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Kingdoms Forlorn: Dragons, Devils and Kings {Part One}

Board Games UnLocked Sep 6, 2025
Transcript 1:29:59

Some viewers may find the following video disturbing. Viewer discretion is advised.

Hey everyone, welcome back to Board Games Unlocked. And Devon and I are starting another

Look who it is. and we're waiting of Kingdoms Flororn, Dragons, Devils, and Kings, the highly anticipated game uh that I have been waiting on since uh I think I brought up to you like 5 years ago.

Was it five years?

I don't know.

Trying to remember like a couple years maybe.

It's a couple years. Yeah, cuz the I remember it was around Gen Con time.

Mhm.

That we were talking about it. Um, and all things considered, I think the turnaround time is is not bad.

Do these guys ever like go to Gen Con?

No.

Yeah.

Well, I mean, I guess I technically didn't go this last year, but they No, I don't think so.

Yeah.

I mean, the the blood feud with Katie, apparently, so

No, they don't. Cuz like it's kind of like

Well, they threw a little shade in their book and he really took that personal. Uh well yeah like it's it's like whenever um I remember one time whenever I was in college I had a friend who was going to a rival um school.

Mhm.

And I remember I bring it I brought it up. I'm like oh yeah you guys are uh we're rivals and she's like no you like we're your rivals but you guys are nothing to us cuz we always win. And that's how it just makes me think of like uh where it's like I hate them and they're like I don't even know who you are. But yes, we are starting Kingdoms Forlororn. Uh don't worry ATO is not over. Uh we just this it's over. We hate it. Um

we uh decided to take a break after cycle 2 to play this specifically.

Um so a couple caveats. one um the flow and format of Kingdoms Warlord is a little uh different. It's not as easy to just kind of make it as a series because in ATO it was just a cycle and we just played through the cycle. Here it's like you pick you just kind of have quests in these knights that can go on their own quest. So it's a lot of more kind of like plugin plug and play. Um, so the format of the structure of the series might be a little bit weird until we uh iron out the kinks. Um, also for the first couple episodes, I have read this rule book. Uh, we did go through the learn to play. There is no way in hell I have retained everything in this rule book. So, it's a lot. There's there's going to be references until again we play it for a significant chunk of time and Devon quits working 12 hour night.

Know what kind? He can read the rule book and I'll read it. But I think we're good enough to start. Um, we are using the squires. Uh, originally I think we were going to kind of two-handed, but then in the learn to play, which is very nice. Teaches you how the squires work. And I actually kind of like the ease of

they're super simple. And that way we can, as I said to you earlier, just we can really take ownership for our individual nights and our individual stories will move forward faster versus four separate nights running

and each one of them just gets a little bit of story every

half a year, you know.

That's true. That's true. So we we have decided well I have decided to play the flya and the famishing.

The famishing. Um, I was going to go and pick uh I mean all the characters seem interesting, but I don't know. Got to got to go back to my German roots. Uh, big meat big meaty boys.

Big sexy meat boys.

And Devon, who did you decide to play?

I picked Sir and Little Sir.

Oh, is it does it Oh, is it and Little S?

No, just S but Little S is monkey companion.

Sir. Yeah. Yeah. Uh, what was the monkeykey's name from Aladdin? Apoo.

Yeah.

Yeah.

Abu. A poo.

I think it was a P. A poo and a P.

Poo and a P.

All right. Well, let's learn a little bit about these characters, shall we?

Prologue.

So, what is this book? The No. Who is Fly Shritter? The Flesh Ritter is a member of an ancient order, the Fly Shorden. These butcher knights hunt monsters for a living and enhance themselves by using mystical curing methods to extract the essence of the meats they're harvest from their uh quarry. They are stronger, faster, more resilient than the average human and ideally suited to hunt across the cursed uh kingdom's forlord. The flesh rider is a hard-hitting combatant, ideal to deliver powerful strikes or to stand as a defensive bull work against enemies. The flesh rider thrives on the front line of combat while his techniques can make use of flesh tokens to enhance his attacks, heal his wounds, or support his allies. So, yes, I have these uh these flash tokens that are used either to put into the night's pool or just on my board that I can use instead of heat, which is neat, or um like to to use uh abilities like I have a a card that is called um where was it? Uh cure Darklin, which allows me to heal.

Nice.

So, that's pretty neat. Um do you want me to read my prologue?

Well, you might as well. Alrighty. Well, have these little book bookmarks. So, there's there's me. There's me. So hot. Scunk. I know there's no audio. You have to go come back to my subpar read. Well, I think I am a strong reader. Uh, as I try to make it just maybe I wish I was a I wish I could be a voice actor. The rhythmic sound of the rising and falling cleaver fills the air in the dingy, crowded kitchen. To one side, a cast iron pot the size of a barrel sits over flame stoked to a painful brilliance, while a hulking figure hunches over the broad oaken table. A wickedly sharp blade flashing in his hand. Ugar of the flesher order reaches for the hunch of a recently slaughtered bulock, turning his blade to the meat with quick efficiency. His lips part, tip of the tongue tracing a rapidly evaporating line as his taste buds quiver. A little garlic, some fires and sea salt. Heavenly.

The door behind him. Ah, perfect. The door behind him clatters open. A familiar, similarly broad figure muscles her way inside. Across her shoulders, a boar still wet from the grass where it fell to the huntress's arrows. She slams it onto the table, casting Olkar's beef beef aside. Carve this up, little brother. Stop calling me that, Olar size through gritted teeth. You're only 5 minutes the eldest, and I always will be. The older flasher holder leers, so do as you're told and stop pouting. Olgar considers a rebuttal, tempted to throw the carcass on the floor, but then he remembers the apples and the red onions just about to go bad. Maybe sausages. Bore meat cures so well. Fine, but I'm keeping half. A third. Hold the snaps back. I killed it. I get the dragon share. She watches her brother quietly as he sets to work. She'd never admit it, but he was always the quicker with a knife. Finally, she breaks the silence. Have you heard? Stove matron J is looking for volunteers to escort a caravan into ice from God for the resettlement council.

Babysitting a bunch of refugees. Harley seems like your thing. Maybe not, but the principality. Have you heard of some of the beasts they've been finding there? The veiled blade are offering silver gats hand over fist for meat, organs, pelts. Ugar puts his knife down, meeting his sister's eyes. The pair grinned. Yeah, the pair grin, blood starting to race in their veins. But I snag a bigger one than you, she gloats. You're on. Olkar returns to his butchery, but the excitement of the hunt is already beginning to surge within him. And thus begins the tale of Fleshritter. Mark the prologue box on your night sheet. You've unlocked the first chapter. Proceed to night setup section of page three. Okay,

nice.

I got a hot sister.

Yeah, she sounds

She sounds thick.

She sounds like a lot of woman.

Got those birthing hips.

Goddamn right. Oh boy. So, let's see here. Who is Cers? The story tracker knight has had a long career with many a campaign behind him. He brings this seasoned worldview to the forefront as he travels from kingdom to kingdom, searching for adventures worthy of his time. At his side, the loyal little sir serves as his eyes and ears in the perilous realms to which he travels. A born leader, Sir Son's specialties lie in guiding his comrades to victory and serving the killing blow to his foes as befits a legend of his stature. Little sir can be used during a clash to put an enemy off balance or to support an ally with the cunning tactical maneuvers. The Grizzled Knight also excels at dealing damage to the enemy, exploiting their weak spots.

