Gods Heist - How to Play. Assemble your team to loot the Gods' treasure
in the fantasy world inspired by Babylon and the Olympus you assemble your team to work together to find the treasures in God's Heist and today we'll be teaching you how to play God's Heist game designed by Tio Dean and published by Triton Noir and hello everyone it's Stella and Taran from Maple University and hey if you enjoy this video you really help us by liking it let us know what you think And subscribe like seriously that would help us bringing more videos okay now let's go to the classroom in God's highest players are companies of marauders venturing into the ancient sanctuaries of the Gods in search of artifacts players will explore and face the draconids who guard the sanctuaries before collecting the artifact raising the alarm and trying to escape collect six artifacts over a campaign of six Expeditions and you'll win the game God's highest with many cards and dividers and when you initially set up the game you'll want to sort them out into the provided plastic containers what you see here is just a prototype within each individual section you'll have all the cards of the matching type as printed at the top of the card for each slot if there's a card showing this Shuffle icon set it aside then in all cases shuffle all remaining cards placing the shuffle at the back of the deck if clickable and then place it into its slot a campaign of God's Heist plays over six sequential Expeditions but this is not a oneandone narrative campaign there are a number of variable setups and variable difficulties which make the game fully replayable the core of each Expedition is a main quest which is written in the book and it defines which specific tile will contain the artifact you're chasing and a side quest card drawn random ly from its slot providing an optional secondary objective each of these quests has a recommended Marauder character who should be in your team and if they both recommend the same Marauder swap out the side quest the side quest adds a number of red tiles to your setup and so to complete your map you take your main quest tile your side quest tiles make up the balance with blue tiles and then layer them into the map for example in Expedition one you'll always layer it so there's a blue tile in the entry point and the main quest tile is one of these three draw a challenge card from its slot this is another separate and randomized objective and this is what you'll be trying to do to level up the power of your Marauders and be ready for other features such as which alarm card you draw halfway during the scenario which will also vary these campaigns from play to play Shuffle up a face down supply of loot tokens and place one onto each loot icon on the starting tile place a draconid mini on each blue or red draconid space facing in the direction of The Black Arrow The draconid Minis are always considered directional in the game now set up the team's company each player chooses a Marauder and takes all of its cards for your first game this will be your portrait a deck of eight cards and three AC cards which should be shuffled together with the action cards of all other Marauders in play as well as one draconid action card per player to make the action deck also Shuffle Up and place the draconid activation deck keep your character mini near your player card for now there are several colored Dice and the Expedition book will tell you which ones to start with in the first expedition this will be the gray D4 the color D6 and the red d10 the colored dice are the marauda dice and the red dice are the dracona dice and as you or the enemy gets stronger through the Expedition you'll be leveling up through the more powerful dice but to avoid confusion there should only ever be three dice on the table at one time note that the D4 doesn't belong to either side it's a general randomizer for other effects at this point the party has the opportunity to buy and distribute equipment and planning cards for the Expedition but for the first expedition these choices are made for you simply take a shared starting money pool of 15 gold coins and then spend six of it on the bribe planning card this is placed beside the board and we'll give you an advantage during the Expedition and find the minor potion equipment card and Shuffle it into any one player's deck make a pool of wound cards depending on your play count and you're now ready to play God's Heist is played in a series of turns and in each turn all players and the draconas will take actions to begin a turn each player draws four cards face up from the top of their deck and the deck of action cards is shuffled through the turn one at a time you'll draw action cards from this deck when a Marauder's action card is is drawn that player will take one of the two actions printed on the card and because of the nature of the deck you won't know exactly which character will act in which order when a draconet action card is drawn then you'll resolve the enemy's turn which involves drawing cards from the draconids activation deck before after or between any actions from this deck players are also allowed to take the actions on their character cards most of these take the form of a test meaning that you'll roll the Marauders die to determine success or failure before resolving the effect and discarding the card players can use any or all of these cards across a turn and in any order that is even if it's just been en Kia's action solenor could still play one of these cards before the next action card is drawn once the action deck is depleted and players no longer wish to play their cards the turn is over discard all of your remaining cards redraw to four cards in display shuffling your discard pile into a new deck if necessary reshuffle the action deck and proceed to the next turn so now let's look at the marauder actions first is to move and a card will give you a certain number of movement points if you've not yet entered play it costs one move to place your mini on a space which adjoins the outside of the starting tile only the edges of non-starting tiles are considered dead ends it costs one move to move to any space in contact that is connected by either a dotted or solid line so for example this would cost me one move you cannot move into a space containing an ight draconid you can move through a space which contains a neutralized draconid that that's one who's lying down or a fellow Marauder so with three moves I could go 1 2 3 you can finish your move on the same space as a marauder or neutralized draon but you will switch places so from here one move would allow this switch of places while from here two moves would allow this switch of places the displac mini always goes to the last now unoccupied space which you move through as you can see from the illustrations the straight solid paths represents standard corridors while the dotted lines represent entries to hiding places and in some cases those paths are