Skip to main content
Loading video...

Dicequest | Solo Playthrough

Meet Me At The Table Oct 2, 2026
Transcript 41:26

Hello everyone and welcome to Meet Me at the Table. This is Colin and today we are going to do a solo playthrough of Dice Quest by Sky Tear Games. This game can be played solo, it can be played cooperatively, or it can be played competitively. We're going to show you the solo mode, which is essentially the same as the co-op mode. We just can't share items, but otherwise, you're going to see solo and co-op are going to be very similar. The goal of the game, we need to complete this adventure three as well as all of the threat tokens get that get placed on there. If we can't do that, we lose the game. Throughout the game, we're going to try and complete quest cards to gain rewards and then adventure cards in round three, six, and of course, round nine. That's when we have to win. If we don't win that one, we lose. We do this by recruiting heroes. We can level them up. We can gain items. And of course, we can have our heroes die, which is going to happen. Please do make sure to turn on those cling on subtitles just in case I make any errors and miss them in editing. Otherwise, let's just jump into our setup and start our playthrough. The game comes with 18 different quest cards per level. I have shuffled them up and you can see the art perfectly matches.

It looks really cool. I like how it looks on the board. I'm going to reveal five of these and we can complete those five during our adventures. We also have three adventure cards, one for each level. Now, each level there's four different cards you can randomly choose. I chose the non-starting ones, so I actually removed the starting ones because I felt like they were way too easy. Uh, and so I'm using other ones that I don't know what they are, but they won't be the ones they recommend for your first play. Here we have our level two quest cards and our level two adventure. And then finally, our level three quest cards and our level three adventure. We have revealed our five quest cards out on the board. There's also a printed one over here. Not even going to show it to you in cooperative or solo. If you ever do that one, you're going to lose the game. So, don't. You're going to need to do these other quest cards in order to get enough uh leveling up to be able to defeat that third and final adventure. Each quest card has a few different pieces we should walk through. Over on the top section, that's going to tell you what you need in order to complete the quest.

So, for example, with this one, I just need an arrow from one of my dice. This one I need a wand, but I will take a light wound that I may want to be able to block. Over here, it's going to tell you how many of your heroes you can send on that specific quest. Both of these you can only send one hero, but as you go through, you're going to see there are more options of more heroes and whatnot. That's the fun part of the game. And then the bottom section here are the rewards. Now, you see the ones that have these little lines? Even if you fail that quest, you'll still gain this reward. But if you uh complete the quest, you gain all of these pieces for the reward. The other piece that happens if you fail a quest, we all have a roll token uh that we can use. And once you use it, it gets exhausted. You can actually unexhaust that whenever you fail one of these quests. And then you actually put a coin on that quest that you failed. You leave it out there. And if somebody, aka me, because it's only a solo game right now, if I try and complete that one again and do defeat it, I gain that coin. The first adventure card we do get to flip up, which we will flip. And I'm going to turn it this way just so you can read it. This one's called the Enchanted Woods. So, all we need is one of any type of attack symbol. There are swords, there are wands, and there are arrows.

But then we take two light wounds. I'll show you how the wounds work in just a second. We can send one or two heroes to this adventure. We'll score two points. We can uh have one of our heroes advance and no matter what we'll gain three coins. This enchanted woods has the ability place threat tokens face down instead of face up. Oh, interesting. As an action, you may pay two gold to flip a threat token face up. During the deployment step, when we complete this adventure, we will flip all threat tokens face up. So, normally I'd place one threat token on here equal to the level of that adventure. This is a level one adventure. And if you've played any of the other Sky Terror games, this should look very familiar to you. On the back side of this, it has a symbol that I need to get. Well, I have this face down, so I don't get to see what it is until we actually go to this location, and I might not even have a hero that can do that. Uh, or during the first two rounds, I might spend two coins to flip that face up. We now need to set up our marketplace. I've already shuffled up our item decks. This is the basic, and this is the legendary item set. We have legendary heroes, which we won't see until we get to the third act. And then we need to place out five heroes. Now, each hero is dualsided. We need to place them out on their unupgraded side. And we'll just place them out like this. And we are going to be able to recruit one of these each round so long as we have enough coins. On the top right corner of each apprentice hero, you see how much coin it costs to gain them. Then it

