will work. That's two out of the four. From there, we can sneak our find weakness now. And you can see this does connect node to node. You may apply any two committed dice to this card. So I'm going to do one green. And should we just do one red? That one red will be guaranteed then. And hopefully I can get that green on here. This is roll number two. Oh, we've got a crit with the green. That'll be perfect. Uh, but then we finish it. I do. You know what? We're going to do it. We're going to do it. We're going to spend that one. This one's just going to be exhausted. We've placed the green on the find weakness. 1 2 3 4. He's off. This says, "Choose any one color applied to this enemy and banish all dice of that color that are applied." So, that is going to be this green. Banish means it's gone for the rest of the game. So, now I only have three green dice. These two will just go to the exhaustion pile. I am going to recover now up to three instead of just two, which I like that a lot. And I will discard these two cards. And then looking at our dice here, for sure recovering one red. And then why don't we do cuz yellow's coming up soon. One yellow and one blue just in case. It gives us a bunch of options for different colors. For our third card in the Men here stack, I'm looking at either one of these. The one thing to note in the Men here stack, if they have

an extra enemy symbol, you don't resolve that during the endame. So, I think I'm going to do the Iron Boned Sentry. I'm going to put that into my stack. I now have three enemies there. We're almost halfway through. I'm then going to take this up to purple. So, now we're at purple. Only purple dice, which I have four. The next one I'm worried about though is red. I only have one red dye. This crazed farm hand has four health. At the end of each strategy phase, either discard one card from your hand, discard one item, or lose a health. Oh, this could give us plus two health. You know what? I think I think we're going to grab him for the next round. And we're not going to grab another one cuz we have to spawn another one. We're not going to do that one. Now, I know this is a little bit risky, but what if we did this arbor? That's because if we can take this guy out with the purple dice, then this ability is no longer active and we can use our combat cards, it will mean I have to give up one strategy phase for doing any sort of combat card striking, but I do feel like it's worth it. Plus, we get the inspire card, which is kind of awesome. We'll move into our strategy phase. We cannot strike during this first round. I'm rolling four purples. Let's see what we get. We have crit, two, three. I'm going to apply all three of these to that advert. Once we do that, we can turn this one sideways.

And this is no longer active. So now we can do striking. Speaking of striking, we are now going to do self sacrifice at any time. We're going to take our health down to three. We can draw two cards and we can strike. We have our last two cards here. This one is the final blow. Deal one damage if this enemy would be defeated by that damage. And this is minus one damage from the enemy. So if I don't think I can take him out, then the ignore pain can basically negate its negative effect. Before we move to the end of our first strategy phase, I can do a strike right now. What I think I might do is this. I'm going to strike and place ignore pain. That way, if we don't take this dude out, we don't take any damage. It's kind of uh just keeping us safe. But now at the end of this strategy phase, we have to either discard a card from our hand, we don't have any items, or lose a health. I certainly don't want to lose the health.

So I think I am going to discard. Let's see. I only have these two cards in my hand. The final blow would match here if we use that. This one also would would match. So I think I'm going to discard final blow. I don't want to lose the health. So I'm going to discard this one. Now, we're going to move to the next strategy phase, and I'm most certainly going to draw a card. Oh, we can apply blues. That's good. But right now, all I can do is roll this purple. Here's the hoping it'll be a crit, maybe. No, it's a single hit. I don't think I'm going to apply it because I can just reroll it again. It's very likely going to hit again. So, that is our second strategy phase. At the end of our second strategy phase, I am going to discard charge so I don't lose my health. And then to start my third and final strategy phase, we can use X. And we're going to roll all three of my blue dice. This is risky. This is really, really risky. We're going to have almost no dice left, but I do think I'm going to do all three blues. This is fun.

