►►► "A lot of style, a lot of imagination!"
Transcript
Hey everybody. Today on Roto, we're previewing a prototype of Trials of Maya. But before we begin, please turn your subtitles on to the Klingon channel so that if you make any rules goofs, you know what they are. Of course, I hope I'm not going to make too many rules goofs because in addition to this run through, I also made the tutorial for Trials of Maya. There's a link to the description below uh for that. Um so, if after watching this you want to know a little bit more about how the game is played, definitely recommend checking that out. Um, but for now, let's find our way into the Maya tree. See, in Trials of Maya, we are inside a living supercomput running simulation, simulated battles. Um, this all ties into the uh the Mayaverse, which is not what they call it, but or at least not I don't think so. Um, but it uh is basically a series of novels and potentially many more forms of media that all exist in a shared world. Uh, I've read the first novel. It's very cool sci-fi, very uh, imaginative stuff and uh, it's very interesting. But you don't actually need to have read it in order to enjoy this game. What you need to know about this game is that the version that I'm playing right now, or the game mode that I'm playing right now, is the siege mode. And specifically, this is the 1v one siege.
There's two other uh, game modes that come with it or 2v2 siege, which is similar, just 2v2, and there's headunters, which is like a free-for-all. But what is happening in here is basically a lane battler, kind of like a MOA, like a League of Legends or Dota, something like that. Um, where we've got our heroes and we've got our towers and we are trying to get onto the board, destroy each other's towers. So, we are going to be doing that by getting our heroes onto the board. We're uh going to be defeating these minions and taking control of them. Uh creating new allies out of them, capturing uh this spawn point right here, upgrading our abilities. But the big thing we're doing in this game is a strategic card play system. We start the game with a few cards already on our boards, sort of random, and then we have our own personal decks of cards.
So on the left brain here, I've got Donga. She is a vanar which is like a monkey person. Uh very sturdy. Um so she is a tank. Uh and she is also pretty agile. And on the right brain here I have Moravi. She is a Garuda. She's a bird person. Um but she's she's very she's also very agile but she can also fly. Uh which is going to give her some air superiority. And she is more of a glass cannon. She has very low health, only two health as opposed to six, which is what Donga starts with. But her attacks are likely to do quite a bit of damage. And we are going to be spawning on the board, attacking each other, attacking minions, controlling minions, and using our various special abilities because there are a few more things that I haven't quite talked about yet. So, I want to jump right in. And the way that we do that, uh, the first thing we do is we have our little, uh, refresh phase, uh, which we kind of, um, skip in the in the first round. And then we have the, uh, the slide phase. The first thing we do with these cards is they slide one space to the right, which means these the first card that we had just immediately goes into the discard pile, which is fine. The reason that we have it at all is because each one has an amount of energy that it grants you when it leaves your board. It's also the amount of energy that costs to play it.
We'll get that to that with the cards that we still have on the board, but the cards that left the board are going to be granting us energy. So, Moravi got five energy. Donov got six. um because these cards we just decided didn't really want to use them in uh our first round. Um or we just felt that energy was more important. Um so we've slid our cards and then now we're going to prepare new ones. So I'm looking at the cards that I have in my hand. We each have a hand size of four. Some car heroes have a different uh hand size. And I'm looking at the the ones I can play. Now, there's this one card, which is a relic, which I can't play uh I can't slide in like these other cards do. Um but I'll be playing it later. Uh but these other three are action cards.
So, I can slide any of these or I can slot any of these into my open space on my playerboard. And I'm looking at a few things. Um I'm looking at what it costs, how much energy it's giving you, but also of course what actions it provides. So, for example, this uh shed surge, you know, it's going to cost three energy. It's going to provide four energy, but that's when it eventually leaves. Um, and it provides a single movement. Um, and it gives me a single ranged attack. You can know it's a ranged attack cuz it's got the little two here with a little arrow. That's uh the range of it and it'll deal one damage. And it's got a special ability here which is telling me if I discard three cards, I can move two before the attack on this. So, I've got a lot of cards like that in my hand and I'm trying to figure out what I want to do at the very beginning. Well, I think that uh I I want to move forward.
I probably want to attack some of these minions to start building up minion health. I uh need to use minion health in order to summon the minions. And each of us also starts with one minion on our side, this elder come, which is doublesided and has some slightly different abilities depending on which side you summon it on. Um, so I want to start building up some health so I can summon the the Kan, which means I need to attack some of these minions. And also, if I can kill one of them, I can uh steal it for myself. So, the question becomes, what do I want to have on my board, I think. Uh, action to the left of this card. Uh, so the kinetic Q. This is a pretty cheap card. It's going to get me four energy. It has a ranged attack, which is going to be useful for me. Lets me draw extra cards, which is going to help me find something that's maybe a little more useful than what I start with. And it's got a special ability letting me move uh equal to number of action cards to the left of this card, which means it's going to be useful the later it goes uh in turn order. So, I'm going to I'm going to play that card. Putting that face down. Right brain here. What are we going here? Well, immediately I'm seeing this card. Uh, Garuda Sandstorm.
And, uh, this is getting me eight energy when it leaves the board. So, I think that might be good to do early just because it is, uh, eventually going to get me a lot of energy. Um, and in the first round, I don't need to worry about playing this card so much because I'm probably not going to encounter my opponent. So, I can I have a little bit more control over um the board. Now, that being said, it's not going to do any damage. I know it had an attack, but this attack is uh based on how many of these symbols I have on my board, and I won't have any. There is one on this card, but it's slashed through, which is something that happens with um some of the cards because the game the cards in this game are not um you know, necessarily determined. There's a bit of uh deck construction in it as well. I'm using the basic deck. Um, I haven't ch altered it at all, but you can, which is quite interesting. So, that is does seem pretty good. But then again, maybe I want this Apex Predator. This gives me a uh an a long ranged attack, which could be useful for me. So, and and five energy is pretty good. Not eight, but might be good. Then again, I could uh do this really cheap one. It doesn't give me much energy when it leaves, but it it only costs two to activate. And it works with my uh these these tokens here um that I need to start putting out. H I'll
probably hold on to this for next round. I think I'm going to go with my earlier plan. I'm going to set up this thing that's going to get me a lot of energy later. So, we've both placed our cards. Now, we are going to reveal at the same time. And this is going to determine the initiative for this round. We're going to look at the energy um gain for each of these cards. We're not gaining that energy now. We're just looking at the numbers because whichever has the lowest number is going to go first in the initiative order. And if we were tied, there's this tiebreaker track which we would use to um break the tie. That was sort of placed randomly. But the initiative otherwise is always based on the cards that you play. So, because the sandstorm gives us so much energy, we are not going to be um we're going to be going second, which honestly, first round, not that big a deal. So, left brain is going to go. We are now at uh so that was the initiative phase. Um and we're now at player turns phase. And the first thing we need to do is respawn. There are these two spawn points on the board um that are controlled by players for the moment.
You know what? I accidentally put them on the wrong side. Um let me just fix this real quick. One cool thing about these, it's got these little magnets that just attach. And the reason for that is because not the home uh bases, but this center base here, this one can be taken control of. Um, so if we uh surround it, then we can start taking control of it. But for now, I need to summon Dongsa over here next to my um next to my spawn point. I can spawn at any adjacent space to it. So, I might go here because I kind of want to get in range of one of these enemies, start um chipping away at its health. And the Warden of Knots doesn't deal a lot of damage. this guy.
Um, you can see the actions on the chip itself. This one's saying it'll move two or it'll do one damage. Uh, it's a range attack and it'll route you, which is, um, reducing your movement. It's not something I love, but something I can deal with. And let's see. I'm going to uh, so now I need to activate my cards. I've got six energy and each of these cards costs two. Just so happens to. So, I could do every single one of these. Um, and I might want to, but it's hard to say for sure. The one thing I'm uh I know is that if I'm going to be attacking the warden, I don't really want to do it from here because if I attack it, it's going to attack me back. And this space is lower uh lower ground. So, the enem is on higher ground. Doesn't make my attack weaker, but it will make the counterattack against me stronger. So, I would rather be uh over here. Now, there is a wall right here, but Donga has the ability to jump um because monkey person. And um so, let's see. Once per turn, it's one of the special abilities down here. Once per turn, I can treat any jump or any regular move as a jump instead.