tells you what dye they're going to roll. So, this one would roll a red dye. That's helpful. Uh, you're going to see a grade out ability and a grade out victory point value. This grade out ability does not come into play until they advance. Uh, same thing with the victory points. So, that is just to help you so you don't have to flip every card to see what's on the other side and how they upgrade. This tells you how they upgrade and this tells you how many victory points they could be worth, but when you gain them, they're worth nothing. When playing the game solo or cooperative, you will use a threat deck. We'll just shuffle that up. And at the beginning of each round, you'll draw one of these. Generally, they're negative. Sometimes they can give you a positive effect, but assume they're not going to be good. We then have our player setup. You can see we have areas to house three total heroes. We start with none, but we do start with two of the basic items. We have a scroll of recall that can be used from our backpack which we can house a total of five items in our backpack. And that one says refresh roll token. That's cool. This is an equipment. So this we can't use unless we equip it to one of our heroes. And each hero can hold one equipment. This one we can spend a rune to gain a coin. Nice. Right now I'll put them over here. I can house up to five in our backpack. But if ever I have a hero that we'd like to have equip the ring of luck, we can certainly do that.

We also have our wound tokens here. Now, these only show the light wound symbol because a hero is defeated if ever it has two light wounds or one heavy wound, which is basically the full skull. So, that's why we have those there. And that's our roll token. And this right here is our player marker, which we will put on the board, and it'll show us going through the nine different locations. Here we have the four different sets of dice. We have red warrior dice. You can see they have lots of swords and they have some shields, one rune. Runes can be used either to activate abilities or you can spend that rune to roll one other die. Very helpful. Marksmen actually can deal the most damage. They can get two swords on one side or two swords, two arrows, but they do have two blanks. Mage dice, five out of the six sides hit. They give you the most runes. And then tank dice give you the most shields with some swords as well. Finally, we have the awesome coins in this game. And I love love these metal coins. These ones I'm going to take and use in other games cuz they are fantastic. I wish I had more of them.

We've completed our setup. Let's go ahead and walk through the turn structure and start our game. Now, one thing you're not going to see on here is drawing the threat card. We should have the drawing the threat card before the income phase. that is only used in solo co-op. So add one more phase of the threat phase. Then we have income where we gain two gold or we gain four gold if we have no heroes. So we'll actually gain four gold for the first round. Then we move to the tavern phase. That's where we can recruit one of those heroes. We can and we can recruit as many as we are able to pay for. We can then equip. We can graduate any that are on our board. Maybe we want to move them off cuz they're wounded or we have a new hero we want to purchase. We've got board actions later on. If we would like to refresh the hero offer, we have to spend three coins. You can only do that in solo and co-op. And you can also gift one of your items, but we can't do that playing solo. Then we go to the quest phase. We're going to choose a quest and choose which heroes are going to go on the quest. Then we'll move to the combat step where we'll roll our dice for our heroes, potentially re-rolling them until we get what we need or until we fail. Then we assign wounds and then our rewards. If you succeed, take all rewards, add the quest to your achievements, and reveal a new quest. If you fail, refresh your roll token, place one gold on that quest, and only take the guaranteed rewards. Let's go ahead and start. Our first threat card we're going to reveal is the monster raid.

Each player must choose and discard one item in their backpack if able. Well, that's great, I guess. See you later. Ring of luck. I liked the ring of luck, but I like being able to refresh my reroll. Rerolls are very important in this game cuz there are blanks on these dice. So, I'm going to discard my ring of luck. Whenever you discard, you just put it to the bottom of a deck. We've now gained our four total coins and we can move to the tavern phase. Now, something I need to correct that I said you can only gain one hero. Doesn't matter how much money you have. It says gain one hero. So, I can only get one right now. I'm really just looking at what dice they can roll and then potentially their ability could be cool, but right now they're not active. I'm thinking of going for one of these fay folks and I need a wand in order to do that. So, I think I'm just going to spend two coins and I'm going to get this ward mage. So, I'm going to grab this ward mage and then we'll replace the ward mage with this packed cub.