dangerous such paths will show an icon like this indicating you need to do a test as you cross that path in this case you do a test in both directions as you pass it in this case you'd only do a test when moving that direction at its simplest resolving any test in God's Heist whether it's one related to movement or something else involves rolling the color Marauder die applying modifiers and checking the result against the Test's value there's a few basic ways a test can be modified firstly if you have your tension card drawn this round each player has one of these in their starting deck then the next test you do has a modifier of Nega -1 before this card is discarded secondly before rolling the die you can discard any number of your characters cards to add the positive test modifier in the top left corner here for example if I were trying to meet this test three I could discard this before I started for a plus one bonus and then in this example where I also had the tension I would now have offsetting bonuses with this three enough to pass there's also other passive and ability type modifiers solenor for example would get a plus two on any acting test attempted in the case of a movement test whether you pass or fail you always complete the movement but there's a negative consequence if you fail for one with this icon you're wounded slot a card from the wound deck underneath your character card if you fail one with this icon then you become hunted attach a red base to the mini and this Marauder is now more vulnerable to draconid attack some other movement rules there are some paths which can only be crossed in a single Direction it costs one move to move from a space with a secret passage icon or token to another all standard rules about moving into or through other Min still apply here if I finished here I would swap places moving the other mini back to the the last empty space I was in if you move into a space with a loot token then you can flip over that loot token gaining the reward here it's one d4s worth of gold gained by the party to its common Supply collecting loot does not end your movement so I could continue moving with the movement points for my action card however there are some key actions you can take which will end your movement caus to lose any excess movement points the first is to reveal a new tile if you're in line of sight at any distance of an uncovered tile you can stop and reveal it line of sight means you have a perfectly straight line between your space and the new tile here I do not have line of sight if I moved to here I would have line of sight to the tile above and if I moved either here or here I would have line of sight to the tile to the right a Marauder's line of sight can be in any direction and when other characters are involved line of sight is blocked by upright minis this Marauder has line of sight as far as here this Marauder has line of sight in both directions to these spaces when you choose to reveal a tile flip the tile over Orient it so that all Norths are facing the same direction place a random loot token on each loot icon Place draconid Minis on all draconid icons facing the direction of The Black Arrow if there is one and the white Arrow if not and place anything else which might be outlined in the Expedition guide on a space with a Fountain of Life you can interrupt your move to heal one wound return it from your player card to the common pile the fountain is linked to the loot token when you use the fountain to heal a wound you also reveal remove and claim the loot this makes that Fountain single use a space with this icon corresponds to your side quest and you can interrupt your movement to resolve the effect of the side quest space with this icon corresponds to your main quest and you can interrupt your move to resolve it according to the rules in the Expedition book you can also end your moves voluntarily and as soon as any player whether you or someone else plays a card from their display for its effect your movement is ended the next action is to attack a draconid you can attack any one draconid in a space you're in contact with right now either of these Marauders could attack this draconid circular spaces are essentially hiding places and if you attack a draconid from a hiding place you win automatically neutralize that draconid lying it down on its space other otherwise resolve a test against the draconid roll The Marauder die applying modifiers as we saw before and roll the current Red draconid die if your value exceeds the draconids then you win and neutralize that draconid if the roll is tied you become hunted and if the draconid wasn't facing you when you attacked it turn it to face you and if you lose then again you become hted and the draconid turns to face you and suffer a wound as mentioned before being hunted makes you vulnerable to draconid attack and so to deal with being hunted you can take a become stealthy action to do this you simply need to be on one of the round spaces given these all have somewhere to hide and then remove the red base from your mini if you have no red base you are considered stealthy so those are the three basic actions move attack and become stealthy some characters have others solenor for example can draw additional cards from deck each round but you'll find those ones out as you play the different Marauders the other things you'll be doing are playing the cards from your hand and there'll be a wide variety of these mostly involving completing a test to determine whether they work in some cases there'll be a negative or lesser effect for failing the test most of these cards will circulate through your deck and you'll see them multiple times and if it has this icon in the lower right corner it means you discard it once you've used it a card with this icon gets archived once you've used it that means it's out of your deck and it goes to the very back of its slot in your organizer behind the shuffle card if there is one there are some effects like loot tokens which allow you to gain equipment during an expedition and you take the card from the front of its slot and add it straight to your hand you have a maximum hand limit of four and so if you go above this you must either immediately play your new one or discard until you're down to four if you do reach the point of drawing the shuffle card in a given slot then reshuffle the slot with the shuffle card at the back as in setup if you resolve a card with this icon then put a behind the removed from the game slot you won't use it again in this campaign but you can read it to its normal deck for a future campaign setup and the one other card handling icon you'll see is this one discard to the diamond that means the deck is in play you don't return this card to the Box you discard it to an ontable discard pile next to its original deck now we'll look at what happens when a dracona action card is drawn prior to setup you will have chosen whether you're going to play easy medium