So, I'm going to activate this first memories card. So, I slide it up to show that it's been activated. It's got two movements and a single attack. I can do these in any order, but I need to get in range first. So, I'm going to do the two movement, and I'll do my once per turn jump. Um, and I will attack. So, this one's just dealing one damage. Oh, yeah. And to activate it, I need to have spent the two energy. All right. So, I've got uh one damage on the stack. So, I just take one of these health chips off of the stack, and now I can put it into my HP bank. Uh, these health tokens are what I'm going to be using whenever I summon one of my own minions. And the, uh, Elder Kan minion is going to need that uh, in order to be summoned. So, I might want to summon the Kan this turn. I'm not sure yet.
Now, uh, I Let's see. I did do a successful attack and I also have an ability that says once per turn I can move one after a successful attack. That might be useful to get next to uh this uh tower right here and just claim it right off the bat. Um well maybe because this gets claimed at the end of the round and it's possible that my opponent will try and get right up to me. What I'm thinking about though is that my opponent sometimes has ranged attacks but doesn't currently. So I'm not actually as as worried about that. They just but they do have a lot of movement. Um so they might be able to counter me on this. And I actually don't mind ending my turn adjacent to an enemy because that gives me defense. Uh that's my last special ability is at the end of turn I gain defense equal to adjacent enemy units. So I think I'll be okay.
Anyway, I've done my first action. Let's see. I could do another action. This kinetic Q. Yeah, you know what? I'm just going to spend all my energy. I've got another six on the board here. I'll get a lot back. So, I'm going to use the kinetic Q. This is a uh one damage attack range three. So, I could hit this can't stop, won't stop if I want, but I want to keep going on the warden here. So, I hit hit it for another damage. And then the second part of this, the other uh step of this action is to draw two cards. Now, at the end of my turn, I can discard as many cards as I want. Beginning of my turn, I'm going to draw up to my hand size. So, I don't really need these so much. Um, but kind of okay to have. Uh, I do have a card in my hand that is a relic.
I mentioned this earlier. relics I play during my turn and I actually attach them to card slots. And what this one does is um whenever I attack something on a lower on lower ground, I will uh inflict a a root token onto it. Um these guys, which are kind of useful. It's not going to be especially useful against my opponent because Moravi can fly. Um but that's okay. So, I picked up a couple cards uh that do seem interesting, though I don't really need to worry about what they do right now. I'm going to think about that later. And then, so that was two energy to activate that card. And then I'm going to hit my last one. Um two more energy for this last memory card. Now, this is a push. Normally, pushes don't deal damage. However, if I'm pushing into a wall or you know the edge of the board or into a void, um then it takes the enemy takes damage equal to how much it wasn't able to go. So, this is a push two. So, that's going to take two more damage.
And now that I've got four health chips, I think it might be time for me to summon my minion. I kind of want to get this minion on the board early. So, I'm going to summon it. This is something you can do sort of as a free action on your turn, but they don't take their uh actions until uh the next round essentially because minions, controlled minions take their turn before you. So, when I'm summoning my uh Elder Kan minion, this uh has two sides. So, I can summon on the side where it has a movement of two, a push of two, and attack of three, which is pretty good. Or I can do movement of two and a ranged attack of four damage uh at uh two range. I h I'm wondering what I should do. I think I want to do the higher damage attack since I'm already doing some pushy stuff. I think I'm more of the frontline fighter. I want this guy to be more of the backline. So I'm going to I'm going to go right here. I think that's fine. And I want it to be sort of in the fray, able to attack um as soon as it is in range. But that's pretty much all I can do. I've done all of my I spent all my energy. I could play this bola card because it costs zero. Um so I could play it into one of here. Um but I don't know that I necessarily want to do that. So, the last thing for me to look at is the uh objective cards here. Now,
there's always these two starting objectives. These always start uh the start the game out. Um these three are random. Uh and as soon as these are, you know, uh accomplished, they will be discarded and we'll get new objectives. So, what we've got the uh the basic ones. Move two spaces on your turn or move four spaces on your turn for a little bit more XP. Deal two damage with a single action. Deal four damage with a single action. Now, I could qualify for both of these. I moved two spaces and I dealt two damage with a single action. This is honestly something that you should be keeping track of while or you know, you can put a your little marker down while you're doing it if it helps. Um, but I moved two spaces with one of my actions. I dealt two damage when I pushed it into the wall. So, I could get either of them, but I can't get both.
You can only qualify for one uh per turn. Now, the other three I uh I'm not going to get. Um first one, end your turn five spaces away from the starting position. Um so, wherever you started the the turn and where you ended, five spaces away. That one's pretty hard for me to do. Um or at least I wasn't really going for it. Deal damage from higher ground. uh possible if I'm up here and going towards an enemy. That's going to be extremely easy for my opponent to do though. Um we'll see why in a moment. And then have three equipped equipped relics. Well, I've got one relic, so I might want to equip it. But I actually think there's only two relics in Dongsa's deck. Dong is not too relic focused, whereas Moravi actually does have a few more relics, I think. But I think I'm just going to grab uh the two damage. I dealt two damage with a single action. So, I place my little marker here and that's going to get me an XP.
Um, which is over here. And I can't really do anything with this yet because one XP is pretty useless. Um, but once I get two or three XP and next time I'm adjacent to an upgrade point, so my home uh spawn point or this neutral upgrade point right there, then I can spend my XP to upgrade my abilities. But for now, let's go over to Rightbrain and Moravi here. So, we've got our sandstorm. This is getting us a lot of energy. I'm not even planning on using this action, though. It's just it's too expensive. I only have five energy. And while it is a really big move, it's not that useful. Or hold on, is it? It might be now that I'm thinking about it. um because it's got a three movement and I've got this one energy, two movement card here. Um if I don't care about attacking and I just want to spend all of my energy on movement, then I could go five spaces. Maybe I go one, two, three, four, five. I'm not adjacent to any enemies, so I haven't I won't aggro any minions. Oh, sorry.
Speaking of, there's one more step that I forgot to do on left brain here, which is because we attack the warden of knots. Um, we are going to aggro this minion, but also at the end of my turn, I gain defense equal to adjacent enemy unit. So, my little defense marker here goes up one. And then when I aggro the warden of knots, it will attack me. Now, it has an attack strength of one. So, that's just going to hit my defense. Don't lose any health, but it does also root me. So, I'm going to place this root token into my little status pool here. That is going to reduce my next movement by one or one for each root token I have. And it goes away. Um, again, not something I'm too worried about. But back over here, if I want to try and move five spaces away, that's going to get me three energy. And if I end my turn adjacent to uh or if I'm starting my next turn adjacent to this tower, that could be pretty useful because it'll let me upgrade an ability like right off the bat. I think I might want to do that. So, I'm going to activate sandstorm. That's going to get me three movement. Um Oh, yeah. But I need to get myself onto the board first. So, I'm going to spawn right here.
And also uh I have the ability which is if I'm isolated which means if I'm not next to any unit um so minions or enemy heroes or allied heroes if I had any um I can enter flight and flight means that I can move over walls like this wall that's like right here. Um but also it means I'm always on higher ground which is means which is why this is going to be really easy for me to get dealing damage from higher ground. It's just something I can always do. Not always, but it's very easy for me to do. So, if I activate this, I'll have three movements. We'll go one, two, three. I'm I'm trying to stay away from uh Donga for now. Um they do have a ranged attack, which I am keeping in mind because I only have two health. So, um that was three movement. And then memories of Tarn Genie here. Oh, you know what? I have a lucky feather, but this costs one energy to use. I also have a relic. I'm kind of keeping my eye on the three equipped relics, too. Um, but for now, I only have the one. I'm not too concerned about it. So, this memory. So, uh, sorry, four energy for the first one brings it down to one.