Nice.

Just drooled on my face. Prologue. Can't believe this is uh like his final words.

Oh, okay.

Yes. The frostlined soil crackles underneath the weight of the falling body. Puffs of faded gray dust rising as the broken night accepts his fate. Lying still in the dust. Already he can feel the warmth leaving his extremities. The clouds of breath rising from the blood lips growing smaller with each exal exhalation. Sir's whiskers twitch as his eyes press closed. Not so much from the pain but from the weariness that has become his most constant companion of late. Didn't picture it going this way. the last chapter of his legacy. The footnote scribbled in the margin of the final page. The great and dauntless Sir of Ed Bravia, laid low by a rattle plate.

Still, he spares a glance to the pile of bones and rusting armor that was his last foe. At least he'll have no loose ends. The knight thinks to himself, "Well, almost none." A tiny shape scampers across the lifeless dirt of the principality. childlike fingers scuffing the snow as the little ape lunges towards his master. Little sir frets over the fallen Sonch with concern in his eyes, worrying at worrying at his shoulder to try and urge him to stand. Sorry, old chap. Sonch groans. Not this time, Freddy. You'll be going on alone. A shadow flits over the fallen night and his companion. A flash of darkness that brings with it an icier chill. There's a flurry of ruffling feathers and a rush of displaced air. And the shadow becomes not a person, but still something thinking, reasoning, watching. Son looks up to see the long curved beak protruding from the hollow dark hood.

The faintest twist of a smile is visible in the shadows. Say of the voice's dry rustle of crumbling leaves, a faint whisper. Was that like a just a weird language?

Sir of Lasvalan.

Oh, okay.

The voice is a dry rustle of crumpling leaves.

Got it. Got it.

And have it.

Mhm.

Only a firm undeniable permanence. Took you long enough. Where have you been? I've always been, the hooded figure whispers horsely. A press like away, never further. Then you know what led to this. The last legend of the tracker knight. This is the tale how Sir Long Sir met his end. You will now embark on a journey back through his legend.

Oh, interesting.

Learning what brought him to this fate. Mark the prologue box on your fate on your night sheet. You've unlocked the first chapter.

Okay.

Okay. Yes. So, we already know I die at the end.

Maybe. I just imagine like you're you're like just a an absolute tryh hard where we're like you're like just so dramatic and you're like such get up. Let me do this. Let me just

Oh, this is the big one. This is the big one. Look, you stubbed your toe. Just get up. No, this is my final hour. All right. So basically uh we how how the format goes. Instead of just picking like um you know a cycle to go through, we basically have these knights that we will most likely be alternating on. I think probably a solid one is like chapter chapter,

you know, like alternate

um back and forth um to keep it so we're not like constantly just jump back and forth between people's stories. is like, "Wait, I don't remember what happened last."

Mhm.

Um cuz that's happened in like ATO whenever you're jumping between all those adventure hubs and it's like I I don't know what's going on anymore.

But you essentially pick or are told uh to go through a particular kingdom. It sounds both of us are tied to the principality. Um and here's the thing. I don't care if your knight dies as if as long as your monkey doesn't die.

No, he's immortal. Uh, we'll see about that. He could be good meat. Um, but yeah, so we basically pick a knight to do their quest. All other knights or squires in this case um will either choose to investigate or free roam. So the the quest is like overarching main story of of your night and that kind of dictates the flow of a session. Investigation is trying to figure out a little bit more of like your character's backstory. um stuff about the the kingdom that you're in. Uh just basically side quest stuff is how I took it. And then free roam is none of that. If you just don't want to do an investigation, um then it's just you're along for the ride.

I mean, it gives you like a lead of something you can follow.

You can g you can well you can gain um you could free roam to do another investigation if you failed.

Okay.

Because you can fail your investigations just like you can fail your quests. Um, but yeah, so that's kind of where the the the tweaking of how these videos are going to go. Um, so we'll just we'll play it by ear, but we're starting with Flesh Ritter's quest because we kind of already got that set up. Are you ready? I'm going to change his voice because I didn't realize that Flesh Ritter's name was uh

was Yeah,gar. So, there's Glare. Glare. Let's give him a lisp. I mean, you know, he's got a hair lip underneath that helmet.

Uh, yeah. He also has a big dick. Um, okay. So, quest one uh is called to make an omelette. Venture into the principality of stone. And beware of egg. Beware of egg.

Okay. to make an omelette. The Fog Watch Fortress is a buzz with activity. It's not often that an expedition sets off into the deep fog, and word of this one has drawn many curious onlookers. As you sit with Holda on the driver's board of the lead wagon, you look back over the gathered convoy. These settlers, barely more than refugees, if you are honest, talk excitedly amongst themselves. The resettlement council paints an optimistic picture of what life will be like beyond the fog. A vision of untapped potential, vast tracks of land waiting to be claimed, and prosperity at the journey's end. Oh, we know. We know. Uh, Halda has huge tracks of land. You know better. Many of your fellow flyers return from the long-lost kingdoms with tales of harrowing danger, forsaken realms, and most interesting to you, fierce monsters. But you can see why these people would run the risk of the uncharted, perilous realms beyond the fog. The children are scrawny from underfeeding while the parents are uncomfortably gaunt and gray in the face. As they finish preparations, you can see some of the fortress's residents, border duchy folk through and through. Regard them with disdain or even outright hatred. The animosity between the refugees displaced before the coming of the deep fog. And the people of the border duchies is well known. Mark the quest box on your night sheet for chapter 1. I don't know what I mark it with.

I guess I'll do an X. Prepare an expedition into the Principality of Stone, setting aside the Egg Knight encounter card. It's unavailable for the duration of this expedition. You're starting Kingp's S3. Proceed to the outpost phase, then return here. I like the bookmark. So, the outpost phase is in this book. But let's learn a little bit about the principalities of stone, shall we? Um, I've already read this to you when we did the learn to play, but uh, now they're going to know. Once this realm was known as Iservald, the de the deznney of smiths. Eiservald steel was famed the world over. The rich and powerful throughout the grand kingdoms lusted after Eisernvald armor. The forges of the vice Kaiser foundry and the crown owned Kaiser works burned so brightly that night never truly fell upon the capital, and the air of the kingdom was perpetually filled with a choking haze of smoke and ash and the clanger of hammers upon metal. When the comet passed overhead, many in the kingdom felt it was a dire portant, but they had no idea just how dire. Soon after, a plague of petrification began to spread throughout the

What is that?

Throughout the populace, many pleaded with their king for help. But the response from within the conqueror's castle was lacking. The wealthy of the land clad themselves in armor to protect themselves from the plague, while the poor rioted or fled to the border duchies. The deep fog fell, and for a time, Eisnervald was lost to the world. Now the fog lifts, and where the Dznney of the Smiths once lay is now the principality of stone. a waste ravaged by the stone curse, ground quakes, and wandering abominations. If you would brave this grim realm, you must harden your heart and cling to your courage. For through the principality, may at first seem lifeless, countless unspeakable things crawl among the bones of fallen Eizervald. Um, so now this has its uh own specific set of rules. So they there's panzer gates and keys which you learn the uh learn to play. Basically, panzer gates are are walls that shoot up that prevent you from going uh in a certain direction. You need keys to get past them. Um there is a panzer parasite condition card. That's the parasite x condition. Uh armor tokens, so they can placed on monster sheets. Um and they raise the at of the monster.

