Dice Throne - Solo Play - Headless Horseman vs Canyon Void One-Shot | DaniCha
Transcript
Hi everyone, Danielle here. I'm doing a solo playthrough of a oneshot mission or yeah, I guess uh nice to run adventures. This is going to be Canyon Void. Um and we are going to start with 60 health which I've set and we get to do two loot four rolls. Um so we're going to roll a d6 twice to figure out what we're going to get. Actually, it's a d20. All right. So, we're going to roll a d20. Let's see what we get. Um, kind of hard to see color, but it is a 10. So, looking here, we have our oneshot loot. And looking at the fourth one, we have row 10. We're getting a rare card. So, we're going to choose a random rare card. I'm only going to use the cards that came in the um Unchained expansion. So, that's what these are. So, we have the legendaries, we have the commons, and then we have all of the rares, and then some, I guess, epics as well. Um, so we're just going to go ahead and shuffle these up and pick one and we'll add it to our deck. All right, so we got the ghostly essence, uh, which will allow me to gain some flight. And we're going to roll again one more time for the second uh loot roll.
18. So 18 is actually a legendary. So let's go ahead and get that uh into our hand. We'll shuffle it and pick one of them and add it to our deck. So that kind of helps maybe potentially put us ahead of where we might originally be. All right. All right. So, Lich's Ascension. So, that'll be a good one to have. Okay, put those off to the side and I will get this sleeved up and into my deck. All right, so a bit about my character. I am playing as the Headless Horseman.
Here you go. So, this is my stand. Uh, you likely won't really be able to see it too well, but um I do have a haunted head that starts on my board, and I'll be able to give it to the uh minions as they come out. I have dreadful and grim pursuit. They are both positive status effects. Dreadful says uh boosts various abilities. These tokens affect various abilities, including when you can terrorize an opponent. Uh, my stack limit is five for dreadful. Um, and dreadful looks like this. All right. And then Grim Pursuit is what this is. It says, "A player with this token can spend it to activate one of the following effects. Perform an additional roll attempt during your offensive roll phase. After attacking roll five and add one per um, horseshoe damage is an attack modifier." And it says each effect may only be activated once per turn. So each of those can only be activated once per turn. Um and then the die faces are uh we have an axe, we have a horseshoe, and then we have a scare. That's what we've got. And then haunted head. Let's get into that one again. The companion.
Um so haunted head says at the conclusion of your turn, if an opponent has the haunted head, gain dreadful. But I do want to try to get off my board and onto um an opponent and terrorize an opponent. You may terrorize an opponent during your upkeep phase when you have at least four dreadful tokens. When an opponent is terrorized, remove four dreadful tokens. Move the haunted head to your hero board. Deal three as an isolated source of undefendable damage to a chosen opponent. So doesn't have to be the one that you took the haunted head from. And gain uh uh grim pursuit and one CP. Um, I kind of wish they numbered these like as steps because it kind of looks like options, but yeah, that's what we would do when we terrorize. Uh, lastly, Headless Horseman does have a passive. It's called Headless Mayhem. During your upkeep phase, you may choose one. Terrorize an opponent or move the haunted head to a chosen player. If dread if moved to an opponent, gain dreadful. If your offensive roll phase does not successfully deal at least one damage, gain a grim pursuit um token.
All right. And then lastly, I'll just speak to the ultimate dreadful charge. Gain four Dreadful, deal 14 damage. Simple as that. Okay, so I think I'm good with the shuffling. I'll draw four cards. One, two, three, four, and then um I guess we'll we'll go through the map. All right, so we're at the start and we're going to choose between a level one or a level three. I think we're going to go down to the level one. And we're going to just take the level one cards. And I am just again using the Outcast um I'm sorry, the Unchained expansion card. So, it's only got two of these, which is really all you need cuz there's only two uh level ones. Let's see which one I have now.
A plague bearer. Okay. Um uh so it's got 10 health and two CP. Set that up.