We'll place them right here. And I still have two coins for the next round. We've placed her right in the middle of our board. We only have one item. It's not an equipment, so we can't equip it to her. We can just use that from our backpack. We're ready for the quest phase. There are two quests here that only need a magic wand. Now, this one we would gain a light wound, but that wouldn't kill her. So, I'm thinking either one of these we could send her on. This one would let her level up and there's no risk of her taking a wound. This one though, we score three victory points. And at the end of the game, we need to have 15 victory points plus complete that adventure uh the third adventure. So, the question becomes, do we take the light wound? We get a couple more coins, but she doesn't level up. I like her ability because her ability lets us potentially gain a shield. So, because of that, I think I'm going to go for the fa folk catch. So, that means all we need in order to complete this one is a wand. And that's good because the wand is only on the yellow die. So, we're committing just our one hero and we'll roll this yellow die. One thing I do want to call out, this leveling up can only happen for heroes that actually went on the quest. That means you can't use a leveled up hero to defeat this and then level up someone else. All we're looking for is a wand. And we've got it.

That's a wand. So that means we have completed this quest. We gain one basic item and one additional coin. So that will be our third coin. And we'll go ahead and draw our next basic item. And we have a frenzy potion. This potion is also not equipment. So I can use that from my backpack. We'll then replenish this spot with a new quest. This one is armored target. Oh, that one you can't use yellow dice. I don't think I'm going to go for that one. The other benefit for taking out this quest was we could level up our hero. We're going to level her up. And now if she rolls a rune, which we had just rolled a rune, we can convert that rune into a shield. You can only do that once per round, though. So, let's say somehow we rolled more than one yellow dye and I had two runes. I could only change one of those runes into a shield. And so long as she doesn't die, she'll gain us one victory point. I'm also absolutely ridiculous and forgot to place our party marker right here at the beginning of the round. So, this is where we are. We're going to do two quests before we have to go on our first adventure. Speaking of which, we've completed that first round.

Let's slide to round two, draw a threat card, gain two coins, and then we will recruit another hero. We'll flip over our next threat card, and we have we have the Ancient Ruins. Each player may roll a red dye. If we get a miss, we discard a basic item. A miss is one in six. If we get two swords, we draw a basic item. That's also a one and six. Might as well. It's a one and six. Let's try it. We'll roll up our die. And we have the two swords. That'll work. We will gain another basic item. This one is Oh, you could turn a rune into a sword. I am going to equip that, I think, to my ward mage for sure. During the income phase, we gained two more coins. I now have five to play with. The question is, which quest am I going to try and take on? I can roll a magic wand, which is useless for pretty much all of them. Now, a sword could work.

Actually, that give us some coins. So, this one will roll us a sword. This one here would potentially roll us a sword and give us a shield. But I do have my ability of turning a rune into a shield. So, I think I'm going to spend the three coins and I'm going to gain this adventure. He looks kind of cool. He's I I've got to say I love the art of this game. Uh, and so he is when he levels up, by the way, whenever you see a purple symbol, it means any die. He can let us roll any dice, which also is a great ability. We now can choose if we want to equip anyone. We most certainly are going to equip our ward mage with our axe lightning. So now we have two options for any of those rune symbols. The quest I think I'm going to try and take on is this deluxe dummy. I want to be able to level up my adventure before we go against the enchanted woods. In order to do that though, I am going to have to send him and only him. Now what I'm really looking for is a shield with that red dye. It's not super likely, but if I get a shield, I don't take a light wound. But even if I do take that light wound, I will still be able to level him up and gain one item. This will just be a red die roll. We'll roll it up. That's a blank. I think I'm just gonna soak the hit. I could use my roll, but I don't feel like it's worth it. So, I am going to take a light wound on our adventure, but then he will flip because I have completed this. I didn't need any other symbol. So, I get to level up and gain another item. And let's see what item is this one going to be. It's a basic. This