Gross.

There's armor piercing. Um and that's a keyword. and something about the devil's bargain which the devils introduce a new a special mechanic bargain that is different for each devil that I think is based on when we attack a devil. So we're not there.

Okay,

that comes up. All right, so there is a uh outpost phase. So, we have a half ruined keep outpost, which allows us to either visit the mercenary guild, the inn, the scouts guild, shrine of the saints, the notice board, the merchant shop. Um, and each one of these has an early bird option. Basically, if we choose to go to that one first, we get the early bird effect. Otherwise, we just get regular effects.

Um, but we don't have gold. Nothing said we started with gold and I think we need gold to literally do anything here

because we can't hire scouts. Um the inn I mean the inn instead of rolling. So if we go there instead of rolling for an effect we can choose one. Um two random knights gain one to any virtue for the duration of this expedition. Um oh we can gain a stone key. Oh, there you go.

Okay. Yeah, we

Sounds like these pans are basically a problem. So,

yeah. So,

we might as well get some keys.

Nice. Let's put it right there. Right on the refrigerator.

So, we went to the inn.

Yep. Went to the inn and they're just like, "Hey, you might need this. Where you're going, you're going to want one." Yeah, cuz the mercenary guild, they give you a mercenary in the learn to play. Uh, I mean they're they're helpful like passive. Well, not passive, but like helpful onetime abilities. Scouts Guild. That's how we got to see where that uh where one of the tiles was.

Okay.

Um, but yeah, local urchins, but I believe we needed gold and it said we in the in the learn to play we started with five gold and I don't think we Yeah, I mean I guess we can also go to the notice board. So, the notice board back here. Um,

yeah. Did anything give you a clue indicator?

Not yet. I I go back into my story after we're done at the outpost.

Oh, okay.

So, there is So, there's two contracts that we can sign. There's an escort service and a search and rescue. It's on the Yeah. A party may sign a contract. Checked available contracts on page nine, which is over here. So, normally you dismiss anyone who willingly wants to head into the kingdoms as mad and leave them be. But this person is both mad and rich, which can mean a solid payday for you. All you have to do is make sure they don't die. Easy, right? And the first thing they're going to do is die. So, your objective, escort your charge through the kingdom unharmed. Or search and rescue. It's a common enough story, but it do be it due to excess of wine, bravery, and or foolishness, someone else has gone missing beyond the deep fog. The reward offered is meager, but you're heading that way anyway. Perhaps it's worth your time. Find the missing person.

H they do tell you um uh the reward for the search and rescue is a scavenge one.

Okay.

And then the uh reward uh at the end of the expedition, C rewards. If you have at least one clue left on the kingdom sheet, scavenge one. If you have three plus clues, scavenge three instead. H

sure, we can do a search and rescue.

Search and rescue. That

was pretty late. I don't know about full [ __ ] escort on my first mission.

Well, buckle up cuz I I kind of looked ahead to I was trying to figure out what my clue stuff was. There's I think my whole

first quest is uh is a ex is a escort.

Oh, okay.

Kind of.

Okay. So, we're doing the search and rescue.

Yep. Place a random small kingdom tile on the kingdom sheet. This is where your target was seen last. When you enter any other small kingdom tile, any knight may test sagacity.

I am good at that.

Uh to investigate. Oh yeah, you you will be good at this. Uh success. Replace a small kingdom tile other than kingdom sheet with another random small tile. Return to the previous one if you would move on to the tile placed. Uh okay. So a random small kingdom tile. I am the tracker knight of

you are the tracker knight. Did I have it? Oh, I might have taken it out. Okay. Yeah, the rest are higher level. So, search and rescue and yeah, these for these were in numerical order. So, port district effect, merchant district effect, noble district effect. Okay, those are for the four. So I will put So we need to find this or whenever we land on any other small small one that's not the once we basically land on the card that this is where it is. We found him.

Oh, okay. So it's

it's a small

it's a small. So we just explore around and hopefully find the

hopefully find whatever one I pull. But that like so for example like Okay. So, this is the one we need to find number one. Um, if we don't land on number one, let's say we go this two, um, you can check sagacity and if you succeed, I think it was an eight or higher, we can replace this with another one.

Oh, okay.

Um, so you're just kind of getting leads on where he might be. All right. I think that's all we can do while not having any money. Um, unless let me double check one thing in setup. Maybe we do start with money in the

like I start with 10,000. I don't know why.

That's right. Yeah. Yeah. From from your well-known travels

on the legendary tracker night,

right?

My 401k.

Um

I remember I have a bachelor's in monkey business.

Silly me. I Yeah, I forgot.

Okay. Um, okay. I am not seeing anything. We probably do start with like some sort of money, but I am Let's roll. 10 cash. 10 money units.

10 money. Um, actually, it didn't say.

Mine didn't.

Yours didn't.

I checked.

Okay. Yep. No, we're poor. Okay. Before long, the wagons are ready and your convoy sets off. The imposing white walls of the fog loom large overhead, and the chattering excitement descends into murmurss, then whispers, then silence. The caravan limps out of the fog. Many of the hopeful settlers now white-faced and wideeyed. Scarse a handful will speak of what they witness within that misty white domain. Even you are reluctant to recall the shadows in the mist, the groaning screams, the crunching sounds of teeth on bone. Your convoy is missing at least a third of its number already. You try not to think of how many of the missing were children. Instead, you look to Holda. The pair of you share a silent moment of determined resolve.

Okay, your objective. Escort the settller's caravan into the heart of the principality of stone, keeping them safe any from any threats. Place an errant clue on your tile. This is the caravan.

Okay. Caravan will always move together with your party marker. The caravan strength is represented by five resilience tokens. Uh, use generic tokens. So, I guess these one, two, three, four, five. Sure. Put them right there. Keep as many resilience tokens as you can to keep the caravan safe. Such a group will attract a lot of unwanted attention in the kingdoms. Place red acrylic cubes on the time tracks on spaces 4, 7, 11, and 14. Okay. 4 7 11 14

7 11 14. During the story step, if there's a red acrylic cube on the current time series, trigger an encounter. Um Oh.

One night in the p uh oh, I think it's that's a typo. One night in the party may gain one marshall clue or if we fail, we lose one resilience. When you reach five uh threat for the first time, also lose one resilience. You could spend one resilience as a stone key. Protect your settlers. What you uh what you walk into the kingdoms with is likely all you will have. As the caravan pauses on the edge of the mist, the nominal leader of the settlers, a scrawny fellow by the name of Friedrich, joins you at the head of the pro procession. Naive and young, his eyes sparkle with the dream of a better life. Under his arm, Friedrich holds a rolled up map found in a dusty old library somewhere, detailing the lay of the land ahead of you. Fallen Eisenwald, now known as the principality of stone.

A few markers on the map point out possible places to try and establish a new village. So, I get to choose. You've come to this desolate kingdom to help the refugees find a home. True, but that doesn't mean you can't enjoy yourself in the meantime. The heart of the kingdom is where the biggest beasts will lurk, and the veiled blade syndicate is always lurking for fresh parts for their black market. The settlers just need a little push. Encourage Friedrich to set his sights higher and plot a course deep into the principality. Lose one resilience

village. Come on, we got monsters to kill. We got beasties to kill.

