Fired Up Board Game - How to Play
hi it's taryn and stella from maple university today we'll be teaching you how to play fired up coming up let's learn to play fired up game designed by jorgos ediferiatis and theophilus could throw us and published by draw lab entertainment if you find value from this video later please hit the like button subscribe to us hit the bell and leave your feedback in the comments for others to find now are you fired up let's get to the table fired up is a game of betting and neutral character influence set in a futuristic arena combat four or five combatants will battle it out against each other in this arena while human players will use their influence from the stands to attempt to change the outcome in their own favor either to win the bets they've placed on the betting board or to replicate the highlights they want to see from highlight cards in their hands the player with the most points at the end of four rounds wins the game to set up the game randomly take five fighters and their minis or four in a two or three player game arrange them randomly in the five spaces around the edge of the main board and place the mini so that it's oriented facing to the left on each board place red markers on the lowest attack value and the highest stamina value a blue marker on the lowest defense value and then yellow markers on the neutral morale hex and on the three influence number rank all fighters by their starting speed shown here and then place the corresponding speed tokens onto these hexes shuffle the highlights deck and then deal each player a starting hand of four cards also give each player 6 purple influence dice or 5 in a 5 player game 2 of the red and grey social tokens flipped over to the gray side and their hand of betting cards in player colour each betting card depicts a fighter and if the fighter is not in the game the matching betting cards can also be removed on the betting board separately shuffle the early mid and late bet cards and then deal one of each into these three slots at the top of the board return the rest to the box start each player on zero points choose a first player and you're ready to play fired up is played in up to four rounds and each round is played in two main phases the influence phase and the battle phase in the influence phase players will choose which of their highlight cards they're going to try to meet in this round and then roll and spend dice in order to place bets and influence the configuration and battle stats of the different fighters in the arena then comes the battle phase and going around the arena the fighters will attempt to fight against their opponents hoping to deal damage or wounds through the phase the players will collect points on any bets that were successful or any highlights which were resolved correctly there will then be a short clean up before the influence phase of the next round the first step of the influence phase is to choose your highlight cards for this round out of your hand of four cards you may look and choose any two of them to place face down on the table in front of you and retain two in your hand the ones in your hand will be the ones you're trying to complete this round the two on the table you'll pick up again at the end of the round for possible completion on subsequent rounds then starting with the first player and going clockwise around the table players will take it in turns to roll their influence dice and then spend dice to influence the fighters on your turn you will go through the following steps first roll all of the influence dice that you have left over from your previous terms you may then do a single yahtzee re-roll of any number of those dice then choose a single fighter and you may spend between one and all of your dice in order to influence that particular fighter this can be a combination of different actions depending on what the faces of your dice are and i'll go through those actions shortly once you're done reduce the influence value on that fighter by one step eventually a fighter's influence value may drop from one to zero and after this no other players may influence that fighter again this round you must always spend at least one die on your turn and so if you cannot or do not wish to you simply discard one die back to the reserve and do not change the influence value on any fighter once you've finished your turn play passes to the next player clockwise and so on around the table if it comes to your turn and you have no dice remaining then you are skipped in the turn order for the rest of the round we'll now look at the actions corresponding to each face on the influence dice this symbol is a stats buff and can be spent to increase either the attack or the defense value by one step dice spent on this action are returned to the general reserve the morale icon which can serve as either a thumbs up or a thumbs down is used to affect the morale of the fighter think of it as booing or cheering on the fighter from the stands when you use one of these you place the dice onto either the thumbs up or the thumbs down spaces next to the board these remain there for the rest of this influence phase and there is no limit to the number of dice that can be placed on a row simply continue the row off the tile the sprint icon is used to change the relative speeds of the fighters which impact which order they will act in during the battle phase to spend a sprint on a fighter place it into this hasten spot and then exchange that fighter's speed token with the speed token of the next fastest fighter like so so here the second fastest would become the fastest if you wish to take the sprint action to take a token away from a fighter who already has a sprint die then you must spend two sprint icons instead of one so for this fighter to take back the first place token it would cost two sprint icons like so you then place one of these dice onto the icon and discard the other you are also allowed to spend a sprint