one isn't equipped. It lets you roll a green. So, right now I'm just going to hold on to that because no one rolls a green. So, for me, that's kind of useless. After completing the quest phase, normally you would reveal another quest, but I'm not going to because we're going to go on that adventure next. And then after we complete adventure one, whether we win or lose, we are going to discard all of them and put out adventure two cards, or I should say quest two cards. So, I'm just going to clear those out. We will move our party marker to the enchanted woods. I'm going to turn this sideways just to make it easier to read. We are going to need Okay, if possible, what we want to have for this quest, we can send one or two heroes. We need just one of any of these three symbols, but we do take two light wounds, which could potentially kill someone. We also have this threat of a shield. If we don't complete this threat of the shield, that's going to actually move over to the third adventure and we're going to have to deal with it in the third adventure. If we get an extra shield though, we can utilize it here and get rid of this threat token so that we don't have to deal with it for the adventure three. Now, for this adventure to be successful, all we need is one of these symbols. If we're successful, we'll still gain the benefits of two victory points, being able to level up a hero, and three coins. But if we can't get rid of this, then it goes to adventure three. And unfortunately, I cheated already. It says during the deployment step, we should be revealing this. So, I have to buy my hero without knowing what that is. So, I'm going to put that into my into the pile over

here. And I'm going to grab a new one face down that I don't know what it is. Sorry about that. During the deployment step, so that's when we're going to deploy our heroes, we get to flip it up, but not before I gain one of my tavern heroes. To start that next round, we're going to reveal a threat card. And this one is each player in clockwise order may return a hero in the market to the bottom of that hero's deck, then refill the empty slot with a hero of the same level. I'm not worried about doing that. We have some good options. Speaking of good options, we've gained our two coins. So now we have four. We can use these four to buy. What do we want? I'm kind of looking for shields. I think I've got two green ones here that are cool. this defender. I think I'm going to go with the defender because we could potentially get more shields when we level them up. Yeah. So, let's spend three coins. And we are going to take the defender and then we'll place out.

Oh, this one looks cool. This one is a spiritist. We'll place them here. We'll place our defender out. That's our third hero. And now we can equip the frost helmet. And we have a roll for that green dye. And now for this adventure, we need lots of shields, but we can only send two of our heroes. Do we want to uh I I know I need one of any type that I think it's going to be these two because if I do this one, too, I can level that one up. Yeah, I think that's worth it. So, I'm going to do these two. We're going to keep our adventurer back. That means we won't get the free roll, but we do get a roll of the green, and I can potentially change runes into stuff. That's cool. So, it's going to be two dice that we're rolling. Do I want to do the frenzy potion? Not yet. I've got some rerolls. Let's see how we do. Of course, before we do that, we now need to reveal this token now that I switched it during our deployment step. Oh, we need an extra symbol of a sword, a wand, or an arrow. So, we're going to need two of those symbols to be successful. I think there's a chance. There's a chance these two. Now, you know what? Now, I feel like it might be worth using our frenzy potion. So, we're going to use our frenzy potion. We're going to get the red dice. So, we got three dice. I feel very confident. Now, let's roll these three up. That's not a great roll.

That's not a great roll at all. I'm going to use Well, I can do my green free roll. Don't want to do that first. Let's do our green free roll first. And that is much better. The sword is what we need. And the shield is going to block some of the damage. And then I do think I'm going to use my roll token right here. And I'm going to reroll these two dice. Let's see what we get with these two. Uh, that is much, much, much better. Oh my gosh. We needed a total of two of these symbols. We've got them. Then we would take two light wounds, but we can use a shield here. And then our ward mage will turn this rune into a shield. That's two shields. That feels fantastic. We're also going to discard this scroll of recall so that we can reflip over our roll. You see why those rerolls are super important? This will mean we gain two victory points. We can level up our defender. And now our defender is going to be a defending beast. We have a shield turn converting into two shields and we'll gain three total coins. And that's two points.

Right now for our victory points, we have 1 2 3 4 5. We have five of the 15 victory points. Once you remove your adventure, you have two new actions you can take. We can discard one loot card to gain a coin, and we can discard three coins to gain a loot card. That can be very helpful. We'll then move our adventure marker over to the number two spot. We'll reveal our second adventure, and this one's the jungle dungeon. So, we can send two or three. We have to have two, at least when we get here. When you reveal this adventure, distribute a number of threat tokens equal to the number of players. So, it's going to be one, and now it's going to be a level two threat marker instead of a level one. Distribute these face up on quests as close as possible to the adventure score tracker. Also, place threat tokens on this adventure as usual. Oh, so this is going to get one.