Or two, you have a job to do and that should always take priority, even if it means letting the chance of hunting some real prey slip through your fingers. You need to keep the caravan safe. First and foremost, advise caution and stick to the less dangerous roads. A settlement closer to the edge of the kingdom will be safer. Gain two heat.

It's all about the hunt.

All the hunt that hunt.

Well, we lose our resilience already. Come on. We'll further in. Further in.

Uh yeah, just just a little a little more. Nothing ventured, nothing gained. You meet your sister's eyes. Hold nodding in agreement. We do that brother like that brother clasp. Yeah. From a predator. We're both just jacked

and sweaty.

Yeah. And sweaty. Uh, you both have the scent of a hunt in your nostrils, and no babysitting assignment will get in the way of that. Swaying Friedrich to see things your way is easy. You just need to wave the possibility of fame and wealth in front of him, and he latches onto it. A course is set, following the as yet uncharted roads deep into the dust choked kingdom. Ahead, the principality beckons, and its Denisonens are already taking note of your arrival. Gain one passion. I'm a little chubbed.

You're a little chubbed. little chub. At the start of the story step, if your time is 8, um, C 004. If you fail the expedition in any way, immediately see 0019. Begin the delve.

Begin the del. Welcome.

Okay. So, what does it say? So, anytime it's on four, we just have a we have an encounter.

Yeah. Anytime it's on one of those cubes.

Okay. All right. And then do you read anything for your investigation?

I know whenever I was looking at like my

Is it something related to the kingdom specifically or

No, cuz like Oh, I guess like cuz if you're doing um Yeah, cuz mine has quest one then has all my investigations here

like in in chapter one. I don't know about investigation.

Let me see it.

Yeah, you had your bookmark covering it. This

Oh, so there's your quest one, which we are aren't doing. So, you pick I think which investigation like you're trying to do and do you read it? Um, yeah, I think you Yeah, whichever one you pick is uh what you're trying to go for.

Then I definitely want I definitely want Glorious Recollection then.

Glorious purpose. Okay. So, I go to I11.

Yep.

Which are where?

Just keep going until you see I11.

Oh, here it is. Just read here.

I believe so.

Okay. Badass. Badass. Well, well, well. If it isn't old Son. The person sitting across from you leans back in her chair. Oh, it's a female. Uh, her wrinkled features bearing a stern bent that almost turns into a skull. She can only hold that for a moment, though. Her teeth flash behind her lips in a bloody grin. Bloody cheek, you sputter. Goodnaturedly. Oh, my foot. You can hardly talk. Oh my god, that name. Um, married. I'll just say married. M h e r r e i d. Merid.

Merid.

Merid.

Yeah. Married.

Sure. Sure.

When was the last time you could wake up without aching joints? Too long. Mered leans for forward. A move accompanied by creaking either from her chair or her bones. Little sir, leaps from your shoulder, scattering towards her,

and she rewards him with a kind scratch behind the ears. Speaking of long times, I thought you were out of the game, old man. What happened? I never stopped exploring. My blood's too wild to settle down. I just uh stopped making a name for myself. It's a younger night's game these days, Marit says. Each day it gets harder to live up to stories and easier to fade into obscurity. Who could forget the first blade of trust? Plenty folks, she shrugs. You know, some scavengers even found my sword in the ruins of cathedral there, and they just summed it on like like a simple knife. If they knew the deeds it would witnessed, the folk it laid low, last I heard, and some wandering merchant had it strapped to his belt. Pudgy fingered loud, who's never held a weapon in his life. Disgraceful, you mutter. Such a masterwork reduced to a common blade. It belongs in the hands of a true warrior, not some coin grabber.

Make an investigation mark on your night sheet for chapter one.

So, you should mark it on the right.

Right.

Yes. Cuz if you succeed, you should mark the left.

Gotcha.

Yeah. I was like, are you going to fill that in?

Uh, draw a clue card. Collect the clues donated on denoted on that card to succeed.

Okay. So, you already did. Um, got it. So that you need to find three green.

Three green.

Yeah.

Because you have a primary clue which is the green and then the secondary clue which is yellow. And I think your success is tied to the green.

Okay.

If I'm not mistaken. I don't know what the sec You might need both. Uh but we'll we'll figure that out.

Okay.

All right. So now we are delving. We are into the uh principality of stone and we just uh we just move around, I guess. I think to continue mine, we need to get to um during the story step if there's a red acrylic. Oh, and it trigger an encounter. Okay. Okay. I was like, man, four [ __ ] like six fights encounter. These those are the onetime use things uh that are on the back of this. Um

yes, this is the

it it it is simple. There's an encounter rule summary. Um, but it's a 100page rule book, guys. Um, so I'll have to walk through the steps of that, but yes. Okay, cuz I was like, that's that's brutal.

All right, where do you want to go?

Okay, so just a quick refresher. So when we go to a location,

so we go here. Obviously, these are the numbers that affect time and threat.

Um, the exploration cards, uh, run me past those again. So,

okay. So,

so if we're drawing like the top one, then it's based on the direction.

No. So, there's the travel step, then the exploration step where we draw the card and resolve whatever it says.

Okay.

And if we're prompted to gain a clue, it's off of the next card in the direction that we were moving from. So, if we went to the left or if we went to the west,

we'd gain a blue.

Or anyone who can gain a blue would gain a blue. Okay. So,

it's not based off the card that we just drew.

Okay. So, I'm going to take some heat.

Okay.

And I'm going to use risk assessment.

Okay.

It is a cool down. I look the top three cards of the exploration deck and put them back in the same order. Okay. I thought I had to just manipulate them, but I get to look at them.

Okay. Okay, Panzer Pit is the third one. So, first one is Grasp of the Fog. Place this card in active effects area. Then place a generic token on random direction on this map on this card. Uh to travel in that direction, enter the deep fog according to standard rules and discard this card.

If you travel in a different direction, place a generic token on that direction on this card. Uh when there are three car three tokens, so essentially it limits the directions we can go to avoid the fog. Okay.

Um, so that's the first one. Next is Stone Quake. Uh, place a rubble token on a random path leading from your current kingdom tile. That path's closed off until the end of this expedition.

Nice.

Uh, and then Panzer Pit. Uh, place a single Panzer Gate token on every unlocked path. So, this is a very limiting map. Every single one of these is limiting the directions we can go.

Well, we could go through the deep fog, but uh,

yeah,

we probably shouldn't. Right off rip.

Yeah. So, it's um Yeah. Fog, Stone, Quake, Panzer Pit,

Cers, where should we go? We're [ __ ]

We're [ __ ] We're trapped already.

We just left.

Okay, so here is my thinking. Um, so if we could go south. That's that going south is probably going to give us the most options of moving

to avoid to kind of keep avoiding the deep fog.

But to do our side quest, we have to go to small spots.

Was it with small cards to try to

to try and find number one? Yep.

Um, so we could go I we could go to two

and just I mean that's probably going to be I know I mean unless they changed it from the demo that I played. small stuff is like could be alleyways. That's just a forward thing.

Um I mean it's a we could always loop around if they happen to connect. So

not happening at all.

That's also true.

I'm assuming that whichever path we go it's that's the path you're locked down.

Yeah. Yeah. Yeah.

But we have one key so we can handle some pancer gates.

Yeah. Yeah. We did go one from the end.

Um I guess I like

And here's kind of what I'm thinking as well is it's only going to be one time still. It is two threat. But if we go to the small ones, small ones usually lower our threat.