This memory, my last energy, and gives me two movements. And I'm going to go one, two, all the way at the edge of the board. And I get to draw a card. Again, reminds me a thing I forgot to do on Left Brain is at the end of my turn, I can discard as many of these cards as I want. I don't have to discard any if I don't want to. Um, and I might not. I like having more cards. Um, this uh push is kind of nice to have. Uh, extra movement. I'm not really sure. Um, but uh there's some there's some good stuff. Actually, this one looks really good. You know what? I'm going to hold on to him. I'm not discarding anything. And so, back to me. I need to Oh, I did draw a card. Daron Vantage. Oh, this is a good ranged attack. Um, but it requires symbols. So, some of these cards, like I've shown you before, they don't have a specific number on their own. They just show a symbol. And so, I need to like match it up with cards that grant those symbols.
So, if I had both of these in play, this would uh be a two damage attack at range three, and it's piercing, which is what the little symbol is showing. Now, I like piercing attacks if I can um line them up, right? And currently, this is actually a really good um line for a piercing attack. Um but I'd need to actually deal damage with it. Uh we'll see if that's doable. But I've done my movement and that's kind of all I can do. So at the end of my turn, I'm going to claim Where is my token? I'm going to claim the end turn five spaces away from the starting position. Get three XP. One, two, three. Do I want to discard any cards? I like both of these.
And intruder Alert's not bad. You know what? I'm going to use this ability because I don't think that this will trigger enemy aggro. Um, I have the ability once per turn to build an engram. These guys right here. Um, what this allows me to do is whenever I take an action with the symbol that sort of matches this, um, which I do have one in my hand, the intruder alert here, kind of a matching symbol. Um, I can, uh, use this damage from this engram. So, I place these out. These are sort of like little turrets, and I can just place one every round.
Um, but I have to build it adjacent to myself. I think I kind of want to do that to make this area a little bit scarier. Now, these come with two health and they're not minions, so defeating them doesn't really help um my opponent. Um, but they're very annoying. So, I'm placing that there. I'm pretty sure I I could have this wrong. Um, and if I do, there's going to be a caption in the bottom saying so, but I don't think that this is going to trigger um the attack from the minion because I didn't attack it and I haven't ended my turn next to it. So, I'm just placing that there uh for now. Anyway, that is going to be my turn. So, we are both done. I again, yeah, I'm not I don't think I want to discard any of these cards. I think I'm going to keep them.
So, we've got our players done. Uh, and now we go back to the refresh phase. So, we going to slide these back down to deactivated. We're going to look at these cards here. Um, now this one is going to get discarded because it was uh one of the random ones and it's going to get replaced. This new one says deal 12 damage. 12 damage in a single turn. That's pretty difficult to do. Um, but not necessarily impossible, especially if I've got my minions on my side. We'll see. Um, this one is going to stick around. If I had completed the second uh objective, I would have flipped the card, which makes it a little bit harder. Um, but as it is, they are going to stick around. Um, and we'll keep going with what we've got.
So, now it is time to draw, but we are both at at or above our hand size. Um, reset action cards, which we've done. And then we are going to slide our action cards again. So, memory slides over, we get four energy from that. This memory slides over, we get six. So, Danga, as far as energy goes, is in a better position. Um, their focus is kind of on killing this minion, but we're still doing okay. Um, so now we are going to place our new cards. So, what do we want for Donga? Donga wants to keep killing this warden because getting another minion on our side would be pretty useful. Um, we've also got the Elder Kan who can deal damage to the cantop, won't stop. Oh, but uh yeah, and unfortunately Moravi is too far away for the Koma to get in range.
But maybe I could get in range. Let's see. I do have two movement, which unfortunately will be down to one. Um but if I can get two more movement, could I get two more movement is the question. I don't know. Um I do have an ability once per turn. I can move one after a successful attack. So maybe I do an attack here, then I move one, which gets rid of my route, and then I need two more movement, which I have. There we go. Okay, so what I want to do is have two damage uh to deal to um Moravi, which means I need something that is cheap enough for me to play. Oh, let's see. Defense targets you jump on take one damage.
I don't know if I can do it. I don't know if I can do it because let's see. Well, this one's going to give me a free movement. Maybe I can if I if I just completely ignore this guy. And this is extra move. And I do kind of like this. Uh well, I have defense targets. I jump on take a damage. But I need defense in order to make it work. So maybe I just want to go early. Maybe it doesn't matter what I play. I just want to go before my opponent. Um, so I'm looking at what I've got here. I've got uh both of these seem pretty useful. They each uh cost or give me four energy, but this one's a little bit cheaper. So, I think I'm going to play the shed surge. It's got a ranged attack. It's got a little bit of movement. It's It's okay. It's not an amazing card, but I'm just trying to play my fastest card right now. That's really my focus because I would really like to uh kill Moravi because Moravi has very little health. So, if I can get her down to zero, um that's uh of use to me. But what is Moravi going to do? Now, I'm in a situation here where it behooves me to uh get out of where I am because I do recognize that I'm in danger. So, I could try and go fast. I I don't have a lot of energy though, which is tricky. Now, the sandstorm, if I only want to activate that, I could move three away, but then I will end my turn
adjacent to um adjacent to one of these minions, and I don't love that. Um, I've got enough energy to uh I've got enough energy to upgrade myself. And so maybe I want to upgrade my health because it costs three XP, which is is all I have, but it goes from gets me from two health to four health, which still is less than my opponent um at their baseline, but might be worth it. The other thing I could do is try and do a uh ranged attack. If I can pull this off, I have this uh four distance piercing attack. I can hit both Donga and the opponent. And one of my special abilities is if I have a piercing attack that successfully damages multiple enemies, it inflicts a bleed which will deal more damage.
is useful, but I don't know if it's worth it. And the question is whether or not I'll be able to even use it. Um, so I'm wondering if I shouldn't just try to do the intruder alert because this will give me a uh this will give me the ability to deal some damage from my um uh from my engram. So I can start putting uh damage on the cantop. Won't stop. I won't necessarily be able to do anything to Donga. And if Donga wants to attack me, then there's not much I can do about that. But it could be worth it. We will have to see. The problem with that though is it just doesn't give me that much energy.
Cost two. So I could either do both this and the Memories of Me. Could be worth it. Um, or I could just do the sandstorm and and get out of it. Sandstorm could give me an attack though if I upgraded the thing. I don't know. We'll see. I think I think I'm going do the intruder to reveal. So, play these face down. And then we reveal. And because I have a lower number here, I am now going to go first, which is not what my opponent wanted. And looking at what my opponent has, I can see how much damage they're going to deal. I don't see that they have any way to deal um enough damage to kill me if I upgrade my health. So, I'm going to start my turn. Is there anything else I need to do before initiative? No. Okay.
Start my turn by spending my 3 XP and boosting my health. Kind of important. So, I'm up to four health now. um getting that extra XP. That's just a free action, something I can do. Um because I'm next to an upgrade point. So, I got four energy. I can use my sandstorm to just move. But I'm pretty sure if I would go one, two, three, well, if I go here, this can't stop will kill me. It'll deal three damage to me, which is not great. And what will I have gained from that? or I can start whailing on this uh can't stop, won't stop um and dealing extra damage to it.
That is honestly more appealing to me. So, I think I'm going to start with the intruder alert. Uh choose one of my um IDOS's uh or my engrams. I deal one damage um to everything that's around it. That's sort of what this symbol is saying. And so I deal one damage to the cantop and then it has an attack. And because of the type of attack that it is, I can uh choose to attack from my engram. So I'm going to deal another damage. Um and then I get to draw a card. So I get Flashwing. If in flight, repeat one action on this card and then exit flight. That's pretty good. It's also really fast, but it doesn't give me any energy when it comes out. Um, it's tricky. I don't know if I want that.
You know what? Oh, I don't have enough. I'm so poor in energy. I'm really waiting for this eight to come out because that's really going to help me once it does. Anyway, I've done my intruder alert. Now I'm going to do the memories of Methra. And here I can move to. So I'm going to move here. I'm just flying over my my engram. I could move towards Dongsa and then I would deal two damage because I'm uh in flight. So that counts as being in higher ground. I would deal two damage to Donga. Um but then the can stop won't stop. I would be next to it and it would attack me and then Donsa would attack me and then I would die and I don't want to die just yet. So I'm going over here. Oh yeah, I'm activating the memory smithra.
