Shug - Start Playing in 12 minutes - Concise Board Game Tutorial
A pint-swinging peasant stumbles through mad old England, [music] befriending monsters and fulfilling legend in Shug. And today we're diving into a quick start tutorial for Shug. We'll explain everything you need to know if you want to get started quickly and pick up the details on icons as you go along in 15 minutes or less.
And we'll link the project page in the description. [music] >> And hey everyone, it's Stella. And Tarrant. Welcome to Mable University. And hey, if you enjoy this video after watching, like, subscribe, and comment. You know what to do. Now, let's get to the classroom. King Charles the Cursed has ascended the throne of old England, with any resemblance to real-life kings or countries purely coincidental, of course.
And the land has descended into lawlessness. As the hardworking peasants of the land, it's up to you to compete to restore order. How? Well, you could equip yourselves with weapons, raise an army of friendly monsters, and rise up to kill the king. Or you could traverse the lands, search the runestones to find Shug, and then >> [music] >> take him to the pub.
Wait, how does that help? Um you forget all of your troubles over a beer. Hm, I suppose so. Shug is a party-inspired game for one to six players [music] with competitive, cooperative, and solo modes of play. Expect a mix of on-board actions and in-person [music] games and challenges in the light-hearted quest that is Shug.
We'll explain the competitive mode of play first. To set up, lay out the board. In the palace, place King Charles the Cursed. And each player chooses a peasant who begins in the village. Shuffle these three decks of cards, the treasures, monsters, and chaos, leaving room for discard piles. Each player draws one starting treasure.
Find these seven cards, the legends, which include Shug, and their corresponding runestones. Shuffle the runestones face down and place one on each of these circles. Now, nobody knows which is which. Roll the dice for first player and you're now ready to play. Shug plays in turns clockwise around the table.
Each turn resolves in three steps. Draw a treasure, journey, which is to move, and optionally battle if you're in a position to fight either a monster or another player. First, draw a treasure card to hand. These can be played from hand at any time, including on another player's turn, to help your game or to hinder theirs.
Your hand limit is three. If you ever draw above, you must immediately either play or discard one. Ooh, look at all this cool stuff. Weighted dice, that sounds like it will tip the scales in my advantage. A trusty steed, horse companion, and extra movement. Awesome. And check this out. Uh a dozen [clears throat] eels, that doesn't seem very good.
Re-toisser. On your turn, when next to a peasant, take all of their items and give them these valuable eels in return. Hey, where are my weighted dice and steed? Nowhere. There are three types of treasure, items, actions, and reactions. When you play an item card, you equip it. Flip it face up in front of yourself.
Its effects and numbers apply for as long as it is equipped. You may have at most three equipped items at once, and you can unequip one at any time by discarding it. Many actions have a once-off immediate effect at the moment that you unequip it. To play an action, reveal it and resolve its effect once before discarding it.
A reaction is played likewise, but may be played only in direct response to another specific action or effect as printed on the card. Use actions to gain an advantage, like Spring-Heeled Susan, who lets your peasant jump great distances. Or to hinder your opponents, like Smother. Your opponent holds their breath or their turn ends when they breathe again.
>> [panting] >> Yes, Shug is a party game and it's not going to fully play out on the board. In-person challenges are common. The second step of your turn is journey. Roll the dice, add any of these die values on your equipped items, and then move up to that many spaces. If you roll doubles, then after moving, you may roll and move again.
If you step on an inn, then you may forego the rest of your rolled movement and start a new movement with that new roll. Between inn effects and doubles, you may re-roll only at most once per turn. You may move freely on paths, including bridges, and through tunnels. One movement point takes you to its matching exit.
You may never enter a mountain space, but may otherwise step off the path, at which point your journey ends immediately, and you draw a monster. Facing that monster in battle is the third step of your turn, and I'll come back to that shortly. If you step on or through an X, you may draw a treasure. If you step on or through a fire, you must draw a chaos.