Yeah. So, you want to do the big one and then hopefully go to some small ones.

Yeah. Give it a try.

All right. So, time goes up by

one. Uh threat goes up by two. And then yes, the all father's church. So, that goes there. Then we have what's so is it signs of struggle?

Signs of str. Yeah. So we have four

scavenge one.

Nice. Okay. Um

then I have to freaking

Oh, but if I use

There we go. When resolving a point of interest, subtract one from the POI modifier. So, does that mean we treat it like a two?

The POI modifier is what's on the expirate. So, if we needed to see what a point of interest was, this one specifically has a name.

Oh, okay. So, these are locked in.

Those are locked in. But if it was like one that just had that symbol, then it's like we take that, we draw, let's say it was this one, it's plus zero. It would be whatever.

It'd be on here. It'd be it'd be like it's one plus

that's how I'd modify it. Okay. Gotcha.

Yep. Um and then um the I have it right here. Um yes, gain the specified number of clue tokens according to the clue collecting rules. Um, so this one, which I would need to look at again, I think that had a two on it for Yeah, I think for So, we went south, meaning that anyone who can gain a red will gain a red.

Okay,

it's just I don't know why I don't have one. It did. It just said like maybe I do just have this one. I'm going say I do.

Um,

so does this one have a red then? It will

because blue.

Blue. Okay.

And these you said count as a clue.

They do. Yes. Yeah. I don't know if like I'm supposed to have one. Um cuz it's like that's kind of weird because it's supposed to be unless it skips me and it goes to this one, you know. It might actually cuz I don't think I'm gaining clues. I don't need clues to do anything unless my quest specifically tells me.

So I do think that it that's red.

Okay.

Um so there's a two.

Sweet.

Um anyway, uh yes, whenever instructed to gain multiple clues. Oh yeah, we draw minor minor importance. So it was right cuz we went south and now the minor minor mortise is going to be uh red again.

So

means another red for reds.

Yep.

All right. So that moved time and what do you know? Did you look at that? Uh there is

Did you put the Oh, the scaven.

Oh, yes. That was just a That was a random one, right? The scavenage keyword.

Oh, I know. We just did it.

We literally did. But the problem with the the learn to play is it tells you like what to get. So it's like is that the rule we get to pick or is that just what you are

what you fixed for us?

Um cuz it's like I know it has to do with getting a uh a card. Mhm.

Um, gotta love keywords. Scavenge.

Add X loot cards to the loot deck if the scavenage keyword does not specify which loot card type you may choose.

Okay.

So, I was right cuz it kept saying consumables,

right? Cuz like kingdom loot was pretty dope.

Um, yeah. Why wouldn't you ever pick kingdom loot? Yeah, let's add kingdom gear. to the loot pile. I don't know what that was. I think it was there. Okay, sweet.

So, that was it. So, went ahead down to uh Oh, I also didn't even read the card. Grasp of the fog. Place this card in the active effects. Then, place a generic token on a random direction of this card. So random direction is going to be to the right just place it to the right. Yeah.

Okay. So now if we move

if we move to the right we have to go through the deep fog but then we discard it. If you travel in a direction different then we do

so like going here would trigger it.

Yes. Yeah. If you travel in a different direction, place a generic token on that direction of this card. Okay. So, if we avoid it for like three rounds or two rounds, um then then yeah, then we can get rid of that.

Okay. So, we can go down.

We can go down. Um so, yeah,

so

so for our our mini quest, it said I could do an a sagacity check in a small location.

We had a small location. Yes. to change. So this this is where we're trying to get. This is where the person is.

Yes.

Okay.

But if we are not having any luck,

so we essentially we have a static kingdom map and we're just trying to get to that location. Yep.

Okay.

Yes. Success. Replace the small kingdom tile on the kingdom sheet with another random small tile. Return the previous one to the appropriate kingdom deck. If you would move on to the tile placed on the kingdom sheet during this expedition, you found your stray.

Okay. Well, we'll move down. I'm down for down.

All right. So, that's going to be one. Uh, we lower threat.

Threat goes down.

Um, the I think one thing they did change is these clue tokens used to be on these cards.

Gotcha.

Um, okay. Oh, hey, there's a nine for the sunken kingdom, which I'm not even going to worry about right now. So lowered threat. Um it leads to eight

and a 11. And a generic token is going to the Seth.

Okay.

Which is actually perfect cuz then we can go to eight.

We can go to eight. Um,

I might do that check now cuz one seems to be a little far off.

One's probably like up here.

Yeah.

Yeah. So, it's it's a sagacity eight check.

Okay. So, I have plus one. So, I need a seven. I will use I'll take a heat. Um, and I will do night prowess. Uh, when I'm about to perform a virtue or an adventure roll, I can add two to the result.

Nice.

So, it puts me at a five or better.

What's your hand limit? Five.

It was five. Okay.

Mine's only four, so I had to get rid of them on my car. You [ __ ] loser.

Take my last heat.

Oh, you already maxed out.

Well, it refreshes.

Yeah. At the beginning of combat.

I don't need it till then.

Hey, success.

All right. All right. So,

this is when I use my heat. What are you talking about?

Uh-huh. Uh-huh. Okay. So, now it needs to be 17.

17. Well, I feel like we're heading that direction.

We're like here and you're just like, "No, no, we're not in the right direction at all."

This is This is not it.

This is This is not This is uh I I see the deep fog.

Okay. So, I mean, I just say we go left and get rid and avoid the deep fog. That sounds like

works for me.

That sounds like a [ __ ] hole uh time.

Do gain a clue though, so it's going to be blue,

which no one needs cuz we're going left.

Bummer.

Oo, there we are. Yes. A little bit of blood. Okay.

Oh, we have an entry. Yeah, there's a thing there in the story section. So, we have to do the encounter and I think then it goes to story step, but there is a point of interest. Um, seven is there and nine is there. So, now uh exploration stonequake. Place a rubble token on a random path leading from your current kingdom tile. This path is closed off until the end of the uh expedition. So

So where we came from is blocked

uh on a random path leading from your current kingdom tile. So um we have a rubble token. Do you know what that looks like?

I don't think it's probably that one. Yep. And the random is going to be north, which it can't. So, um Oh, it's upside down. Wow. All right. Uh yeah, where we came from.

Well, we're doomed.

Uh this goes away because that would be the third tile.

Okay.

On it. And then um we have a point of interest which is one plus zero.

A quiet abode. A chosen knight devotes.

Devotes. Devotes. See, gaining sane 68. Um, when a game element instructs you to gain a saint. Okay. There are a few saint related keywords you will likely encounter during the game. Devote. Gain a devotion token. Okay. Um, and a devotion token is uh one of these So, who do we want to devote?

Rolloff.

Rolloff. All right. One,

three. Nice.

I'm devoted.

Has to go to your squire.

Oh.

Um, okay. Well, there is a uh a thing 40. Um, so I could do 4023 while we're here.

Can we both do it?

Why would you ask? Yeah. Didn't we both get to read in the learn to play? Yeah, cuz we read the starst star 00 and then star star9. I think it's in I think it's in here. Yeah, it's it's in the it's in here.

Oh, it's in there.

Yeah. So, a flurry. So, 4023 is a flurry of birds swoops close overhead. The creaking of their metaljointed wings. A harsh rasp in your ears. You duck low, narrowly avoiding the saturated edges of their beaks. A swift wave of your weapons sends the scavengers scattering, fleeing back to their roofs at top the nearby tower. From there, their croaking calls can be heard, escorting you through the armored birds territory. There's nothing here for you. Perhaps one of your companions has found something useful. Um, yeah. So, what was your number?