die simply to put a sprint die into this box without exchanging tiles you can do this to protect the fighter's existing position in turn order or to make them hastened which can impact some of the highlight cards you can use the target icon in one of three ways firstly you can spend it and discard it in order to rotate a fighter to a different direction this influences which of the opponents it is going to target during the battle phase you may spend the one icon and place it onto this lock space next to each of the fighters in order to lock it in position protecting it from being rotated again or you may spend two target icons to remove a lock token that is already placed and rotate that fighter to another location without re-locking them both of these dies are discarded to the reserve when you take this option the fifth die face is the social icon and this can be used in three very different ways firstly you can spend one of these icons back to the reserve in order to place a bet onto the betting board choose any one of your betting cards and then place it into any one of the three betting slots on the row corresponding to the current round this can be an empty slot or on top of any cards already present on an existing slot each of your betting cards is single use during the game so once you've bet on a specific fighter for one of these bets you won't be able to bet on the same fighter for the others taking this action is not considered to be influencing a fighter so you do not move the influence marker of the fighter you bet on you can place a bet on the same turn that you've taken influence actions on the same or a different fighter the second option is to spend two social icons to multitask discard one die back to the reserve and then rotate the other to any side of your choosing except the two times side you then spend this die on any fighter you wish this can be a different fighter to the one that you've already influenced earlier in this turn and if so you also reduce the influence value on that new fighter your third option is to store that social icon spin the die and then flip one of your grey tokens over to its red side on any subsequent turn in this round you can flip that back to its gray side in order to spend a social icon as if you had spent the corresponding die you can never store more than two of these at a time and remember that if you have no dice left at the start of your turn then you skip your turn even if you have stored socials the final symbol is the times two symbol and this can be spent at the same time as any other icon including a stored social icon in order to double its effect here for example by giving two thumbs up instead of one each symbol may only have one multiplier attached to it so you could not attach two times twos to a thumbs up to get three or four you can only attach one these may never be used alone and so if this is your only die for the turn and this is what you've rolled you'll have to discard it after all players have passed but before the battle phase you'll do a morale check on all of the fighters count up all of the thumbs up and the thumbs down and then adjust the morale marker by the difference in this case it would be adjusted one step down in this case if morale had started on the top row from a previous round it would be reduced one step to the neutral morale then if either the attack or the defense statistic is above the current row of morale drop that statistic down to the highest number that matches the morale level in this way you'll need both buffs and morale icons to make these fighters strong once you've resolved this for all fighters you'll proceed to the battle in the battle phase each living fighter will launch an attack against the fighter it is currently pointing at with these fights resolved in current speed order the attacking fighter will roll red attack dice matching its current attack value and likewise the defending fighter will roll blue defense dice equal to its defense value the aim of the battle is to injure the opponent and there are two different types of injuries which may be suffered the first called damage reduces the amount of stamina that the opponent has and the second called a wound results in a wound token being placed onto this track to resolve a battle roll all of the attack and defense dice and then group them according to their faces for the four basic body part rolls if something is rolled by a red dye then it counts as a hit unless it is blocked by a blue die showing the same face so on this roll attacks to the head and feet are both blocked an attack to the hand is not blocked and results in one damage that is a loss of stamina while this block to the torso blocks nothing when the attacker rolls two or more of the same face and they are not completely blocked then this will also result in a wound so here the two attacks to the head are both blocked resulting in no damage and no wounds but down here the two attacks to the torso see only one block and this would result in one damage that is the one unblocked die plus one wound since the defender did not block both each attack die also shows one special attack icon and this always results in one damage and cannot be blocked however a pair of them does not cause wounds and so this total roll here would result in 1 2 3 4 damage but no wounds the defender also has the ability to counter attack against the attacker if they roll more symbols than the attacker on a body part where the attacker rolls at least one here for example the one headshot is blocked and then counter-attacked twice resulting in two damage to the attacker these two feet on the other hand do not counter-attack because the attacker rolled no feet all of these attacks still sneak through for 4 damage and 1 wound while counter attacks never cause wounds even if more than 2 of the symbol is rolled each defense die also has a special defense icon which counts as a wild defense against any of the four main body parts