Okay, 10ha 2 CP. So, they don't have first strike, so we're going to go ahead and take our turn. So, we do an income phase. We gain one CP and a draw. Um, upkeep. Actually, we'll get to move this. So, let's move this to the plague bearer. Um, and we'll move it to an opponent, which means we'll gain a dreadful. Um, and also hero setup. If you are not the first player to begin the game, gain dreadful. So, um, I think I do gain, uh, do not gain a dreadful right now because I am the first player. All right, let's see what we have. We have a one more time. Twice as wild. Try try again. Cranial assist. That's an attack modifier. And then getting paid. That's pretty good.
Getting paid. Let's get two CP. Okay. All right. So, I think I'm just going to roll. All right. A two three three five. And by the way, this is the first time I'm playing Headless Horseman. So, um hopefully I don't make too many big mistakes. But looks like we have a ride down. Gain two grim pursuit then deal six damage. So I think it could be useful to have the grim pursuit. So I will probably do ride down on my first roll. Gain two of those and deal six damage. So they get to roll a defense roll. Their defense roll is going to be two. All right. So they will prevent two of the damage which is four. But I have a cranial assist. So if my opponent has a haunted head, I can add three. So I'll spend two CP for that.
And I'm adding three damage. So that's going to be seven damage they take. So they're down to three damage. Just like that. And then my second main phase. I don't think there's anything I want to do. But wow, these are some pretty good cards to have in the opening hand. So at the conclusion of my turn, um, I do get to gain a dreadful because an opponent has a haunted head. So let's gain one of those. All right. So, we have two dreadful. All right. So, now it is their turn. They're going to do their roll and they're going to do a roll objective of these symbols. Roll them in. Okay. So, they've got these.
We're going to reroll just this one. And they're hoping for another Wait, did they already have it? Um, they might have already had it, but anyway, they got what they needed. And now we're looking at uh it says inflict poison and deal six damage. So we're going to get a poison on ourselves. They're going to deal six damage to us. So we're going to roll our defense, which is going to be uh uh roll one plus one more for each dreadful up to five total. So we have two dreadful. So we're going to roll two dice. Ooh. Okay. So we gain two dreadful. And then it says deal one damage per. So one back to them. They're at two and they are going to deal us that six damage. So we're at 54.
All right. So it's back to me and I do have poison. Uh so I receive one damage or upkeep and it is persistence. So I'm at 53. I could choose to terrorize an opponent which I think I will. So I'll remove four dreadful move the haunted head to my b my home board. Deal three as an isolated damage. So that will take them out. Okay. So as a reward we get to roll d20 and look at the uh loot for the one. So let's roll for d20.
a 12. Looking here at row one, we get two health. So, we are at 55. Nice. Um, and to finish off our turn, uh, actually their turn, I don't think they do anything else. Um, so now we get to move on. We're going to go down here and get a level two draw. Okay, we have the butcher. So, three CP and 12 health. A little stronger. More CP. Okay. And they don't have first strike, so we will take our turn. Um, we have our poison on us still, so we're going to take that damage. Upkeep. I will move the haunted um head to a chosen player. Um, and I'm hoping the haunted head will count.
It says player, but the minions should count, right? You would think. Um, I'll have to check. I'm assuming it does count.
But that's that's how I'm going to play. Okay. So, with that, um, I'm going to do my income phase and draw a Tippet. Nice. Have like some core cards in my hand. All right. I think we'll go ahead and and roll. I do have Grim Pursuit, so I could spend one um and uh do some good positive things on the roll. All right, we have another ride down. I I don't know if I need that. We have also a small straight, so let's stick with that. We roll this, too. Hoping for a one or a six. We roll. I got that six. Awesome. So, we have a large straight gain two dreadful deal nine damage. Um, so nine damage and they're going to roll one for defense.