We're rolling three blues and one purple. Oh, two. Four. I certainly did not have to do that. All these dice are exhausted, but the crazed farm hand has been defeated. that will immediately increase our health from three to five total health. Fortunately for us, once we defeated the crazed farm hand, this end of strategy phase effect doesn't happen. So, he's gone. He's done with. We are going to gain the inspire combat card. I would love to have that in my hand. I have no cards in my hand. Oh, you know what? I've got a great idea. This says at any time. So, I'm going to tick my health down to four. I'm going to draw three combat cards because I can strike. There's no reason to put one on an enemy. I'm going to put all three of these in. Oh, draw two cards. Strike again. Why don't we lose gather thoughts and put inspire into our hand. That That is amazing actually. And then we'll lose this card. For our fourth Men here card, let's grab this Child of Morgan. We'll put that into our stack. And then we're going to take this to red. So, only red dice, but I do get to recover three dice from here. I think I'm going to do two yellows. Wait, what do I have in my hand? Do I have anything? Oh, I can apply greens. So, what about two greens and a yellow? To start our next round, we need to choose another enemy to activate. I like this arc druid. Dice can only be applied to this enemy if there are no other undefeated nonboss enemies in the active area. But we can

increase our recovery stat to four. Only three health. We will though have to activate another enemy. But we'll activate this weird bear, which we're already at the red spot on our track here. So this effect does not impact us. We'll now move into our engagement step. We'll start by striking. Let's do an inspire. That's going to let us draw three cards. And we can strike again. So I have so many cards now. One, two, three, four, five. I love it. This one we can apply yellows. Which yellow is next? I don't really want to do that. Find weakness. We've got to defeat this guy first. Yeah, let's put that there. That'll be our strike from this one. And now we can apply two combination of dice, any type on this card. So, I'm going to roll the red, but I think I'm going to do two greens as well. We'll roll up our dice. And we have all single hits. I do think I'm going to use the two greens to take out the weird bear.

This will take out the weird bear. I can immediately activate this ability. Recover up to three dice. I'm going to get two yellows and one blue. I love this game. The fun of trying to determine what dice to recover. Why would I ever normally recover yellow dice, right? Oh, it's so cool. That was our first strategy phase. During our next strategy phase, we're going to use our war magic. We can now apply yellow dice to the arch druid. So, I'm rolling this red. Let's roll three of the yellows as well. I just need three successes. Four dice with three successes. Let's see. Oh, that'll work. Two, four, five. We just took out that arch druid. This will mean we can increase our recovery by one. So now we can recover four dice instead of just three, which is a very good thing because look at all of my exhausted dice. We're going to recover all of the yellows and one red.

[gasps] Oh, that's amazing. We'll now place our fifth card in the men here stack. Let's do this mulch man. I don't think I'm going to want to deal with him. I will put him in our stack. That's our fifth one. We're then going to turn ourselves to the yellow now. So, the yellow is the only dye that we can apply, which is why, look at this. Is all I have for active left. I love this game a lot. This is super super fun. We now have the homed warden. This one says, "Before the suffer damage step, if this enemy is not defeated, discard and add it to the men here stack." Ooh, but we can cycle the top card of an enemy deck to the bottom of its deck. That ability is not really amazing. This seeker with only three health and three damage says, "For this engagement, items cannot be used." Well, that's why I don't have any items. But if this enemy is defeated, I gain the strategist combat card, which actually can get us some items. And we have here, this enemy's health is reduced by two for each other enemy in the active area.

So, I could decrease this health to a four. So, I would need seven total hits if I activated both of these. I think that's what I'm going to do. Is it risky? Heck yeah. Am I okay with that? Heck yeah. With these two cards out, I think we're going to start with our vigilance. That's going to increase our health to six. We're going to go from four to six. But then what we're going to do is decrease that to five. So, we can draw two cards. And I have to shuffle up my combat deck. And then we can strike again. I'm going to draw these two. So, I have final blow and find weakness. Find Weakness is kind of an amazing card. I'm going to place that one here. And that will trigger because node denoted it connects. And it says, "You may apply any two committed dice to this card." That's good. I'm going to do all four yellow. I'm going to do one red. And that's all I'm going to roll for right now. We need to deal a total of seven damage this round. Well, I have three right there. I'm going to use both of these on the Unchained Warbeast. This will work out well. We've got two plus one. That's three damage. Going into our second engagement step, we can play our final blow now. And that says deal one damage to this enemy if it would be defeated by this damage. And it will three or two, three, four. And its health is reduced by two because of that seeker. So this unchained war beast is done. And now I just need three total damage with my three yellow dice. I've