Um that was my two movement and then I'm going to deal one damage which is actually two damage because I am in higher ground. So two damage up there into the HP bank. Oh, you know what? This HP bank's actually on this side is the other thing is for death tokens which we will see pretty soon I'm sure. But that's all of my energy. So the question is do I want to summon my Elder Coan? Maybe I do. It could be useful for uh protecting me a little bit or for um you know attacking my opponent. If I put it on this range side, then if Donga comes close enough to me, it knows it's going to have to deal with the com as well. So, I think that's kind of what I like. I'm going to put that here.
And we're going to end our turn. We can discard cards if we want to. I don't know if I want this flashing. It's I energy to me is a little bit too important. So, I'm going to discard that. Is there anything else I want to discard? I actually kind of like the piercing attacks that I have. So, I'm going to I'm going to be I'm going to be okay. Then we pass over to left brain. What is Dona going to do? Well, we could continue to attack this warden, but I do like the idea of going after my opponent here. Um, but the thing is before I do any of that, I have this Elder Kan. It's going to move forward and this is going to do a four damage attack at range two.
Unfortunately, if it's right there, it will get attacked by the cantop. Won't stop. So, we're going to go here and we're we're going to attack the cantop because it is uh these guys hit hard, but they either move or attack and they don't have range. So, if we can deal four damage to it, which we can, um, that's pretty good. Oh, one thing forgot to do. Right brain. What objective are we scoring? Well, we moved two spaces. Uh, we dealt two damage with single actions, but we also dealt damage from higher ground, and that's going to get us more XP. So, we're going for that. Now [snorts] the minion has gone and now it is time for us to go well what do we have? We got six energy which unfortunately is not enough to uh hit with all of our abilities.
Uh the kinetic Q though range three and um it is a projectile so it sort of goes around the void here which means we can hit our opponent for a single damage. Is that worth it is the question. [snorts] And I'm not sure because I would like to I would like to kill this warden of knots honestly. Um I want to double check something. So, I was double checking something and then I realized uh yeah, I forgot to aggro the cantop because um yeah, it's it's dealing it's dealing damage because I ended my turn adjacent to it and did damage to it. So, um we actually are going to get hurt in a way that I really didn't want to do, but I made a mistake. That's where we are.
Sometimes right brain doesn't think things through. So when this happens uh when a m a minion is aggroed and there's options the left the uh uh other player can decide kind of how it works. Right now this can stop can attack me for three damage or it can push for three. If it pushes it'll move one space but then it can't go into a void here. So it'll take two more damage because um you know it couldn't move two spaces. Uh, I think we're just going to deal the three damage to Moravi. Uh, so it's still alive. And on my turn, well, I've got this range three attack. And now I can just shoot a little pellet at Moravi here. Deal one damage. Bam. She's off the board. Boom.
One damage. That was the kinetic Q. So, I'm activating that, spending two energy. Uh, and I get to draw two cards. What do we have here? The Durge Shell. This is a good defensive enemy. and uh effects um roots adjacent enemies. That's kind of cool. Immediately after uh jumping, deal one damage. Oh, I love both of these actions. These are both great. This is going to improve my jumps. But anyway, uh the other thing I've got going on, it's can't stop is going to move, I don't know, in a direction. Um, but that's at the end of the turn. Something I can worry about there. After attacking uh Moravi, a couple of things happen. Um, one, Moravi got knocked off the board. Um, and then we take a death token and place that into this little death token pool. And what that does is it deals one damage to the enemy tower for every death token in there. So, the more times I can kill my opponent, the more I damage their tower without even going over there. Now, if I can get into that region, um, get close to the tower, I can deal direct damage to it. Though, it hits back kind of like a truck. Um, so it's not necessarily something I want to do, but it's a thing I can do.
Anyway, I've taken my turn, drawn some cards. Uh, I've got four more energy that I can do. And I think I I probably want to keep attacking this warden, but I'm wondering if I want to uh do a little movement afterwards. Hm. The problem with moving because what what I would do is I would move towards this uh spawn point and I would try and take control of it. But I don't necessarily want to do that because it puts me into lower uh lower ground and so when it attacks me back it'll deal extra damage and I don't really want to do that. Um however, I'm going to use my once per turn uh do one move after a successful attack just to get rid of this route because I don't want that there.
Um, so I'll say that I moved and then the route stopped me. And now if I'm doing any more damage, I probably just want to do the cheaper action. Going to spend two energy. I could move two, but I think I'm choosing not to, unless I want to move up here and attack the cantop, but then it'll be able to attack me. That's that's no good. So I'm just going to deal an extra damage to the warden of knots. Ah, that's going to go there. Um, at the end of my turn, I gain a defense because I have one enemy adjacent, but I'm aggroing both of these minions. So, right brain gets to control that. Well, warden of knots is just going to attack, deal one damage. That's going to knock down the defense. Um, but we get that route back.
And then the cantop, won't stop. could go a number of different ways, but I want to slow the advance of their minion. So, I'm going to have it move in this direction. It moves three spaces in a straight line and it only stops if it hits something. So, I could have moved it here, which kind of would have stopped Donsa from being able to move forward, which maybe would [clears throat] have been a better choice possibly. Um, but I think that I think this is okay. I think my my goal is to kill this can't stop up here and then have a couple minions on the board so that I'm not so squishy. But um, at the end of Left Rain's turn, we can discard some cards. Is there anything we want to discard? I still kind of like the cards that I have. I keep drawing cards. I don't mind having a lot of options, so I'm just going to hold on to all of these.
And I'm going to qualify for an objective. I have dealt hm deal four damage with a single action. I don't think my minions count um because they don't really like they're not taking an action. Actions are like these cards. Um I did deal two damage. Actually, I didn't even deal two dam Oh, do I qualify for any of these? Oh, shoot. Huh? H. How do I want to deal with that then? I didn't deal damage from higher ground. I don't have the relics. Didn't deal 12 damage for sure. I could have moved two spaces. You know what? I had two movement. I would have gone one, two. That counts.
Two spaces. Uh, on your turn. It didn't say that I needed to be two spaces away. So, that'll be enough for me. I'll get one XP and I'll have to be okay with that. So, at the end of the round, we're all set. Done. All the minion actions, all this stuff is good. We are going to discard this one. And we get a new one. Six defense in a single turn. Now, that's something that's actually doable for Dong. So, I'm going to keep an eye out for defense cards. Um, what else do we have to do? Slide these down. And then we're going to slide them over both of us. Actually, Maravi needs to draw a card. Another relics. Now we have two relics in hand.
We're getting close to the three equipped relics uh thing. Might be worth it to actually apply these, but that'll probably have to wait until I get that eight energy boost at the end of next round. Speaking of energy though, the final memories slide off. for each getting four, but Donga uh had banked two of them, so they still have six. Ravi only has four. Now, we're deciding what we're going to put down. I don't mind having this extra defense that the dirt shell gives me. There's way of the unant. Uh every time I jump, I deal one damage to like everything around me. Um so that's kind of cool. We've got ready to rumble. This is a good push attack. Excuse. Uh, one defense for each enemy in my zone. That could be pretty useful if I, especially if I'm trying to build up my defense, I might want to start putting both of these cards out. They both grant me defense. And then if I have defense target, I jumped on take one damage.
That's kind of cool. So, I do have some things that are start building up my defense here. I'm wondering if I want to utilize this. What do I want to do? You know what? It might behoove me to go later in turn order this time around because I think uh my opponent well, my opponent's not on the board, not going to be able to attack me. I think I want to go later in turn order. So, let's find Let's see. I've got these two. This one's going to be five and seven. While I have defense target, I jump on, take a uh a damage. It's not going to help me this round at all. If uh this has two or more targets, deal one extra damage. This I could use this turn.
So, I'm going to go over this Vangar strong. It's going to give me seven. Probably means I'm going to go later in the round. What's right brain going to do? We've got eight energy at the end of this turn, but we still only have four to work with right now. two relics which are not helping which means I only have these two to choose from. So Daron Vantage both of them cost three if isolated. Ooh, if isolated immediately activate another card for minus one energy. This could be worthwhile um to do because it'll make one of these other things cheaper. Yeah, I'm going to do Apex Predator. So, I should be able to use this and the intruder alert. Um, I think so. Anyway, maybe.