Plus, we're going to have to do another one. And it's always equal to the amount of players. That's why I'm only placing one on here. I'm playing a solo game. If you're playing with two players or three players, you'd have more of these tokens. So, we're going to place one on here. That means we'll need an extra sword. So, we'll need two of anything, an arrow and a sword. We're going to have to deal with this as our repercussions. And this nightmare over here is going to gain a shield threat token. Now, we do not need to have this shield when we take on this quest. We need to complete this quest. If we don't, this token is going to go to the adventure uh the level two adventure during the deployment step. So, this is basically pushing us to do this one, which means I need someone that rolls a blue dye. I do also want to show you on your hero board, assume you're not recording like I am. When you roll your dice, you're supposed to put them in the unused location and then when you use them, you exhaust them over here. I'm just doing it from the uh dice tray because it's a little easier for me with recording. Speaking of which, I am going to flip our next threat card. Each player may move one light wound from one of their heroes to another. Now, I'm going to leave it on my adventure. As you can see, I've revealed level two quest cards. I have a total of six coins now. So, in order to determine which hero I want, I'm going to decide which quest I'm going to go on. I've got two quests I can go on before dealing with the jungle dungeon. I really need to do this nightmare. In order to do that, though, I do need a hero that rolls a blue die, and I do see one in the offer.

It only costs two as well, but there's also one that costs four that I really want, but it's not blue. I'm trying to decide if I can do one of these other ones first and then grab the blue one next. No, I think I think I'm going to go for it. I think I'm going to go for a hero that rolls a blue die. We're going to grab this blade dancer. She only costs two. So, we'll go from six down to four total coins. Her ability is okay. We're going to flip this one over. Her ability is she lets you roll a green or a red, but she only rolls a blue. So, you always have to have her with someone else to make that ability better. But don't forget that's not even active right now because she's an apprentice. Although I really like my adventure, I'm gonna say a Sayanara adventure. Thanks so much for being here. We're going to have you graduate and that means we'll still score the point from him. Uh if ever you have one of your heroes defeated and they are on the level up side, you don't get the victory points for them, right? Cuz they get discarded.

And if ever you discard or defeat one of your apprentices, it just goes to the bottom of the deck because it has no victory point value. We'll then during our quest phase, choose the nightmare. We are going to bring the blade dancer and our ward mage to both of those. That's going to give me a yellow and a blue dye. The blue dye, I really need two arrows. That's why I've got the roll. We'll roll up our yellow and blue dye. We've got the double arrows. That's great. But I still need one more symbol. And I don't have anything on that yellow die. So, I think I am going to use this. I'm going to flip that over. And I'm gonna roll this one up. Oh, I have I have a symbol. That's going to work. However, I don't have any defense. Because of that, I do need to deal one heavy wound. Well, I didn't love this one anyways. So, I'm going to have her be the one that takes the heavy wound.

She's going to go to the bottom of our stack. And unfortunately, that does mean that although we completed this and we'll get rid of this threat token so we don't have to deal with it, uh we will not have anyone leveling up. I will get one of the legendary items and two basic items. Our legendary item, we have the thunder collar during the deployment step. So, this is an equipment. That hero will always gain a red dye. Whoa. And then two of these. We have during the combat step, I believe that means we can turn it to any side that we want. I'll just double check that. And then the potion, the minion potion. We can convert one die to any other die during our deployment step. So, we can roll a different die if we'd like. Confirm that whenever you see this fire symbol, it says, "Set a die of this color in your unlocked dice zone to any face. We'll then grab this quest card. We've earned that one." We'll flip out a new one.

This one's worth some victory points. Ooh, this is a red light wound. You cannot block that. Someone's going to have to soak that when you do this one. This one would actually be really good for a defensive hero cuz Oh, no. You need four of the successes and all that defense. Oh, but you can send three heroes. Ooh, that's kind of tempting. And the three victory points and the level up and another legendary loot. Yeah, I'm kind of interested. We're already moving to round five. One more round and we're already done with act two. Our next threat card we have is each player must assign a light wound to one of their heroes. That's just mean. I'm really loving my ward mage, so I think I'm going to do the defender, but I don't want to lose the defender either. We've gained our two gold and we now have six to play with. I'm going to spend four. This blademaster looks awesome. He has the ability that if he has a wound, he gains an extra red dye.