In most cases, this will be classic chaos, an ongoing passive ability which affects all players and which remains in play until the next chaos is drawn, at which point discard the old and replace with the new. There can also be infinite chaos. Keep this beside, this does not replace the active classic chaos, but remains in play to change the game forever.
And there can also be one-time chaos. Resolve it once and discard it. Yeah, I'm with the designers on this one. No phones at the table. You can double back during the same journey phase, but you never activate the same treasure or chaos space more than once per turn. If you step on a runestone, collect it and add its matching legend card to your tableau.
You can hold at most three legends, they count separately to your items, and its effect applies for you as long as you hold it. You can journey across the water, and you'll cover distance more quickly because the spaces are double length. Treat sailboat spaces as path and whirlpool spaces as off-path.
That means the whirlpool stops you and triggers a monster. If you step anywhere onto the river, you're immediately swept downstream to this chaos space, but may continue moving from there. If you visit the palace and the king is not present, you may draw up to three treasures. Old England is populated with a whole deck of monsters, and if you move off-path while journeying, you must stop and draw a monster.
Now, the monsters aren't all bad. Many of them have been scapegoated by the leaders of England. As such, you have two options when you face a monster. Slay it or attempt to befriend. To befriend a monster, read the text. There'll be some sort of real-world challenge. You may simply win or lose based on a condition.
may have to face a challenge. Can you name 13 non-green vegetables in a minute? Can you identify an object someone hands you? Or you may need to answer some sort of question to the satisfaction of others at the table. Carrots, potatoes, eggplant, and turnips. Did I make a friend? You made a friend. Meanwhile, for me to befriend Squirmoodle, I need to close my eyes and identify an object that you hand me.
Okay. If you befriend the monster, then draw a treasure, a gift from your new friend. You may then discard your new friend for even more treasure, one per X in its top corner, or add the friend to your tableau. You now have access to the friend's ability and attack strength. You may hold up to three friends at a time, they count separately to items and legends.
Alternatively, you can slay the monster. Add up the attack values from your items, your friends, and any other action cards you play. Meet or exceed the monster's strength to win, slay, and discard. But if you face a monster but fail to either befriend or slay, then you die. Your turn ends, you discard treasures and legends, including any from hand, your friends stand by you through your death, drop runestones where you died, return to the village and draw a new starting treasure.
In Shug, your real-life friends at the table are your enemies in the game. So, there are going to be some fights. When journeying, you cannot move into or through another player without permission. But, when adjacent, you can end your journey phase and start a duel. The players have the chance to play treasure cards and then compare attack strengths.
Higher strength wins, and the winner may steal any number of items or legends, but not both, from the loser. You may also either swap positions with them on the map or kill them. Be warned, some treasures allow you to change a duel from a comparison of strength to some other type of battle. Staring contest, huh?
Hey, that's performance-enhancing. Well, in the game of Shug, you can win in two ways. The first is to kill the king. Move adjacent to the king and defeat him in battle. His strength is 100. Now, that's extremely difficult. The king didn't hold on to supreme power by being an easy beat. So, much more common is the second way of winning.
For this, move to the pub while holding the Shug card. Get to the pub alone with Shug to win. Meet another player there when you bring Shug and you duel. Winner of the duel wins the game. Importantly, enjoy your game. Shug is a party game by nature and your aim is to have fun. If you come across an unclear rule or other scenario requiring adjudication, there are some examples on the back of the rule book, but otherwise, state your case in Shug court and let the rest of the table decide by majority.
You can also play Shug cooperatively, the team against the king. The king moves towards the pub after each player's turn a number of spaces depending on your difficulty. Your aim is to collect all rune stones and players in the pub before the king gets there or for one player to meet the king there and beat him in a showdown at strength 100.
In co-op mode, you can move through other peasants and they use your battle phase to trade cards with each other instead of dueling. There are several non-cooperative cards to remove from the decks in setup. You may also play solo under the cooperative rules removing a few more cards from the deck. Thanks for watching and if you like this video or want to have a staring contest with Terran, maybe you'd like to watch this next one.
Have a great day. Bye.