but not against the special attack these should always first be allocated in such a way that they prevent wounds then to prevent damage and then to gain counter attacks the net outcome of this roll would be one damage and one counter-attack damage those are all the different attack rules but just to show you a couple more examples to make sure you understand it this battle here would result in two damage to the defender and one counter attack against the attacker this would be allocated as such to give a total of five damage and one wound against no counter-attacks and this would be resolved as three damage two wounds and one counter-attack a fighter which runs out of stamina or runs out of open wound slots is eliminated remove all of its components from the game remove the lower speed marker and then shuffle all of the fighters up one in the speed order for the rest of this battle phase fighters who are pointing at the eliminated space will skip their attacks after all of the fighters have attacked or skipped in this way it is the end of the battle phase during the battle phase is when players will play the highlight cards from their hand in order to gain the points shown there are three different types of highlight start fight and end a start card must be played before the first battle immediately after the morale check a fight card is played during any individual battle where it applies and an end card must be played after the last battle is complete and before setting up for the next round each highlight will have two or three levels of difficulty each worth an increasing number of points those with a plus sign are additive to what's before it so here you'll gain five points if a wounded fighter makes a counter-attack and seven points instead if a wounded fighter made a counter-attack while rolling at least five dice where there is no plus sign the more difficult criterion completely replaces the easier one many cards call on you to look for the highest or lowest of a certain statistic and any time there's a tie you use the fighter's speed as the tiebreaker each card is single use and is discarded after it's played with fight cards players will often have to make a choice between playing the card for its lower points value or hanging onto it in the hope that the highest scoring condition eventually occurs the other way scoring may trigger is on the betting board and for the early and middle bets these will resolve as soon as a condition is met if a player's bet is correct they'll score points based on the round they bet in and how early they bet relative to opponents say for example that may was the character that met the lethal condition flipping the round one deck over the first player to place that bet was blue and was correct so it gained four points for being first and three for doing it in round one a total of seven yellow was the next player to make that bet and so would gain three for being in the first round and two for being second a total of five next we would check red who bet incorrectly so would get nothing next we would flip this one over and find that purple was correct and would score one point for round three and one for being third and finally green also correct would score one point for round three but no points for this sequence all of these bet cards are removed from the game and this bet will not trigger again so you can flip it down the late bet is always resolved at the end of the game once the battle phase is over you will clean up and prepare for the next round if any fighter is looking at an empty space due to an elimination rotate that fighter to look at the closest character to the left remove all dice from the board and reset the influence markers for each fighter to 3 but leave all other statistics where they are each player must then discard any highlight cards left in hand which were not scored picks up the two highlight cards that were placed on the table at the start of the previous round draws two more cards up to a hand of four then takes back influence dice this will be six or five in a five player game and you will remove one additional die for each fighter which has been eliminated down to a minimum of three advance the round marker to the next round and give the first player marker to the player who is currently trailing on the scoreboard or whoever was later in the previous round's turn order if there was a tie the game will end at the end of the fourth round or at the end of the round in which only one fighter remains resolve any points from the late game bet and the player with the highest score wins to play the game with two players you'll alter the setup slightly so that each fighter begins with these tokens on the lowest middle row value rather than the lowest overall then at the start of each round you'll set one influence die to each face into a common supply next to the board once per turn a player may play one of these dice as if they'd rolled it and each player may play a total of two of these dice across the entire round at any player count you may choose if you wish to use the asymmetrical powers on each of the fighters shown here on their boards these can be ignored when you're first learning the game but they add some extra strategy in once you know the game well and if you want a more suspenseful conclusion you can keep all three of the bets secret for a big reveal at the end of the game if you do this you can use these three early mid and late jets to keep track of which fighter wins each bet and that's how to play fired up we hope you enjoyed this video if you enjoyed this video please help us by hitting that like button subscribe to us you can also hit the nipple in the corner to do so and hit the bell icon please so you'll be one the first to know when we have new and exciting videos you can also follow me on instagram for my board games jenny and if you have any questions comments or feedback please leave them in the comments section below see you next time