Oh, and if I can get this. Oh, but I can't pierce through walls, which is the tricky thing. Still good to have these piercing attacks on my board because again, it's not just this turn that I'm thinking about. I'm thinking about all of the future turns. I also have the lucky feather, though. I really want to get these relics out. Relics can be really useful if you can make them work. So, we've played our cards. We reveal seven to five, which does mean that Moravi is going first. Um, and what are we doing? Well, we've got the Elder Kan that's going to go uh before anything else. Uh, I think we're going to try and kill this can stop, won't stop. So, we're going to go up two spaces and deal an attack there. That's four damage.
Do four. Um, and then on my turn, I respawn. Respawn right there. And with the intruder alert, I can deal the extra two damage to the cantop with my um, uh, engram. In fact, I don't even need to activate Apex Predator. But well, I start off not in flight, but I am isolated and so I can put myself into flight. I do want to get another engram on the board. The question is, what am what am I doing here? You know what? I thought Apex Predator was going to be useful, but I think might maybe it it's nothing I need to worry about. I think I'm going to do intruder alert.
Um, and I think I'm gonna put down one of my relics because I want to get this on the board. So, I'm going to do intruder alert. This cost me two energy. Uh, I'm going to uh attack one from my engram, which can deal one one damage to the cantop. Then I'm going to um choose an engram deal one damage to all enemies adjacent to it which means I've killed the cantop one stop and I killed the ship. I take control of it. So I grab one of my control markers and now I have this uh and I can summon it um during my turn. So I could summon it right now. Place it here. But I actually want to put it in a better position. It's not currently well suited for its location. Um, so I activated intruder alert. This also lets me draw a card. Generic V violation. Oh, this is a spell. So I could play this.
My next piercing attack can pierce through walls. That would be an interesting one to have. Uh, a nice little surprise attack on my opponent. Definitely something I want to hold on to and and use when it is advantageous. I think I need to put down one of these relics. So, lucky feather. This one, if I'm in flight, I can repeat the movement, but then I exit flight, which if I end in a space where I'm isolated, I can just go back into flight. But if not, then I am in a worse position. Um, now none of these actually have movement. The only thing that has movement is the sandstorm. I'm kind of just putting it out there uh just to get it out of my hand. This cost me one to play. Um, I'm just placing the relic in here because I want uh to start working on the relic objective and also I don't want to discard it, but I want to draw more cards. So, that's spending that.
Did my damage. I'm not moving anywhere because I just don't have any movement. Um, yeah, what a bummer. But, oh, did I gain You know what? I don't think I gained my XP in the last round. I should have gotten two XP cuz I dealt damage from higher ground. So, I do have two XP. And there are a couple things I'm I'm looking at right now with this two XP. One, I can upgrade my energy gain. I've been worried about have enough energy, though, next turn it's not going to be a problem. So, and if I upgrade this, every time I gain energy, I'm going to gain one more. That's pretty good. Other things I can uh flip one of these tokens, which will give me symbols. Like I've shown you, some of these cards depend on the symbols. Like Sandstorm really wants the uh Garuda symbol. So if I flipped this, I would just always have one. I'd also have an artificer symbol.
Um so that could be useful. And in my hand, I've got a U Surefire symbol, which is on these other two. Um so getting one of those could be useful. could make sure that um could make sure that I can make use of those cards, but they're not super important. The last thing is I've got these cards down here, which are not currently activated, but they cost uh each of these happens to cost two energ uh two XP to unlock. So, one of them is while I'm in flight, my engrams are in flight, which means that the engrams deal an extra damage when they attack. That seems really good. My piercing attacks have plus range equal to my surefire symbols, which is not super useful right now. Although I do have two Shurfire symbols right there, so it might be good. Um, and then once per turn, if I'm in flight, I just get one movement. I think that might be pretty useful, especially with what I currently have. So, I'm going to spend my two XP to flip this card around, and now I have that skill. These can be upgraded again.
Um, and there's two sides. An Aside or Bside, and they cost different amounts. As you can see here, Aside is only going to cost one XP. Bside will cost two because they do different things. Uh, as the Aside, if I'm in flight, I can move equal to my uh, Guda symbols. Or once per turn, if I'm in flight, I can uh, move equal to these things and then I exit. Why is that better? Oh, because this is at the end of turn, whereas this is once per turn. Okay. And my current ability is once per turn. I Yeah, I see why that's that's better. When you uh upgrade it the second time, you have to choose which one you're doing, and then that's what it is for the rest of the game. So, once per turn, if I'm in flight, I can move one space. I like that. I'm going to move one space. Just get a little closer because I do need to eventually um get in range of my opponents. And now the question is, do I want to put down an engram? Because I can just do that once per turn. Might as well.
I'm going to put it right here. Not a great place for it if I'm being honest. It's lower ground. Um, and it's targeting uh well, it doesn't aggro this guy because it's not an entity, but I think it it's useful to have these on the board. They're minefield essentially. So now we go over to left brain. What's left brain doing over here? We've got to kill this warden. And the elder con can do it, but we could also kill the canstop. Oh, there's a lot of things we could do. Do we have enough damage to kill the cantop? I don't know that we do. We do have six energy, but we can only activate two of these cards. Uh, kinetic Q and either shed surge or vanard together. Um, but this guy is going to deal extra damage if um there are two or more targets. Oh, you know what? That's going to be it. So, the Coleman deals four damage to the cantop.
We are doing great in terms of how much HP we have. Um, that's the common. It can't really move. I mean, it could, but we don't need it to. So, then we go to our turn. We're going to activate Vanner together. Strong. Cost us four. And uh this is an attack hitting multiple enemies. Now, this requires the uh Garuda or the Vanar symbol, which we don't actually have on the board right now. If we'd upgrade one of these, we do. We would, but we're not in a position to do that. However, that just means it's a zero. But the special ability says if the attack has two targets, I deal an extra damage. So, I'm going to do one here and one there.
Two more damage on the hearts. Got a lot of damage lined up. Um, and uh and then we can push and then draw a card. I'm going to push the can stop because that'll kill it. That deals the last bit of damage that we need to do. Uh, which also means that I have taken control of it. Um, and I can draw a card. Score protocol. Oo, another big shield. All right, with this I should have enough shields to um get that uh defensive card, I think. But I've dealt some damage. I have uh let's see how much damage have I dealt. Two.
Three. I'm going deal what? One more. Um, yeah, kinetic Q here. I can deal damage at range three. Well, this guy's got one health left. Um, activating this, this cost me two energy. Um, and I draw two cards. I have a million cards in my hand. There's no hand limit, which is great. Um, and sometimes if if you don't have a lot of card draw, you want to ditch your cards so you get the like better ones, the ones that are you're, you know, specifically looking for. As is right now, I'm kind of enjoying having all these options, but I'm out of energy. I could uh move. I do this like free movement just to get rid of my root. I'm tired of that. Um, and the question is, do I want to now jump over here and upgrade? I have to uh I have two XP.
Oh, yeah. Uh, where's what's right brain going to qualify for? They did two damage with a single action. Yeah, they did two damage with a single action. Um, so back back over here. I could if I move over there, then I can um maybe boost. No, I can't boost my health. I only have two XP. Boosting the e the energy gain might be important, especially considering what I've got coming up. I do also like increasing my abilities. Um, I like getting these symbols because I do have this Garuda or the Vanar symbol out on the board. I've got actually I don't have too many in my hand, but this one is unique symbols, which I would like to have.
So, do I want to move? I don't know if I want to move because I don't like the idea of being next to the Engram. That's just not It's not appealing to me. So, I think I stay where I am. And from there, what can I qualify for? I guess I also did two damage with a single action. I haven't moved. Yeah, that's it. Now, you can qualify for the same objectives as another player. You'll only ever get one XP for doing so. Um, but that's okay. I you I would have only gotten one XP anyway, so it's not a big deal. Um, so these are going to go back.