Uh, 4037.

Yeah, I'll let you read it. 4037. I'm just like, "Get away, birds. Stop looking at me, swan."

Little sir releases a quiet chirp, cautiously descending from your shoulder. He hops through the snow, at times half submerged in the drifts as he skirts forth. He pauses at a patch of snow like any other, and begins to dig. Having long since learned to trust his instincts, you step up next to the tiny monkey, kneeling to offer a helping hand. The two of you scoop the snow and dirt away together. Under the white tide is a grave, a tombstone fallen flat. Upon the stone, a simple epitap. Um 42069. Um XOX. Here lies Bertrren, steward of the All Father, faithful, diligent, and ever joyous. May his rest be peaceful. Normally you wouldn't lower yourself to grave robbing, but little sir chirps, dripping grows more insistent as he scrabbles around the edge of the fallen gravestone.

Um, okay. If you choose to leave the grave undisturbed, uh, lose one. Is it curse? Yes, you would lose one curse.

Ah,

and return to the delve. Otherwise, suffer one Bane and proceed.

Oh, what are you going to do?

Um, he's pretty insistent. I'll catch him.

All right. So, you gain a bane.

Yes. There you go. Not two.

So, what do these do?

They are the despair. Okay.

You gain you have a bane limit which is on the right. They just kill you. You just die.

Okay.

Okay.

Although you do revive. Uh there is a uh a uh thing you read on your first death.

Okay.

So,

stealing yourself, you keep digging. There's no coffin. Instead, you find the body of a man quite large around the gut, caught in throws of petrification. His arm was snapped off at the elbow, possibly from someone trying and failing to contort his body in a pose that could be placed in a coffin. The palm of his severed hand, a bundle of keys are trapped. Shattering the fingers requires no effort. Gain one stone key, return to the delve.

Hey. All right. Nice. A bane for a key. Not horrible. It's like his hand turns into a monkeyy's paw.

Um, okay. So, that was that was story stuff. So, we still have no encounters. So, we just keep keep on trucking. We are about to have an encounter during the during the story step. Yeah, during the story step, we trigger an encounter.

And we

How do we rest on the map? What triggers a rest? Is that just the the halfway point, then you rest?

Yeah, there's a campfire phase after the first ex uh ex Yeah. exhibition, and then the full clash is like the end of a session. Okay. Uh more or less.

Okay. Well, we need to get to 17. Um who the hell? Well, I mean, potentially 17. Can't go back. Uh because there's a whole chasm there now. So, what do you think? Left uh what? Waste or sooth? Which one would like would give us like clues that I want green clues. So

So south is going to go one. Okay. So then Oh, yay. So you help me.

Sorry.

Just watched me [ __ ] all this up.

Dude, they laughed on one side. They laughed.

Yeah, they laughed. Look at that fool. So there's that and that and and and and that and then all right nine. So going to gain a time which will be a an encounter which we'll all get to learn together during the story step gain a threat scary

um which I believe also has to deal with a paw but um that's it. Okay. Yeah, we can spend these for stuff too, right?

Generic token. Oh, resilience as a key.

As a key.

Yep. So, you said you get a green.

There you go. I'm going to make sure you don't get it.

Oh, another.

So, am I counted as having one on the card? No. Okay.

Nope. All right. Hey, another another one. 14 and four. Okay. So, four is here. 14

goes there.

Okay. Um

17 can't be too far off, right?

You'd think. Um and also whenever we hit five threat, we also lose a resilience. And what even? So, and your quest is you just you're just helping these people.

Yeah, I'm trying to um

just get them through to the end.

Yeah, I think I'm trying to settle a new village

for them. Um I'm just trying to hunt

Mhm.

hunt beasties. Um but we do have an exploration card. The hunter and the hunted. Um wasn't there supposed to be a Oh, we Yeah. party leader tests insight. Each other knight may gain heat to add one to the party leader result. That's me. Um, test insight a insight six, which I have zero insight and you have no heat to give me. Oh, I guess these guys can.

I Oh, we give each other heat

in this case.

Oh,

each other knight may gain one heat to add one to the party leader result. I'll have Railoff the eager squire.

I can have Bianca help you if you need it. Uh, I mean it makes it a four higher.

Sure.

There's four. There's a four higher. So, success. Scavenge two or one knight gains one chosen clue.

H. That'd be amazing.

What if you could give me a clue?

Yeah, go for it.

Oh, thank you. Cuz that sword's going to be dope.

Is it? Is it? Or is it going to be dog [ __ ]

Story blade, baby.

Probably sucks. It's only a mob tier item. Um, yeah. So, that gets discarded. And then we have uh one plus five. That's a six for the point of interest. Suspiciously empty plaza. Party leader test insight. I don't want to do another. Oh god. Can you modify that? No way. You don't have heat to modify, do you?

What is it? Party leader tests insight seven or higher. On a success, we have an encounter. On a fail, we have an ambush.

O,

we're about to do one, too.

Yeah, I know. That's why I was like, "Oh, hey, can you modify that?"

Does it cost you heat?

Yeah, everything cost me heat.

I hate you.

So, is it only refresh during encounters or fights?

Uh, yes, with heat. There's uh I don't believe there's anything in the Dell that's a that's like a refresh step. I just feel like that was in the in the combat in the in the actual fighting. Um, let me double check though. Also, I need to double check. Make sure we're not having a paner gate show up. No, we're not. Okay. Remember, they're they're the locks next to the

um to the numbers. Yeah. Delve round is a travel step. Kingdom tile step, which is resolve all symbols on the back, reveal it, check your new tile for paths, resolve encounter, monster spawns, and move. Exploration drawn. Resolve the top card of the exploration deck. And then the story step. Yep. So, no refresh.

Okay.

Step. Um cuz then we get to the clash phase which is Oh, where is it? Which is literally just talking about Yeah, that's like the first thing that happens is the refresh in the uh in the flash. So guess well now we know exhausting yourself unless there's ways to lower heat which I don't believe I have ways to do um during an encounter during rest. I can have us fortify.

Yeah, I don't know if I want to do that. Well, we're going to definitely learn about encounters.

Okay.

In a sec. Um

well, roll it up. So you can get that seven or better.

I don't want to be ambushed.

Yeah.

All right. So, two encounters. Thank you. Oh, that was right. Right there.

You were like, "Something's moving.

I smell something. Something's behind us." All right. So, I'm going to pop this bad boy off. I'm going to keep the caravan there because we have an encounter

neoprene

which is um you know what actually I think we're just on the yeah we're on the mob board unless doesn't matter uh positioning monster positioning night positioning night Um, but who are we encountering? That's Oh, I think it's based off of what zone we're in cuz we have not rotated. So, I think it's the rats.

The rat wolves.

Rat wolves.

Okay. So, the encounter. So, these are basically one-time skirmishes.

Okay. And I believe it kind of is like a they go they go once, we go once and so on and that's that's kind of it. So, let me just see how we figure out how to set it up. Okay, page 40. Uh, first check the type of monster you're facing. If the encounter does not specify, you face the monster in your current district as indicated by the district wheel, which it did not specify, find the encounter monster on that board and place the corresponding encounter board on the table so that it's within reach of all players. Oh, okay. Good, good, good. Okay, so I'll have to kind of So, we are on mob.