Five. So, they deal three back to me unfortunately. But I am going to modify. I'm going to spend a grim pursuit and roll five and add that many vorties to the damage. Two. All right. So, that's going to be 9 + 2, which is 11. So, they just have one health left. And then, is there anything else I can do here? Ooh, I could do a tippet and change this into a five. And then there'll be one more damage, right? So, I'll go ahead and spend that one CP to do just that. And now this is defeated. So, the butcher is now dead. So, come back to me. And then we get a reward, too. a reward two
and 11 that's gain three health. Nice. Okay. All right. I will end my turn and we will go into another level one monster and it is corrupted ghoul. It does have first strike. They have two CP and seven health. All right, so they're going to roll and they're going to only want that as their roll. Lots of sixes for them. That's pretty intense. All right, so we have to reroll everything. Accept that five and then we're going to look for a six. Actually, we should have kept that six from before. So, you know what? They would have had it. They would have had it, I think. Um, but that's for the sake of it as well. No. Okay. They would have definitely had it. So, um, they steal two health, so they're going to be at nine and I'm going to be at 52.
All right, it's my turn. Income phase. Draw. I get to uh Yeah, I get to move the head to them. And then we have a rolling pumpkin, which is an instant action. Uh, not helpful right now. We're just going to roll. Oh, we had to take a damage for their poison. Two sixes. We'll keep that. Lots of horseshoes. Yeah, let's do reap on our second vo. So, gain two dreadful. One, two. Deal three undefendable damage. And then I'm actually going to spend a grim purser suit and add more. So let's roll five dice. We have three horseshoes. So they're going to take three additional damage.
And then after that, uh it says if you had the haunted head, draw one. I don't have the haunted head, but I could uh use rolling pumpkin to move it to me and I'll draw one. All right. Not this time. Cool. All right. So, I think I've got everything I needed to do on this turn. And it will be now their turn. They're going to do another roll. All right. So, they're keeping these and they will just do their steal two health. So, they're at five. I'm at 49. Then back to me. I take one hit for that poison. Gain a CP. Draw. And I will move the head to corrupt the gold.
All right, we have an upgrade. Let's do that. Hallowed Reckoning. So, that's our defense roll. Um, spending two to do that. So, we're at three. And we're going to going to just roll. All right. I'll keep the four, five, six. That's a lot of good stuff. I think we will um You know what? I'm going to keep rolling. H let's see. Um we have some things we can do. Um so the try [snorts] try again. We'll spend one roll up to two dice. All right. Ended up with reap in the end. So we're going to gain two dreadful. B stack limit is at five. So we're just going to have five and then deal three undefendable.
They're at two damage and we can't build upon that at all. So, fortunately, that'll be it for my turn. All right, they got their roll. They're stealing two health again. Our turn. We take a poison. I will uh terrorize. I'll remove four dreadfuls. Move the haunted to my uh my board. Deal three un isolated. So, they're at one health and gain grim and ACP. Okay. All right. Um, and then I'll do my income. We have a horrified two. Okay. I guess I'll upgrade at one ZP and I'll roll. I should be able to take him out. No problem. All right. We have a two, three, five, six. Let's keep the 56.
Oo. Okay, we have another reap. Let's Let's do it. Gain two dreadful. Deal three undefendable, which means it's dead. I have the haunted head, so I get to draw one, which is what silence effects, which is pretty good. Um, all right. So, I don't think there's anything left for me to do with this. The reward is another reward level one. So, let's roll the 20 for that. is an eight. So eight, we actually gain a what is that? Flight. Get a flight on our board. Um and when we have flight, let's just double check um when that gets removed. But flight says a player with this token may spend at any time during the roll phase. Once spent, roll two. Okay. Yeah. So it's a positive status effect. Awesome. All right. So that's it.
We're going to go to a level three monster or minion. I keep calling it a monster. Let's see. Aaran golem. 18 health and two CP. Okay. And no first strike. So, I'll take my turn. Um, so upkeep. I'll move this. I'll take a damage for that poison. Gain my income. I have a dancing pumpkin. If you have the haunted head, gain two dreadful. Otherwise, gain two grim pursuit. Um, I don't know if I want to spend it right now on that algebra.