I think I'm going to do maybe one or two more rounds. Um, he's sliding forward. We don't get any new objectives because none of the other ones got claimed. And what do we do? Uh, let's see. Morava needs to draw a card. Reclaim the skies. If in flight, damage equals total actions on Matt. Um, and then when you exit flight, interesting. Uh, interesting. Deal extra damage if in flight, which again, she's strong. She does a lot of damage. So, are we at the slide phase? I believe so. Reset draw. Reset action cards. Sliding. So, these slide over. Bam. Uh, Moravi is getting that eight stripped up to nine energy.
Whereas now, Donsa's only got four. Danga is kind of on the on the back foot. Oh, Danga is going to want to um summon this can stop. And we've got a lot of health to summon with. I'm going to summon with 10 health. I'm going to leave some behind just in case. Um but I think that's I think that's pretty decent. And I guess Marabi could have summoned, but I think they chose not to because they want to summon the hand stuff in the middle if they can. So, we're back to this. Um, what card are we going to play over here? I think we want to start building defense.
Donate any amount of fence to an ally in your zone. This would be pretty cool, but I don't think that it works on minions. Much better in a 2v2 game. Um, is there anything that I can get the way of Anvir? This would help with my vanard together strong ability um because it would provide the uh van symbols, but I think I think I want to do escort protocol. The one push will be able to kill the Warden of Knots. So, I'm not too worried about that. All right, we've got Dons's card now for Moravi. I think we wanted Piercing. We have a piercing attack locked in. So, maybe we need movement.
Reclaim the skies is a lot, but we can kind of afford it now. I mean, heck, we could afford to play all of these if I played this. And it's going to get me seven, which means I'm going to go later, but that might be okay. Sepsis Strike. If target is debuffed, uh, attack deals plus one damage. Or if they have bleed, it deals plus two damage. That's pretty cool. I am going to try and debuff, but there's not a whole lot I can do for that right now, I think. Yeah, we're going to reclaim the skies. So playing that one. Flipping this which means that Dons is going to go first this time and we are ready to start flip range of initiative unravel effects. Yeah.
Okay. Dono is having a pretty basic turn. Elder Kan's going to go first. Going to go one two and he's going to do a ranged attack against this engram. Engram has been causing some problems. So killing that when you kill these um uh they're called idos indestruct or immovable destructible objects the health doesn't go to your health pool it just goes away but that has gotten rid of a a pretty considerable obstacle and can't stop is just going to advance move three spaces and then Donga here we're gonna do escort protocols. Oh, you know what? Well, we forgot to do it, but Donga got a defense, then lost the defense from the warden, and then got their root back. It's the same song and dance. Um, wardens don't mean a lot to Donga. Um, so we're going to do the escort protocol. Uh, we're going to get three defense. We're going to push the warden into um the wall, which means we take control of the warden and have one defense. And then we get a free move from this once per turn. Successful attack getting rid of defense. Um, and now we just have one movement.
So I could move Well, I kind of want to go towards the upgrade point. I only have one movement, but jump is a little weird. So I'm going to use my special ability, which lets me turn a regular move into a jump. Now, you can't end your turn in the same space as any other unit. But when you jump, you go here and then you fall off. And you fall off into an adjacent space. So, I'm going to fall off adjacent to the upgrade point. And then I get to upgrade something with my 3 XP. What do I want to get? I was talking about uh upgrading my energy gain. It's not a terrible idea. Um, but I do have some good things coming up in future rounds. I could upgrade some of these, which I actually kind of like upgrading my symbols because this vanard together strong does require the van symbols and I don't really have those, but it'll also really help my blessed by Audrey uh ability. This will give me some great movement.
And I do kind of plan on playing this in the future. So, that seems like it's it's worth it. I'm going to spend two of my XP to get these two symbols. Oh, but do I want this one or do I want this one? What do I think is more useful? Well, none of the other cards actually care about anything specific, so I I can't say for sure. Um, I'm going to go with my first go with my gut, my instinct. Um, but that's me with three defense. Um, now this one is gain six defense in a single turn. Um, so I'm not sure. Um, but should still be okay. Although your defense is maxed out by your health. We'll we'll see how how useful that is. That's going to be my whole turn. Not really doing too much.
Well, I mean, we're we're doing really well as far as minions go. All the most of the minions on the board are are mine or soon to be mine. So, what's right going to do? Well, we've got a lot of energy that we're going to that we can spend. Uh I'm wondering if we can get that 12 damage in a single turn. I don't think so. I just don't think we have the uh um the numbers for it. But we'll see what we can do. I mean, first off, this intruder alert engram. Um now, you know what? What can I move? I'm going to move two with reclaim the skies. So, let me move one, two. Going to go right there.
I wish I could move a little bit farther. Although I I can because once per turn if I'm in flight I can move one space. So I move one space um farther. And then uh if in flight the attack equals the total number of oh wing actions on that. Well, I only have the one. So that's not super useful for me. Um it's going to deal one damage though. Except it's actually going to deal two damage because I'm in flight which means I'm on higher ground. So, I deal two damage to my opponent. Yeah, that hits his defense, but hell, I don't want him to have defense anyway. Um, so that was me reclaiming the skies. Then I can draw two cards. Um, seems kind of useful. Static discharge is pretty good. Um, I'm going to use my once per turn. Build an engram adjacent to me. Going to build it right here. Did I forget to do I keep forgetting to do the uh XP thing.
The thing that you definitely remember to do when you're playing this one player or playing it just as yourself. Uh Donga moved two spaces. Um I don't think she dealt four damage with a single action. So she's really just drip feeding her um her XP whereas uh we've gotten a little bit more with Moravi. Anyway, uh I dealt two damage and then I've uh placed that engram. Then I'm going to do intruder alert. Oh yeah, I need to pay for this. Four two intruder alert. Choose a uh an engram. Deal one damage to uh all enemies adjacent to it. Well, that's still only hitting one damage here, but also I can do uh a damage uh from here. That hits for two because again I am in flight. Um, oh, I could have repeated the move. I could have moved farther. Interesting.
I'm I'm wondering if I want to backtrack a little bit because I could have moved in a different way, but it wouldn't have been worth it. Um, there's that relic thing. I could have repeated the movement, but then I would have exited flight, and I didn't want to do that. Um, and then that's going to let me draw a card. It's a lot of card draw. I don't usually have this much card draw in this game, but these these characters have a fair bit, and I just happen to play those cards. Um, but that's fine. I I like having a lot of cards. Now, if I was playing against one of the other characters, uh, Kashar, they'd like to do a lot of forced discard, so card drive becomes really important, um, because you keep losing cards. But anyway, um the intruder alert has dealt uh some damage. I dealt a little bit more. And now Apex Predator, I'm going to uh this is one, two, three. Do a piercing attack here and here. Um and this will deal uh a damage. It deals two damage to both of them. So it's two more.
one two the which I get oh you know what I didn't you I didn't do my own uh co's ability my co would have gone here and dealt four damage uh to their can stop
I've got a lot of minion because I'm trying to uh summon adjacent to this guy. But this is I'm going to be one health short of what I really want. Um so I dealt two damage to the Elder Cohen and to Donga. And because I did a piercing attack that successfully damages multiple enemies, it inflicts a bleed onto both of them. And what bleed does is every time you activate a card or take take an action, you're going to take a damage. Um and at the end of your turn, you lose the bleed. But um we'll see if they even if uh Dona even gets to that point. Now, let's see how much damage did I deal. Two. I dealt four damage in that attack alone. Um, I did five, six, seven from the intruder alert. I did eight, nine. I only did nine damage this turn, so I don't qualify for the uh um please nerf objective, but I did deal four damage with a single action, which is uh this piercing attack, which means I qualify for this wet stone at the end of my turn, and I'm going to gain two XP for that.
Um, do I want to discard any cards? I don't think I do. And that's going to be my turn. Pretty strong one. Putting uh putting us in a pretty decent position, I think. [clears throat] So, I think this is going to be the last round. Um, we're going to slide. Only getting three energy this turn. Um, Dona gets four. And these come back. Oh, this card gets flipped. So now it's harder to uh achieve that one. You need to get four as a minimum. And where else are we? This changes ownership.