So, we want to wound him ASAP. And we're going to place out the paladin, of course, flipped over. I've placed our bladem over here. Let's give him the thunder collar. Look at this. We're going to send all three of these on a quest. That's going to be a green, a yellow, and two reds. And then what I'm trying to decide is, do I want to convert one of those to a different color? I think I'm actually okay with that. And we do get a free reroll on our green. We're definitely going for this shade. We can send three heroes. We need four of those symbols to succeed. We could lose up to two heroes, you guys. It's a little risky, especially before going into the jungle. But three victory points, a level up, a coin, and legendary loot. We'll roll up our four dice. And let's see. We have one, two. I only have two of the symbols. That's not enough. I can't believe I got a shield on my yellow. Uh, that's great. What I can do, so this is where this is important. I can use my rune here. Could use that either as a shield. I could use it as a sword. That' be a third symbol, but I actually need four symbols to be successful. So, you know what I think I'm going to do? I'm going to use my scroll of steel flame. And what I'm going to do, we've got two shields.

That's enough. I'm going to turn this over to a double sword. But then this item's gone. What a good use of that item. We now needed four of any of the attack types. One, two, three, four. Then we are having one hit blocked here. One other hit that is blocked there. We cannot block this one. That's fine. My blademaster will take that damage. So, he'll have a light wound. That's going to help him because now we scored three points. We're going to level him up, gain a coin, and get another one of these. And this is a doomsday box. This gives you an added blue dye. That's That's really amazing. We'll flip over our blade master. Look at this. Now he's going to roll three red dice. How amazing is that? You are limited based upon the dice pool. So I can't if I could roll five red, you'll only be able to roll four. So that's all I can roll.

I do have two of my characters wounded. Uh I think I have an actual idea. I might retire my defender so that uh but I'm going to lose this too. I'm going lose the roll. But here's the deal. I have this doomsday box. I want to put that out on somebody because that's my only way of getting an arrow. I guess this would also work cuz I could deploy a different die. Let's see what we want to do. We'll move ourselves to the jungle dungeon. And now we're going to need two of any type of attack. One sword and one arrow. I don't have a way of making an arrow unless I get that blue out or I do the minion potion. I can send all three of my heroes if I'd like and this will score us four victory points. give us one of the basic loots and two coins. Before we have to decide anything, we'll flip our threat card.

Each player loses a coin. Okay, I'll lose a coin. Losing a coin meant we went down to two coins and then I gained the two during the income phase. I do think I'm going to retire my defender. I'm going to spend three coins and I'm going to get this paladin. Oh, yes, the paladin or this corporal. This corporal we could No, no, we're going to do the paladin. We want for sure defense. And then we'll replenish that with the alchemist. Not that it's going to matter because after we complete this adventure, we're going to go to the legendary heroes. And the legendary heroes are so cool. It's kind of sad to lose our defender. I've really enjoyed having him. We're going to lose this loot, but we will place out our paladin and drop the doomsday box on her so that way she can roll a blue. We are most certainly going to send all three of them on this uh adventure. So that will give us a green and a blue. It's going to give us a yellow and three reds, right? One red, two red, and then three red. Wow. The only bad thing is this roll is just going to be what it'll be cuz I have no rolls. Uh looking here, we've got two sword or two arrows and we have this. So, that is going Actually, this might be good enough, you guys. If we look here, we need two of any type of symbols. I've got the wand and I've got an arrow. Then, I needed a sword. I've got a sword. Uh, so that's good for this one. And then I needed an arrow here.

I've got that. I've got one shield here. And then, uh, tell me if I'm wrong, but I think you can use any rune to activate any of these abilities. Uh, so with the ward mage's ability, I can use that rune to gain a second shield. That would mean I block both of these, which means I get four points and I get four or two more coins. That would put us at three coins and I will gain a basic loot item. This one's a healing potion. We can heal somebody. We also can discard this token. We're not going to have to worry about that for the final boss. Because we completed that second adventure, we have two more actions. Three coins to level up or three coins to remove a wound token. I've now revealed five level three quests. This one is insane.