Okay.

Oh, this was dragon that board. Okay. So just going to place this this that thing right there.

So this is where where we're having an encounter.

Okay. Is it like random positioning based on die rolls or

it actually that is how it's set up. Um so we're not ambushed which is nice. Uh and we're actually going to have two encounters with these ratman.

Okay.

Or these rat wolves because we have one on story set before on top of the points of interest. Um.

Oh, I thought you succeeded though.

The success was an encounter.

Oh,

the failure was an ambush.

Oh, an ambush. Gotcha. So, it was combat regardless.

Yes. That's why I was trying to get you to modify so we didn't have to do two encounters in a row.

Gotcha. That's That's right. My bad.

Um, okay. So, take the corresponding monster miniatures and the encounter monster cart. Oh, okay. That's what those are. Got it. That's what they I need to go. I need to I need to go for a walk.

Okay. Um so Oh, rats. Rat rat wolves. There they are. Okay, that's the only one I'll pull out right now. So, this is the encounter card for them. It should tell us the Yeah, the monster count, the encounter board, which is this. Good deal. So, we have Rat Wolves right here. Then

um during a normal encounter, you position the monsters first and proceed to positioning the knights. When positioning mobs, check the monster count value. See how many to field. Okay. When placing the monsters on the always. So when fighting against a for each monster miniature, roll a red dye. Will you roll a red dye for me? Then place a miniature on a space matching the rolled s. I need just one cuz I need to place it on the spot that matches it. All right. Now roll again.

Oh, well that's what that was. I did two, one for each of them.

Gotcha. Um Okay, there we go. Um yes. Okay. To position your knight miniatures, first roll a red dice for each knight. Then place your knights on matching unoccupied spaces on the encounter board. Ignore all hope symbols on the roll dice. Okay, so for me um

blank go there and then for the squire are there other Okay, so actually Oh, that's right. Um yep. Oh, that's ambushes two sword. Bianca.

Um, yes. So, actually, so what happens, this is kind of weird, but if the space, if there's no space available, like cuz I rolled that again for him to go, uh, I can either not include him.

Okay.

Um, in an ambush, that would be my only choice. If there is no spot for him to go, he's just not included.

Oh, okay.

This is not an ambush. So I could either decide to not place him or put him in a spot where he's being targeted. So for example, this is where they're targeting, the first space in front of them.

So I could put him there or I can put him here and I'll put him here.

Okay.

Then just like in a clash, the monsters act first. Each monster targets every knight in the indicated area. Each knight on a space targeted by a monster suffers the attack effect shown on the encounter monster card. In case of vigor loss, do not draw mortis cards other than judicium. So unless it's going to outright kill us, then you're just not we're just it's just kind of like do we take damage or not. Um yes. Oh, okay. These Okay, these are gross. So I might actually not put him in because um

are they going to spank his willie? So if you are in their so monster round step um got it. Okay. So whenever they're placed Oh, I see. I see. Okay. No, I am not going to place him. I was like, why would I ever? So

So if I roll So question before I I just assumed. So, I had rolled just the hope symbol. So, I assume that I could place it on blank since they were ignored.

Was that was that within rule?

Oh, um, knight positioning.

To position your knight miniatures, first roll a red dice for each knight, then place your knights on matching unoccupied spaces on the encounter board. Ignore all hope symbols on the rolled dice. Um, I don't know. That's a good question.

Sure.

Okay.

But I'm getting it now. Um, so the monsters are going to go and they basically just target where like that spot.

Okay. Um, which but that's the thing is like where they're facing, you know, because it's like cuz if it's if that's the way it's at are they always are are they always facing like this like the way they're looking? I can actually find out. Nine. Um, an attack diagram. Oh, that's just the attack diagram. on any space targeted by a monster suffers the attack effects. Okay, so I need to see. Oh, okay. When placing the monsters on the incounter board, always place and turn each monster in such a way that they target the most spaces possible.

Got it. Okay, so the most spaces possible could have been here, could be here. I'm not entirely sure. And then knight positioning. So, it is just kind of luck of the die on how they jump in because they don't move. Like, they don't move. They just kind of attack. He's attacking here. He's attacking here. You lose three vigor and then you're poison one.

Gross.

Um, in this case, they they're not hitting us. Uh, now it comes to us. So, yeah, once the monster round is over, it's your time to shine. Remember, you only have one round to win. Each knight may either perform an attack action or a help action. Uh so the area in which you you place knight tokens during the encounter is called the encounter pool. The encounter pool and nightpool are separate help action. To use the help action, you check the symbol underneath where you're at. And you can add you can place one opening token for each sword and one break token for each potential in the encounter pool.

Oh, okay. Um, and then your attack action is pretty much the exact same way. Um, and yep.

Okay. So, that's that's where my cunning plan comes in. So, during an encounter when you're uh about to roll for night position, you can roll an additional red dice.

Got it. Okay. So basically if you meet if you meet this threshold

Mhm.

you we get a scrape which is this.

Okay.

The number of scrapes we get is based off of whether if we got zero scrapes we resolve the failure.

One scrape is partial success. Two two or more is success.

Okay.

So unfortunately

we you don't move

like so so this one is kind of way too far in this encounter. I can't get to him. So, at best, unless we had a way to move, uh like a way to move people, um we were only going to get potentially one scrape.

Okay.

Um I could do two.

Do you have ways to move?

I mean, I both of mine are right next to him.

That's going to kill this one. That's good, right?

Yeah, but that's only one scrape.

Oh, just killing one as a scrape, I

believe. So,

oh, I just attack the same one. Um, maybe it's not. Oh, yes. Scrape effect. Remove the monster from the board. So, I mean, theoretically, I could put him on there and I mean, he would take three health and poison one. I don't think it's worth it. So, it's not that bad. So, go ahead. We can have you go. I'll help. Um, I have a sword and a potential. So, I can add a

I'll add a break or I'll add a Yeah, I can add a break for a potential and a opening for a sword. So,

you can do both. Yes. Yep. So, one opening and one

one opening and one break. There you are.

Okay. Well, then I'll go ahead and have I'll go ahead and give it a try with my broken sword. So, two, I get plus two. So, what I need eight to hit?

Uh, you um Oh, yes, you do. Sorry.

So, eight. So, total. So, six the opening. So, five. Five or better. Two hits.

Nice.

Okay. So, that gives me three reds. I need to get reach a five.

Mhm.

Yesesh. What's is there an overcome? No.

No, there's not.

That's kind of a rough one to hit. I mean, one, two, three, four.

Five. Oh, yeah. Five. Oh, four with the

Yeah, cuz two is [ __ ] hard to get on these. I need another break to even

Oh, you could have had this one help.

Oh. Um,

cuz you know they're

But we only get one round, though.

Well, I'm saying I mean we're we're not going to be able to hit this one.

Okay.

So, we might as well had both people help the one person who could.

Yeah, sounds good to me.

All right, cool.

Sweet. All right, so that's a scrape. uh remove the monster from the board and then we both help because you can either help or you can attack.

Okay.

Uh so we got one scrape which is a partial success. One knight suffers poison two and loses three heat.

Three heat. Poison two. How bad is poison?

That's what I was looking up cuz I'm like sounds like

I mean I'll take I'll take the heat loss.

Well, you don't you can't get the heat loss without the poison.