So until the end of the round, this is mine. um they can take it from me if they uh can fill both of these spots or just this one and my cohan isn't there. But as it is, this is a pretty good position for me to be in. And now what uh I really want to do is go quickly. So I'm looking for the fastest card in my hand. Thought this is only getting me one energy, which is garbage. But that means I'm probably going to go first. and it's really cheap and it'll give me a four damage piercing. Another four damage piercing attack. Um, if I've not moved this turn, the attack deals plus one damage. Uh, so it actually would deal three. That's pretty dang good. So, I'm definitely going to slot that one in. Left brain over here. Uh, we would like to go first. What can we do to go first? Well, I've got this two. That's pretty That's pretty fast. I've got a one. Okay. If I if I want to go first, if I need to go first, the one is the best option for me. So, playing that.
Um, and we flip and reveal. We both have ones, which means we have to go to the tiebreaker. And because Dong is ahead on the tiebreaker chart, they are going to be first in the turn. But then this switches around. Um, but that is exactly what we needed. We needed to go first and we did. Um, we're gonna start with this Vangar Strong. It costs four. It's the only card we're gonna be playing. But actually, you know what? Uh, we don't need to do that. We can start with the Elder Kan. And the Elder Kan is going to move down here. And it's going to do a range attack against their Elder Co. because it only has four health. We're actually doing five damage here because we're on higher ground. They were on low ground. This goes to here. They don't lose control of that. The elder comes will always stay permanently in uh your control, but bleed tokens comes off. They lose one health. That's not great. Um but then the can't stop is going to go here. So we're going to we're eventually going to take this back. Um but not before they are going to be able to get one of their minions on the board.
That's my turn. Now I could have Oh, this should be a four. I could have attacked um my opponent, but I didn't really need to because when I activate Vanar together strong, this is dealing a an area attack um based on my uh Vanar symbols. I've got one two from this card and one from this card. So, it's dealing three. But if there's two or more targets, which there are because the engram here deal an extra damage, which means I deal eight damage. with a single action. Blam, bam, the engram's dead. Blam, blam, Moravi is dead. Um, which means another death token on their tower and two health leaves their tower. Towers have, I think, 12 health. Um, so that was a pretty strong hit. Uh, and I can upgrade myself. I've got two XP. I could bump up another one of these. In fact, I could have done that before I did the attack, which would put him up to 10 damage. Still not enough to get the super strong thing, but because I did eight, I'm going to get this one. It's going to give me three more. Still, you don't get the XP until the end of the turn. Um, so I'm going to spend this two just to bump up my energy gain. I think that's going to be pretty useful. And we get seven energy at the end of this round. Pretty strong. I think that was a really good move for Dongo. Um, at the
end of my turn, do I want to summon this warden? You know what? No. I want to hold on to the the hit points because I'm going to lose lose that com and I want to have something available to put it back with. Is there anything else that I'm doing? I think that was it. So, I just spent the four energy for that. I also have a push, which I can't really use. And I have a card draw um dishonorable discharge passive ability which after dealing range damage I can immediately jump onto that unit. That's interesting. Um and it's got its its own ranged uh attack. So a lot of cards in my hand. Not a lot that I have to worry about, but um I wasn't able to get this three, but you know what? I was able to kill my opponent. I think that's worth Well, this is uh a problem. I don't have any minions on the board, so I need to summon myself. However, I can summon myself right here because I have this uh under my control.
And once I kill these guys, which I might be able to do on this turn, um then Oh, actually, I thought I was going to be able to, but now that I look at it, maybe not. Uh okay. Well, I got thaw. So, I'm Here's the thing. I summon. I'm not in flight, which is a little annoying there. One, two, three, four. I could summon back here and be in just a safer position. I would be able to put myself into flight. I have a piercing four attack, which normally can't go through walls, but I do have that spell, so maybe I'd do that.
But I have the Apex Predator, which will give me another damage. I I think this is worth it because I can play both of these for free and and deal like four damage. I'm going to get killed again, though. If I stay here. So, you know what? I do want to I do need to stay back here. Um, much as I want to uh really shoot myself forward, I think it's better to just slam down my Elder Co. and this time I'm going to switch it around. I'm gonna put it onto the melee version and the melee with a push. Slam it down with all that health. I think that'll be kind of intimidating for my opponent. But I am going to uh drop down here.
I don't have anything that I can attack with my engrams uh because just that's not how these cards work unfortunately. I do have two piercing attacks and I could uh Oh, this only helps me with one attack though. Bummer. I don't I can only deal one damage if I do that. That's so disappointing. That's so disappointing. If I had gone first, this would have been great. This would have been an amazing turn. Um, but as it is, I think I just have to go into flight. I can move one space for free. If this honestly, if my engram wasn't there, I'd be in a much better position because I could move here and then shoot through and hit both of them.
Huh. I could reclaim the skies, move two spaces. Actually, can't even do that. I can't afford that action. Man, this sucks so much. Um, if in flight, repeat move and then exit flight. That wasn't that didn't come from that. It come from the action. Wow, I really boned myself here. Well, if I want to deal damage, then I I rearrange this. I don't summon you there. I summon myself here. I am not in flight. That's fine. I'm going to do um Apex Predator. Uh it's only isolated though. So I don't do the Apex Predator. I just do um to deal one damage to both of these which kills their Koma, which I think they knew was coming. Um and then deals one damage to the can't stop. It also bleeds.
Um and uh it only cost me one energy. I get to draw two cards. Hoping for some like spells or something, but it's not really anything I can I can work with. However, these are really good for my engrams. So, I'm going to use my ability because I no reason not to to just drop an engram here. It's going to make the advance towards my tower much more dangerous. Um, is there anything else I can do? I mean, I I can't move. I'm kind of stuck where I am. Wow, that's that is rough. I'm going to get killed.
But I can You know what? Because I'm summoning I'm going to summon the the Come on, but I'm going to bring him back all the way back here in its ranged format. Next turn it'll be useful. This turn I'm going to get killed again, which is real, real bad. Um, I don't think I even got anything here. I didn't move anything. I didn't deal four damage. I only dealt two. GH absolutely disgusting. Terrible round. Um, I got three energy or three XP. I can use it later, but I need to be next to an a thing to do it. Which means uh where I'm going to leave us uh is putting Moravi in a pretty rough position. Donga is doing quite well. Done some damage to the tower. He's got some minions on the board. Although a couple minions have been lost. Um but we got some good upgrades going. I think Donga might have the edge, but Moravi does deal a lot of damage. You can't really count her out. Um, but I think that's going to be it for the run through, but I want you guys to stick around because up next we've got final thoughts time for Trials of Maya. But before we begin, please keep in mind this is a paid preview.
And I want to jump right in to talk about uh the style of this game. I think this game has a lot of style. It's got a lot of uh imagination. The characters are really really interesting. The design on the one hand uh is is interesting, but also uh how different they feel from each other. When you're playing a hero-based game like this, um the differences between the players that you've got is so important. And the four that they're including in the most basic version feel so different from each other. Now, I was playing with Moravi, uh which is a this fantastic bird, um with a gun on its back. She is glass cannon. She's hitting hard because she's usually in flight, which means she's dealing extra damage basically every time she attacks. So, if you can line up your shots really well, you're going to be dealing a lot of damage. And when you laying on this uh extra bleed effects, that's even more. Whereas, Donsa uh is much more of an agile tank. And so, she was able to move around whenever I needed. She's able to build up her defense, which was very important. Um, and she's no slouch in the damage department either. not as much as Moravi, but she uh in this in my run through anyway was able to uh work on getting the minions on her side and then using all that to her advantage. Um and was starting to build up her her uh abilities as well. The other two characters that I have not uh played with, we've got Kashar, who is a snake
uh person, kind of a naga. And the uh Kashar's ability have to do with this special token called Vish, which is like poison, but it doesn't have any one specific thing. It is just something that you apply to your opponents and then you uh keep um you apply it to your opponents and then you have cards that deal a whole bunch of different uh effects. So depending on, you know, what you've built towards, you're dealing different kinds of effects, which means it's a little bit harder to predict what Kashar is going to do. And Kashar is also very versatile himself um in terms of uh the damage versus like maneuverability and and control. And then the last one, Prabakar, um the human of the group, uh is another kind of tankish person. He's building up colonies which are giving him more energy, but they're also changing the terrain of the battlefield and adding more high ground, but also uh they power some of his abilities as well. Each of these characters feels very very different. Um even though there are some shared traits, but altogether they really feel unique. And I know there are a couple more that they're working on that might be included in the base game, but there's also plenty of different heroes that they're working on for expansions and so on. Um, so there's a lot of style, there's a lot of variation. Um, and uh, all of that works together with a fantastic cardplay system. The card play system is my favorite thing in this
game. It is detailed. It is uh requires quite a bit of forward thought, but it also in a way simplifies your actions because all of the thinking that you're doing is at the start of your turn. You know, you're choosing which card to play uh because you've got your hand of cards. Usually, it's not that much, though I had plenty of card draw in my game. And you are trying to figure out what you're going for. Do you want to go quickly or do you want to prepare for future turns, getting more energy later on? what you do now is going to affect you for the next three rounds. So, there is quite a bit of thought that goes into what card you're playing, but once you've done that, on your turn, you have only the options that you laid out for yourself. So, it makes the actual turn a much easier proposition, but it also rewards forward thinking, like I said, planning and if you're playing the 2v2 um version of this game, teamwork.