got two here. I just need one more. The question now becomes, do I have to do this and add a green dye to my pool or do I take a chance with just the two yellows? I'm going to take a chance with just two yellows. I'm going to draw a card because even if I fail, I take three damage and that won't kill me. So, during the strike step, I'm just drawing a card. I just need a single success. One success on two yellows. Yes, there it is. I did almost forget I should have gained a health. So, I'm actually at six health for taking out the Unchained Warbeast. And then at the end of the round, we have if this enemy is defeated, I gain the strategist card. And this strategist card is really cool. It says, "Gain any one item from the enemy discard." What am I going to burn?

I have nothing. Well, all these could be in my discard pile. I think I'm actually going to lose the final blow. I know that's a good card, but that means this strategist is going to go to our discard pile. So, we don't have it in our hand. We can recover up to four dice. Definitely two green. Look at all of my exhausted dice and one of the reds because I love that one. And a blue because of what's coming next. Oh, and I almost forgot to put that yellow dye that I didn't even use in there. So, you can see I don't have many active dice. For our next enemy to put in the men here stack, I'm going to put this warden. I don't really want the warden. Hopefully, it doesn't show up because it has five health, but I didn't really want that one because of its ability. And we're going to take ourselves to green now. So, we're in the green for dice. And I've got three greens available. Remember, I banished one, so I'll never have four green. Oh, this one, it has skipped the recovery dice step, but only has two health. And we can recover up to four if we take them out. That would be a good one for the amend here stack, but I think I'm just going to take this one. Now, for our first strategy phase, let's play a charge. You may apply anyone committed die. So, I'm going to do one green and one red. Hopefully, we can just kill me.

Only has two health. We'll roll up our two dice. And we've got two hits. That's all I'm going to do. I can recover up to four of these dice that are in here. Next is going to be blue. So, I definitely want to do the two blues. And then, what do I have in my hand? It's about green. And then why don't we do uh the two purples, but then I don't get my regular recovery due to the tongue heads ability. This is going to be our seventh card in the men here stack. I think I'm going to do the silent pilgrims. That's our seventh one. That means we have one more turn here. This guy's got five. You may apply dice of any color to this enemy and it gives us an item. This guy only has three health. We can draw two cards and get ourselves set up. I think we're going to do the weird dog for our last one. We're taking ourselves to blue. Kind of like this because that means during the next engagement we're going against the boss. The purples will be the best. Right now it's the blues.

This guy only has three health. So we are going to play our entangling trap. So we can use green. And then we're going to take a damage. We're going to go down to five health so we can draw two more cards and we can strike again and do these two and then strike again. I'm just going to draw another one. Yeah, I'm going to draw just another one. Oh, we have inspire. That'll be great against the boss. This means I'm going to roll two greens and one blue. And that's it. Here's hoping for a good roll. We need three damage. That is more than enough. We'll be able to take him out. He lets us draw two cards and strike again. Might as well just draw three cards. Uh so we have one here. That is the war magic. Put that into my hand. And then I'm going to shuffle up and draw two more. And we have fine weakness and vigilance. And now unfortunately I have to discard a card from my hand because I have way too many. I can only hold a total of three.

I only have three strategy phases. I think the three I'm going to keep are find weakness because that can allow us to apply two dice of any type, our inspire because we can get three more cards and strike again. And our hex which lets us do blue dice. What I can do is recover up to four dice and I know we're going to be at purple. So two of these are purple. I know I can play a card that gives us blues and then hopefully a red. So that's my four. And now we're going to place one of these enemies into the men here stack and then take on the orphaned heart. Why don't we do this sulky? I'm going to grab the sulki, put it in. My men here stack is now eight large. I'm going to shuffle it up so I don't know what's on top of the stack and we're going to take on that orphan heart. Here is all that we have left. Our men here stack. I have my three combat cards I have in my hand.