It's the hella carnivore. If you take that one on every sword, you get a light wound because you're getting close to that fire. I love that. But that's worth six points. Playing competitively. You might want to go for that, right? Because it might be worth the victory points. For solo, I think we're going to have enough victory points, so it's probably not worth the damage, right? Uh, this one here has the ability, if you did not complete this quest, discard an equipped item. That one's kind of gross. You need three gosh darn shields. H uh this one you just need two runes and two arrows. The arrows is what's going to kill me. This one just gives us points and a legendary loot. Yes, we've got some options. Let's look at our final adventure. We'll move our party marker right here. We only have three more rounds. This game goes fast. We have the rider of death. You can send three people. Subtract 2 VP from the reward for each hero just defeated. Just defeated. It has six six half damage. Oh my gosh. Uh, that means I'm going to need to block a lot of damage. I'm going to need to get three shields and then I could take three light wounds on three different heroes and maybe not kill any of them. Worth eight points, though.

This is going to be fun. I only need three of these. Oh, I got to flip one of the level three threat tokens. All right, so I need uh a sword. I need an arrow. And I need a magic wand. plus three of any type. This one's going to be fun. Before we do any deciding, we do need to flip our next threat card. Each player may give one item to another player. Then each player may discard one item to draw a new item of the same type. Now, I think I'm going to keep my items. I like them. I like them a lot. So, I'm not going to discard any of them. I have now gained my two coins. So, I have a total of five. And now I have all legendary heroes. So, there are no two sides on these. They only have one side and they're all awesome. But look at the cost. Seven, six, six, eight, six. They're expensive. I only have five coins. What I could do is I could discard one of my items to get six coins and purchase one, but I'm thinking of actually waiting around. I'd like to get this one. You see how these are purple? You can roll two of any dice with this one, but this one cannot have an item, which is fine. Uh, this one is also pretty nice because it gets to remove a light wound during the deployment step. So, we could deal some damage to it and then he could heal.

This one says if Gulbon has a wound, you can set the red dye to any face. I do think though I'm going to hold on buying any heroes. I'm just going to go with the three that I've got and I'll buy one next round. For our quest phase, let's have a little bit of fun. Let's try this Clockwork Tusk. So you can see here, this is the one that if we don't complete it, we're going to have to discard an equipped item. We need three shields. We can only send two people on it and any one type of an attack. But if we do win, we get lots of coins. Hey, even if we don't win, we get lots of coins and we would get a legendary loot. Let's see which two I'm going to use. My bladem rolls a ton of red dice. But our green for our paladin is very likely to get us a shield. The blue has no shields, but it has runes, which we could get a shield with a rune. And the yellow die does have a couple shield faces. So, I think we're going to do these two together. That will mean we'll have a green and a blue and a yellow.

We'll roll up our dice. And we have we have three shields cuz that can be turned into a shield. Three shields and one of any of the types. Yeah, that's that's going to work, right? Yeah, that that definitely works. So, that will give us four coins and a legendary loot. Our legendary loot is going to be the feathered bow. We can't put that on anybody. I have that in my backpack. I can only hold two more there. And we now have nine coins. I flipped over our next quest card. This one looks intense. The fallen kami. We have one guaranteed light damage, another light damage, four symbols, and you cannot use red dice against him. We only have one more round before we have to take on the rider of death, which we need lots of defense for. This is going to be fun. Starting that penultimate round. We'll draw one of these. We have bad fate. Players cannot use their roll token. Well, don't worry. It's already not refreshed. I can't use it. Anyways, we have now gained two more coins. We have 5 6 7 8 9 10 11. I do think we're going to use our six and buy exotisk. That one just looks so dang cool. I love the flexibility. Oh my gosh, look at that one. That one would be arrow happy. Oh well. I think what we're going to do is retire our paladin, which will just go to the bottom of the deck because that was just an apprentice. And we're going to replace her with exotisk here. I would love to give uh it's exhaustic an

equipment, but I can't. So, I'm just going to hold on to my equipment here. And now we have to decide what quest to go on. I really do not want to gain any wounds this round because the next round I'm gonna have to be able to soak some wounds. So, I'm going to go for this wind monolith because you can see we have no wound symbols here. I can only send two. I'm going to send exotic and I'm going to send our ward mage. So, our ward mage will roll one of these and then we are going to have exotic roll two blue dice. Those are going to be the three dice we're going to use. Hopefully, we can get two rune symbols and two arrows. We'll roll up our dice here. We have two arrows, but no runes. I don't have a roll. So, I think I'm just going to fail that quest. I don't think there's anything else I can do there. The advantage of failing the quest, we're going to flip this over.