Teamwork ends up being very important. Uh in addition to that, the interplay between uh your initiative and how much energy you're getting from the cards is such a great touch because you want to play these cards to get you a ton of energy, but then you're going later in the round. Of course, depending on where you are on the board, that might not be a bad thing. It might actually be better to let your opponents go first and get a little closer to you so that you can reach them. or you might need to go first so that your turn uh you you can actually do something of value on your turn. We saw that in the run through on that last round. Moravi because they were not able to go first got absolutely hosed [clears throat] and that was due due to their tiebreaker. They both played their lowest action uh their like fastest card which from Ravi was not a particularly useful card but still it it is what it is. Um, so we've got uh an excellent card play system here. Um, one that really really keeps you engaged um in in while while the game is going on. You also have the minions on the board which are somewhat straightforward as far as you know attacking them, but then once you kill them and take control of them, that really affects the tempo. And the tempo is such an important part of this game. If you can get a bunch of minions, get a big push with your minions uh to really move forward on the attack, that can really put your opponent on the back
foot. But of course, it's all about defeating their towers and killing minions is great if it gets you towards your goal. So, in this, Moravi was doing pretty well, dealing a lot of damage, but kept getting killed herself because she was a glass cannon and that glass kept breaking. And because of that, uh, Donga had been able to deal three damage to the opponent's tower to, uh, and not and hadn't been, uh, taken any damage themselves. Now, once Moravi gets in range of the tower could do some massive damage to it, but getting in range is easier said than done. So, it's it's a lot of things that you need to consider. Um, now all of this it uh everything that I was playing today, this is all using the base game. And by that I mean um the starting decks of these characters because these characters come with starting decks. That's just, you know, the the cards that they have. But it also allows you once you've played this a couple times and start knowing the characters a little better, it gives you extra cards with which to change their decks. You can uh alter their decks and really construct a new deck for you. So, if I want to play Moravi, but I really want to focus on these engrams, building up the the little towers that are constantly shocking everything around them, the little Tesla coils, then I can focus on putting artificer cards in here because the artificer cards are what really power those engrams. And maybe I don't want to put as many of the Surfire cards, which
are more of the ranged attacks, the piercing cards. So, I can adjust them. I can, you know, get rid of some of the Surfire cards. I can add more artificer cards or I can just alter the cards to what I want or just add more. Um, you have a lot of options in there and there's a lot of cards uh involved. And then uh I keep talking about artificer and surefire. Those are her two classes. Um, but she also has her race which is uh Garuda. Now eventually there are going to be more heroes and they are going to have matching classes and or uh matching races. So once there's another Garuda card, a Garuda hero, you know, the Garuda cards can be interchangeable between them. Um, but the class cards won't necessarily be. And you already see a little bit of um overlap in the classes. Uh, I think there are a couple vanguards. Um, which is what Dongsa is.
Donga is also fleet shot. There are a couple fleet shots. Uh, and I think there might be another artifisicer in the in the game, but I think she's the only surefire off the top of my head. I think so. So, there's a little bit of overlap, but like I said, these characters all feel really really different. And that is partially because they have their own abilities. Even though there are some shared abilities, um the the cards abilities that they have, these ones that I upgraded that you can upgrade, these are unique to the character. The uh already unlocked abilities, those are connected to your race and your classes. Um, and then your cards are mostly connected to your racing classes, but there are three cards in the deck that are specific to your character, and those tend to be uh really powerful and connect really well to your um to the classes that you come with. So, the construction of this, I think, is also going to be pleasing to people who are more like Magic the Gathering fans, you know, people who like that preparatory uh element to it.
You know, building the character to your specifications and bringing that in. Um, all of that together, I think, is going to be a very uh satisfying puzzle for people to engage with. So, looking at this game, I got to say I'm pretty impressed by it. I think that it's a solid um arena combat game, but is made uh very special by this cardplay mechanic and then on top of that adding the deck construction so that you're going to keep coming back and it's going to keep feeling different and fresh every time you play if you choose to um you know alter the decks a little bit. There's so much here to like. Um, so if you're interested in a combat game and especially if you're interested in one that has the depth of this uh game's shared universe because there's uh a book that you can read. I think it's it might be out by the time that this video comes out or if not it very soon to be published and there's a lot of other stuff that are in the works u in this world. Uh so this is just one way to like really get into that world.
[clears throat]
But even if you don't want to do that, this game is excellent on its own and it is going to be really satisfying for people who like these competitive strategy games. Um, and oh, forgot to mention, uh, the siege mode, which I was showing here, it's a 1v one siege, is a a great way to play it, but 2v2 siege is really the best form of it because you've got, you know, a four-player game. You've got teams of two, and you are really having to work together, not just planning ahead, but also uh with a lot of uh utilizing teamwork with your opponent, sorry, with your teammate against your opponents. Um, and marrying these two, uh, like the different heroes together and using them against your opponents really does change how this all works. It it really adds another layer of complexity and strategy to it.
And in addition, it's a different board. You've got two towers instead of just one. Um, and there's just and there's a lot more minions on the board as well. But the other version of the game, which called Head Hunters, it is a free-for-all mode, but it's also a little bit less uh directly combative because while you can attack each other, and you do get rewarded for that, it's much more about attacking minions. The way that version works out is you have these uh sets of bounties. There's like, you know, uh four or six minions on the board um or maybe more and depending on your player count, and they're in sets. So like you know the can't stop won't stop number one that's maybe on a set by itself but then the warden of knots two and the big stepper three you know those are in a set by its own and so once you kill an enemy and you take control of it when you place it onto the board you're going to get some points. You're going to get some points and you're going to either get uh like one or two points if if it's part of a bigger set or if it's by itself you're going to get like three points. And the goal is to get to I think 12 or maybe nine for a shorter game. But if you can get two minions out on the board at the same time, if they're part of the same set, that's worth even more points. So this much it becomes much more of a PvE uh focused game mode than PvP, which I think for players who are much more interested in um in PvE than PvP, I think that will be uh uh a little bit
more appealing. Though I will say it is still PvP. you still can attack each other and you are still rewarded for doing so. It's just not as much of a focus as it is say in the siege mode. So, all of this to say that there is a ton of depth to this game. There's multiple game modes you can play. There's multiple heroes you can play. You can adapt your heroes. The combinations of heroes make it a different every time you play. Um, and uh the the objectives that you're going for are going to be different every time you play. And so the the variation alone is enough to keep you coming back. But on top of that, this card play system, I keep coming back to it because I love it so much. It's such a simple bit of planning, uh, but it really makes you kind of twist your brain enough to figure out what exactly is the best one. What can I afford to put out now versus what do I want to put out later? Um, all of this coming together to make a really, really in-depth game, a really deep strategy game that I think some people are going to absolutely love. So, if you like a deep strategy game, if you like high conflict, um, direct competition and a teamwork game, if you're going for the 2v2 game, definitely check out Trials of Maya.
That's going to be it for me, folks. Thank you all so much for watching. It's a bit of a longer one, but I wanted to show off as much of it as I could, but that's going to be it for me. Uh, and I will see you folks next time. Bye-bye.