I think I'll keep the one two six. I don't know what I'm looking for here. Um, could be a spectral assault if I roll another six. Let's do this. Just roll into frame. Okay, so we have spectral assault. gain dreadful. Then deal eight damage and one per dreadful. One, two, three, four. That's going to be 12. And add one per ax. I'm sorry. On two, it becomes undefendable on that game. I gain two grim pursuits. And so eight 9 10 11 12 13 14 15. Is that right? Wow.
15 15 damage that they get to defend against. They only take 13, so they're at five. Okay, that's pretty strong. Um, I could do a a grim pursuit and try to take them out. So, I'll use a grim pursuit to roll five and even modify it. Uh, horseshoes. One, two, three. They're at two health. Okay. Um, and as far as flight, I think we'll just be using it. um uh later just in case you could keep it. All right. And then
yeah, I'll do what size effects to remove that poison. Oh, no, no, no, no. That removes all tokens. So, I definitely don't want to do that. I have too many to jump I want to use. Okay, so now it's their turn. They're going to roll looking for those three icons. So they'll keep these two. They got it. So roll two dice and deal damage equal to the total value rolled. Ooh, 11. Gosh. Okay. Um 11. I'll do my uh defense roll. So I get to roll two plus one of each of these. 1 2 3 4 five. Roll five. And I get to deal 1 2 3 4 five back. So they're dead, but I am taking some some damage. I'm taking 11, not 33.
I get a reward three. Rewards three. Roll eight. So, we came one more flight.
Okay. And now we're going to go here. Let's see what we get. We have a swamp dweller. And they get one king's hand, it looks like. So, if they fail, they'll get to use that. 30 health, 6 CP.
Take a poison. I will move this to my opponent. Gain a CP in draw. Yeah, get ahead. Gain three grim pursuit. I already have them pursuits right now, so I won't use this right now. But um yeah, I think we're going to Oh, six. Another six. Then we'll roll. Okay. Two, three, four. I could probably do a straight. Um, could do it one more time or twice as wild to make it into a glorified two. I don't think I need any of those. Let's see. Maybe I'll just do a straight.
I'll do it one more time actually for CP and I'll re roll. Ooh, awesome. I got a horrify two. Um, I wish I could have made this a an ultimate, but I can't unless I suspend a grim pursuit. I'll go ahead and do that. I got it. So, what's cool is that they can't um they get to, I think, make me reroll with king's hand. Let me just double check that. So basically, if I try to activate an ultimate ability against a boss or a minion, I have to roll one chaos die. And if it is a four to six, um I had to reoll my dice. And so I do have to reoll my dice, unfortunately.
Um but yeah, they're going to be spending a king's hand for that. And I got a one. So still horrified, too. Um, I can't spend another Grim Pursuit because I could only spend that once per turn. Um, let's see. I don't think there's anything else I can do. So, we'll gain three dreadful, which we're already at our max of five. We add two, gain two Grim Pursuit, just adding a one and deal six undefendable, but I'll use a Grim Pursuit and make that um hopefully higher. It's just one higher, unfortunately. GH. Okay. So, seven undefendable. So, they're got 23.
All right. Um, and then now it's their turn. And I don't think there's anything else I want to do. Still have a not this time, though. Okay, let's see. What do they need? Oh, they got their roll. inflict poison. Um, poison
and then inflict an additional poison. Oh my gosh. So, I'm at my the stack limit of three poisons right now. Oh, it says whenever an engaged opponent would become inflicted with poison token, even if they're already stacked, also deal two. So, it's four.
Oh boy. Four. Okay, so I'm at 28. That's not good. All right, so that was their attack. Now it's my turn. Poison takes me out down to three. And I think I'm going to have to use that with status effects. Um, I will do a terrorize, though. 1 2 3 4 terrorize. Bring this back onto my board. um deal three as an isolated source. So dealing three to them and then I gain a grim pursuit and a CP. Okay.