I want the good stuff. I don't want the bad stuff. death.

Um, uh, it's a condition card with two generic tokens on it. So, I think you just have Wicked Diarrhea. I have a plague.

Yeah. Um, at the end of your turn, you lose one vigor for each token on this card. And does it lose a token or am I just losing two vigor forever? Poisoned. Lose one vigor for each token on this card. If your vigor would drop to zero or below, it stays at one instead. Poison limit three. If there are zero poison tokens on this card, discard it. If poison tokens on this card exceed your poison limit, flip this card. It moves to tox toxified. Well, I know it goes away at the end of a clash.

Sunken kingdom keyword. If you don't have the poison condition card, gain it. Then place X generic tokens on the poison condition card.

And then so I'm just taking two vigor loss then.

Yep.

Until it's removed.

Someone is regardless, someone is taking poison two and loses three heat. I don't have heat loss or I don't need

How do you remove the condition card?

I have no idea. Can I use the devotion token?

Will it protect me?

Yeah. Yeah. Where's God?

Yeah. Um we mean I don't get these cards back yet. No, you get those. In fact, you're What's your uh You're only going to get one of those back at the beginning of the refresh round anyway.

See here, maybe wait rest. So, I'm taking six. Uh I guess I'll take it.

Okay. All right. And then there's your people. All right. So, that's an encounter. Now we do it again because we are on uh space four and it does not say trigger an encounter. Yep. Doesn't say against two.

And we are on Okay, we're only on three. So, let's go ahead.

Toxified. You've been poisoned.

Grail. I mean, I guess there do we again. I didn't think about it last time. But where was the encounter?

Cuz we're we're doing another encounter

for the one for my actual quest. Um, but what I failed to look at was if it's the same.

Um, yeah. Placing a M for each monster roll a dieice. And then place a venture on the space match in the world symbol. I guess you just pick. Oh [ __ ] Okay. Well, then we'll put it there. All right. And then double sword. All right. And now us. So perfect. I will go right there. Okay. And double sword. There we are. She goes to ignore hoke symbols.

Sword grail.

So here.

Mhm.

All right. That's a little bit better.

Sorry that kick. Sorry, Winston.

Okay. Well, they can't hit us.

Sweet. Um, so and let us know in the comments if we're doing this right, but I believe it said to face them in the spaces they can hit the most. Oh, spaces they can hit. Well, they're only hitting one anyway, so I guess it's bit of crapshoot. So, now it's us.

Okay. Um, well, you want to do the slaying this time? I can help you. One of each.

One of each. Yeah, that's a lot better than

And then he got He's got two swords. So, what's that? Two openings.

Two openings. Yeah. I should probably think um I mean my D is only one though,

but you give me one of each.

Sure.

Boop. Come on, baby. Seven plus one. That's eight.

Nice.

Nice. So, that's the opening. And then the break token is going to be a black.

Do you need a double help before we even continue?

I need a five. I'm getting a I got a plus one power with my chipped axe.

Okay,

so um so I think I should get it with a black and a red. I just need to get a five. Um I think it might be hopefully it's possible cuz that poison is pretty brutal. Yeah, I think either she helps him with the one each as well.

Yeah.

All right. Come on, baby. It wouldn't have mattered with the double help anyway. That's only two, so that's a failure.

Yeah,

unless I don't think I have anything that help. Oh, okay. I also have an encounter thing. Come out. Come out swinging during an encounter. Place one break token in the encounter pool. Um, will I get two?

At most, you could have reached three with what you rolled.

With what I rolled?

Yeah.

Oh, okay. because you rolled like a a one potential and then a just a single potential.

Got it. All right. Well,

we'll see. Well, four assuming with your That's right. You have a built-in one.

Yeah.

But

if she helped

uh you have another potential symbol.

Oh, yeah. Yeah, it was uh

Yep, that's right. Yeah.

Okay. Well, see if [ __ ]

Well, we're [ __ ]

Um, well, I mean, don't they just draw their cards and see if they succeed?

Oh, yeah. They still need eight or higher, though. It's pretty [ __ ] hard to get.

Yeah.

Yeah, that failure sucks, too. Just so you know.

Yeah. So,

um I guess I can help you take one of each. Okay.

So, yeah. rolled a seven plus one eight.

So that's that. And then

your wounds.

Yay.

Oh, killed one.

Um. Yep.

Squires out the knights. Uh yeah. Um, so yep, scrape gets rid of that. And same thing, one night suffers poison two and loses three heat. Um, the failure for the record is each knight suffers poison too.

Grody. So, but the success is each knight raises their heat limit by one and loses two heat.

That's pretty good.

That is pretty good. That's why I was for sure thinking we were gonna get it. All right. So, [ __ ] I mean, I I have a lot of health kind of, so I guess I'll gain poison. Did you put You did put two generic tokens on it. All right. So, that was the two encounters. Those were quick, which was nice. And

you got to see the

Yeah.

Okay.

Hold on. We fight a harder one,

I think. So, yeah. What the [ __ ] are the numbers then?

Yeah, that looks one way easier, too.

Um,

the six rider to hit.

Uh, yes. Okay. Whoops.

That looks way easier to win.

Uh, yes. And there's no poison. What's the maybe Oh, maybe that is what we were supposed to fight was a level one uh with a six to hit and two. You know, getting two hits on that level four.

That was a level four.

It It said four up at the top instead of the one.

Okay.

So, maybe Whoops.

The double tier rat person.

It might. Yeah, it might have been. Um All right. Cuz a failure is each knight loses one vigor. Partial success. Each one knight losees one vigor and one heat. And success is each knight raises their heat limit by one. All right.

So, we smothered both of them.

I'm I'm Yeah. Uh well, no, because in the first one I we still couldn't have gotten to one of them.

Gotcha.

So, we'll say you lost a vigor and a heat on the first one. So, you're you're only at two heat,

but you're not poisoned. That's

and then the second one we definitely would have killed him. Each night raises their heat limit by one and we're not poisoned.

We could throw those away. Hey, we have that to that to look forward to of just you know having aggressive uh ricketetts. What is ricketetts? You know

ricketetts? Uh, I couldn't say. I think it has something to do with some kind of joint stiffening.

Gotcha.

Getting it mixed up.

All right. Well, people are probably like, "What are you doing?" We're like mob level. Just jack a rat. Oink. Oink.

Uh, all right.

Look at those [ __ ] exploding rats in Black M. Big rip. Yes. That that makes me feel because I was like kind of hate the encounters, dude. That [ __ ] sucked.

Yeah. I was like, "Oh, okay. They made this a [ __ ] It got work."

Yeah. All right. Oh, but we did succeed on that encounter. One night in the party may gain one marshall clue.

Oh, a marshall clue. I have three over here. So,

yeah, we can go ahead and make a three over here. Sweet. Okay. And why did I have I had to red go somewhere whenever we get to Oh, no. When you reach five threat, you uh for the first time, you also lose one resilience. Um and oh, gain a passion at the start of the story step if your time is eight. Okay. Ah, that's the exhibition clash. Okay. Well, I think we will stop there because that is an hour and a half of uh of time. So, um yeah, that's it. That's the the kick the the the kickstart of Kingdoms for Lauren. Um we'll just keep keep continuing. Um I hope everyone's enjoying. Stick around for the rest of the series. Like, comment, share, and subscribe. Have a wonderful whatever time of day it is for you.

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