We're going to tick ourselves to a purple. We just need to deal nine damage to this guy. It says after each strategy phase in which you played one card or more on this enemy, we're going to add another enemy to it. So, I am going to start off by playing a strategy card, but it does mean we're going to have to deal with the repercussions of doing that. I'm going to start off by playing our hex. So, now I can place blue dice and purple dice on him. Then I'm going to tick my health from five down to four. I'm going to draw two more cards. the last two cards in my stack. Oh, nice. And I can strike again. I might as well play another card on him because he'll still only spawn one enemy. And I think, let's see, we could gain an item from the discard pile. Or we could play our charge, which lets us commit one die, which would be a red. I'd love to do find weakness, but find weakness does not fit. I could also do Oh, you know what? I can do inspire. If I do inspire, I can draw three more combat cards and strike again. Let's do that. We're going to draw these three. I got war magic, vigilance, and ignore pain. And I can strike again. Look at all of these cards that I have. You know what? I can play on this orphaned heart. The find weakness. You may apply any two committed dice to this card. So now I'm going to roll all these dice because all of these can be committed. 1 2 3 4 5 6 7 8 9. It's not likely, but if I can get

all of these to be hits or a combination of crits, I could take them out with this one roll. Here's to hoping for a good roll. Right here, we have one, two, three, four, five, six, seven. Oh, we were so close. Because of that, I'm only going to apply the blue dye. That means now we have to spawn another enemy. We have the Spitzer during the suffer damage step, but we can ignore that. So, it just hits us for three damage. Uh, okay. Okay, then we're going to move to the second strategy phase. I do think I am going to place the charge card on here. And now we can commit or play any die on that Spitzer. So I now need 98. Actually only has seven health. Seven. I need 10 damage with the dice remaining. We'll roll up our dice. And we've got another two. So that's two, four, five.

Then we grab all three of these. Six, seven, eight. We haven't taken out the orphaned heart, but I did not play a combat card on the orphaned heart. For our next strike phase, we are going to play vigilance. That will match and that will increase our health back up to six. I'm okay with that because if we don't take out this Spitzer, but we take out the orphan heart, that's fine. We can go to the next combat phase. We can soak the three damage and hopefully take him out. Then we'll roll up our three dice. And you know what? That might actually work to win it. No way, you guys. I think this is going to work. We'll place the blue dye here. So, we have one, two, three, four, five, six, seven, eight, nine. The orphan heart is done. Then, because we're still at purple, I can deal three damage to the Spitzer. Two and one is three. And we just took out the boss with its enemy. Wow, that was fun. Yeah, this one is super super enjoyable. I'd put this just behind Ether Fields. I think the only thing that really makes Etherfields better for me is I do love the map and moving around the board. And I do love the A and B sides of cards and exploring that deck over and over again. When you play this game, although the bosses are different, each of these enemy stacks aren't really that large. And so, you're going to see these enemies over and over again. Kind of wish they had dualsided these enemies and you could play with an A or B side. The only way you're making the game harder is just by maybe giving

you less rounds to play or banish a die of each color or minus one to your stats. Yeah. So, I I think this one is fun and actually if you haven't played any 20 strongs to this point, this is a great starting point. This is at the level of difficulty or understanding the game as something like Solar Sentinels. When you move into ether fields, things can get kind of crazy. Uh but yeah, certainly enjoy this. I do feel like if you've played Tainted Grail, you'll love the node connections, but other than that, I I see a little bit of the connection, but really the fun of this game is trying to figure out how to use your abilities the best, upgrading your combat cards. H looking at this and determining which dice you want to recover. Yeah, super super enjoyable. I want to give a huge shout out to our patrons and subscribers. It's because of you that Barrett and I do what we do on this channel. And if you're excited to see what Bear and I have coming next, then I need you to meet me at the table.

Goodbye, everyone. Your master went to set me up against your enemies.

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