I'm going to sell this for a CP. No. Um, I'll keep the six. Okay, we have a large straight gain two dreadful deal nine damage and I am going to yeah I think I'm going to probably spend a flight to make it undefendable. Um
but let's try. Okay. So, we have to roll two dice and I have to roll a six. Can I modify that? I could with this. I don't know if it's worth it. Um, so I was spending one flight. Um h I think I'll spend another one. I think hoping for a six. Nope. Uh I guess at this point since I'm I went so far in I will do twice as wild.
Actually they're not doing they're inflicting poison but I'm already at my stack limit. I'll take two as an isolated source. Um, that worth it?
I think so. I don't know. Oh, it's always a tough decision. Make this into a six. And then basically it's undefendable. So, nine damage and I'm going to spend a grim pursuit and roll five. Nine plus 1 2 3 is 12 undefendable. Um
12 undefendable. All right. I think that will be eight. Right. Okay. So now during my main phase, I'm going to deal with status effects. I am going to remove everything. And actually, did I accidentally spend a dreadful instead of a grim pursuit? I think I may have. But anyway, all my status effects are gone. Um, okay. Now it's their turn. They're going to roll. And they're looking for two more of those chaos symbols. All right. So, they didn't get it. Um, but they don't have any more chaos tokens, so I think it is still a miss, right? I think so. Okay. So, I'm going to take my turn and hopefully take them out. I'm going to put this on them during my passive.
Uh, gain a CP and draw. So, so despair. Um, I don't think I need that, but I'm going to play a get ahead and I roll one die. Okay, I get to just draw a card. It's a six it
can reroll. Okay. All right. So, I'll do a six at RC CP this into a six. So, that's going to be gain two grim pursuits
and deal seven damage. I'll spend one to modify it. It's going to be one. So, eight damage. Perfect. Um, so eight and they're going to do a defense roll. And I get my poison on me, but they are taken out down to zero. All right, a reward for see 14. So that is an epic. So let's find that. And I don't think we added to our deck, by the way. So, we're just going to keep it on to the side.
Going to shuffle those. Just pick one random and we'll put it off to the side. That'll be in our deck later. Okay. Oh, it says when you gain a loot card from the table, deal three face up and choose one to add to your hand.
When you gain a loot from this table, deal three face up. Choose one to add to your hand. So immediately gets added to my hand. Is that how it works?
Okay, I guess so. Um, so I will add it to my hand immediately. I'm not sure why I thought otherwise. Let me get a card sleeve for it. And I actually haven't even seen the other ones I got. So, let's see. We got a spirit walk. Okay. So, now we've done that. We go here. Get a reward. Reward two. So, roll the d20 again. 16.
Common card. So, we're going to add another one. Common. Okay, we have an ectoal harvest. Add that to your own hand. Okay. And then now we go into the boss. So the boss card is here. Boss battle vault witch. So basically now we have to um face the vault witch with pretty much the cards we have, right? So set up for the original boss narrow code with the following adjustments noted below. Um and then there's some conclusions here.
Cool. So that was a uh one of the what do they call them? I guess missions or oneshot adventures. and we would have to go up against the Vault Witch with this um upgraded deck. Um I don't think we had to reset anything else, but yeah. Uh this was very fun. Uh this is a very aggressive I would say. Yeah, definitely aggressive um character to play solo with. I think does a lot of damage, especially with a haunted head and just about I think all of their Yeah, all of their um board abilities does some sort of damage. So, very very fun. But yeah, you made it this far. Thanks so much for watching. Um, if you notice I made any rules, mistakes, please do let me know. Um, and I will be sure to uh do better next time. But yeah, I hope you're enjoying um your winter if it's winter uh near you. It is here in Jersey. It's pretty cold and there's a snowstorm coming soon. But yeah, thanks so much for watching. Bye.