And we would put a coin on that one, but no one's going to be able to resolve that again. The one advantage of trying the wind monolith here is that we do still gain one legendary loot even though we failed. That is actually kind of awesome. We have the scroll of winter deep. So, we can just add a blue and a green to a roll. That green is going to be amazing against the final boss. Speaking of the final boss, that is where we are going. So, we're going to need three of any type, one of each of the types, and then six damage to us. And if we lose all of our heroes, this card is worth zero points. And for every hero we lose, it's minus two points. We'll flip our threat card over. And this one is each player must discard one item attached to any of their heroes if able. No way I can do that though. Do I?

Yeah, I guess I'm going to discard this uh thunder collar from our bladem. I gained my two coins during the income step. So I have seven total bucks. I'm going to spend six. One, two, three, four, five, and six. Going down to one. I'm going to get Brylavar here because I will roll two dice and they're the right types. The ability isn't super helpful. Uh but I still feel like that's worth it. I'm going to do that and retire my blademaster. I love my blademaster, but he already has a light wound. Now, everyone can take a light wound. So, at most I need to block three damage. If I can block three, I'm going to be good to go cuz no one will be defeated. I then can also slide this here so we can get an extra blue. And I think that's it.

I'm going to use this as well. We do know we need defense. So, let's see. I'm for sure going to roll one red and one green and one blue with Bavar. Then I'm going to get another green and blue because of my scroll of winter deep. Then I have a yellow. And then what do I want to do? Maybe I'll do another red and green with ITS here. I think that's I think that's going to work. Yeah, let's go with it. And this could potentially give us a shield as well. And I now have a roll. We have all of our dice. Let's give them a roll. Wow, lots and lots of symbols here. We for sure need a sword and an arrow. So, those two are good. We've got a sword and an arrow. Do I have a wand? I have a wand. Sword, arrow, wand. Then I need three of any type. I've got this can be any type. This can be any type. And one of these runes here because of my axe of lightning can be a sword. So that should mean I have done all of the damage needed to take this card out. I needed three four five six total symbols. 1 2 3 4 five and one of those for six. Then I need to deal with six damage coming in.

One of these can be a shield. One 2 3 4 five. And I can take a half wound on anyone. I'll put it on my ward mage, which has been here since round one. And I think we just well, we very likely won because we can look at our victory points. And as long as I have 15, we won the game. Let's count up our victory points. We've got four, five, 6, 7 + 8 is 15. That's already enough. Plus 4 is 19. 20 23 25. We have 25 victory points. Not bad. Well, there you have it, my friends. That was Dice Quest, the solo mode. I do think the game is going to shine more in two player, two to three player, because you'll have more quests coming out. You'll have more abilities to trigger. Uh there isn't a ton of ways to cooperate other than giving items to each other. And then when you each take on the adventure, some of you can take out maybe a couple of the threat tokens, maybe not all of them, and then someone else can take out the rest of them. and any that you don't then get moved over to the final quest. I think it's kind of cool. I do feel like this will be a great game to play with my 10-year-old, but the RNG on the dice sometimes that can just be brutal. You're, you know, thinking, I for sure will get a sword with my red dye and you don't. Uh so, be that as it may, just make sure that you take that into account. There's going to be times when you really should be able to pass it and you don't or vice versa.

That is the fun of the game. Uh, and if that would bother your kids or yourself, maybe avoid this one. I want to give a huge shout out to our patrons and subscribers. It's because of you that Barrett and I do what we do on this channel. And if you're excited to see what Barrett and I have coming next, then I need you to meet me at the table. Goodbye, everyone.

It's your master when you set me up against your enemies.

Progress saved