or hard mode and so you'll flip a drona's activation card and will ultimately resolve the top effect in Easy Mode the top then middle effect in medium and all three effects in order in hard mode you'll also check for interception at the start and interception after each action you resolve so let's first understand what is interception inter perception occurs if there are any stealthy Marauders within line of sight of a draconid draconid line of sight is directional they can only see in a straight line in the direction they're currently facing and like for the Marauders their line of sight is blocked by any upright minis whether they're Friend or Foe right now this Marauder is the only one within line of sight of a droned and that Marauder is already hunted so no interception would occur but in this case there would be two interceptions and you resolve them from left to right top to bottom as you see the board from the north draw and resolve the front card from the draconid interception slot in some cases they'll result in attacks or being hunted while in some cases they'll result in other tests to see the outcome here for example it's smooth torque so you draw the front card from the smooth torque slot and resolve the test to see where whether it goes your way or not sometimes good can come from interceptions especially if you've leveled up to a stronger die which will help you win tests but if you want to avoid all the risk the way to do this is to stay out of the draconid line of sight now resolve the steps on the activation card and I'll take you through some of the typical ones if the dracona move towards an arrow type then for every dracon it in play starting from the top left file and going left to right top to bottom first turn it to face the relevant Arrow then Advance it one space and then turn it to face the relevant Arrow again if the dracona does not have a matching Arrow then it does not move and likewise if it does have a matching Arrow but can't move anywhere then it doesn't move if a draconid were to move into a space with a neutralized draconid then instead of moving stand the neutralized draconid up and face it towards black or white if not available draconids cannot move into spaces with other Minis and can never enter the circular spaces if an effect says draconid attack then resolve attacks against hunted Marauders within line of sight of any draconid each droned with a valid target attacks once meaning a Marauder could be attacked multiple times by different draconids on the same activation resolve this exactly the same way as if a Marauder initiated the attack this could result in a Marauder wound or the attacking draconid being neutralized this occurs only if the marauder is within range to attack so usually that means in contact in this case the draconid would only be neutralized if the marauder had an artifact which attacked at range in these cases all draconids would attempt to turn towards a hunted Marauders so that they were within line of sight and then attack some effects result in nudr conid spawning either on the red or blue spawn spaces or the plus space and you'll see all such icons across the various tiles new draconids face towards black if available and white if not if you run out of draconid minis then take the one which is furthest away from any Marauders and place it on the spawn space there are also effects which stand up all the neutralized draconids they're resilient creatures and you'll need to find an effect which eliminates them to get rid of them from the board there are some other game effects to know about you may come across collapses and when a space collapses on a Marauder it causes a wound while if a space collapses on a draconid it eliminates that ConEd collapses block both movement and line of sight while they're on the board and if you're in the space of a collapse you cannot leave that until you've removed the collapse Marauders can remove collapses that they're on or in contact with by discarding one action card while the draconids also have some ways to remove collapses if at any point the team meets the condition on the challenge card then you level up replace the marauder die with the next value die archive the old challenge card and draw a new one once you've leveled up three times you'll be taking your tests with the D12 as soon as you've taken wounds equal to your health you're now in a critical condition your hand limit is immediately reduced to one so discard down to one now lay down your mini and remove the hunted base if applicable you're still in the game you can still take full actions as you normally would except for only having the hand limit of one but with the added benefits that you can no longer gain wounds and can no longer be hunted while you're critical you're ignored by the draconids you also no longer block line of sight however if you spend an entire turn from start to finish in critical condition then you are eliminated and removed from the scenario as such you'll want to heal a wound before this happens at which point you stand back up they return the wound to the pile and may immediately redraw to your hand of four cards the main quest you need to achieve is to find the sanctuary claim the artifact and Escape alive the scenario book will tell you what steps you need to take in order to grab the artifact and lets you gain a card from the relevant artifact deck to your hand it will also trigger the alarm and this will increase the difficulty for the rest of this scenario until you've escaped as soon as all non- eliminated characters have left the site and that must include whoever picked up the artifact then you succeed at the Expedition the Expedition fails if the last of the counted out wound cards is taken or if all Marauders are eliminated or if you choose to escape without the artifact you might choose to do this because Marauders carry their wounds from Scenario to scenario to tidy up after a game return all of a character's cards and wounds to its slot in the box and return all of your equipment and up to four artifacts to the section labeled shelter also retain all of your party's gold separate to the General Supply before all subsequent Expeditions you can distribute the artifacts and Equipment among all players decks however you wish you can heal wounds for 10 gold a piece you can sell equipment for half of its printed value to gain more gold and you get to look at three planning cards and may purchase any number of them in order to help you in the next Expedition lead your band of marauders through six Expedition and collect six artifacts to win the campaign and that's how to play God's highest again we are using a prototype copy of the game so the rules and components may not be final and do check out the project page for the game we'll put a link to that in the description below and thanks so much for watching please like subscribe let me know and share this video if you enjoy it and have a great day see you next time