Weretigers | Solo Board Game Tutorial & Playthrough (Sponsored Video)
Transcript
Hello everybody. Welcome to Totally Tabled. My name is Shaggy and today I'm doing a full solo playthrough of Wear Tigers. Wear Tigers is a fast-paced, family-friendly cooperative dice game for one to four players. We'll be taking on the role of villagers that must gather their courage to stave off nightly assaults from feral wear tigers and other lurking horrors. This video has been sponsored by Sordane Publishing. That means they paid me to make this video to show you how Where Tigers plays. They're running a Kickstarter campaign starting on June 10th. So, if you're interested in checking out the game, please click on the link in the description below. Now, I went ahead and I got everything set up for the solo game. This is a prototype, so please keep that in mind. Setup is super easy. You want to take the moon deck here, place the ending card at the very bottom, and then shuffle up all the second watch cards, form a deck, and then put those on top. And then shuffle up the first watch and put those on top.
You want to take your four starting villager cards, recruiter, builder, trapper, and scout. You're going to take your nine dice. You want seven of them in your supply. and then just place two over here in this slot. We'll be able to unlock those dice later in the game. You then just shuffle up the mystery tokens. And in a solo game, you're going to place three out, one in each of the three colored lanes. You then just place the trap, boss, and wall tokens off to the side. And that's it. We are ready to begin. Each round of wear tigers has two phases. The first phase is the villager phase. We simply take two dice from our supply and roll them. We can now use these dice to do a couple of different things. If we had any revealed monsters on the board and they were in either this third slot or in our village, then we could fight them. Obviously, we don't have revealed monsters there, so we can't do that yet.
Another thing that we can do is we can use the dice to activate our villager cards. Our scout here on the N lets us use either a one, two, or a three in order to reveal the mystery token that's either in the first, second, or third location in one of the three lanes. So, if I had rolled a one, let's say, I could, you know, put this here in order to reveal this token and see what kind of monster is there, if there's one there at all. My trapper with a six will let me install a trap on the board. When a mystery token goes over a trap, we have a chance of possibly destroying that token. I did roll a six, so that's definitely a possibility. My builder here lets me build a wall around the village. We have three spaces for walls, one in front of each lane. And that will keep a monster from moving into the village if it were going to. But in order to activate my builder, I need to put two dice. And they have to be doubles. They have to be the same number. Didn't do that obviously. And then lastly, my recruiter here lets me recruit another villager card. Now, the maximum number of villager cards you can have at any one time is five. If you're going to get one above that, you have to discard, you know, another card. And to activate them, all we have to do is have dice that add up to either eight or
more. And mine add up to nine. So, I could get my recruiter going. I think I will use my trapper to put down a trap. I could put it in any of these six locations. Let's just throw it down right there. And then with this three, I'd like to do another thing that I can do, which is I can place it in my XP track. I rolled a three, so I just put it right there. Once I've filled up this entire row with dice, I'll get to unlock an extra die. That not only adds a dice to my supply, but it also means instead of rolling two dice, I would then roll three dice a turn. And then if I fill it up again, I can unlock my fourth one and roll four dice. So that's definitely something I'd like to do early so I can get those uh extra dice in play. There we go. I've used my two dice. So that's the end of the villager phase. We then go to the moon phase where we simply flip the top card of the moon deck and we resolve it.
This card is saying that everything in the red lane is going to move. I got really lucky here that I put my trap in the red lane. So, here's what happens. This just moves over that trap to the next space. I then need to roll a dieice. And if I roll a five or a six, the trap will be successful and I will destroy whatever that token is. The cool thing about a trap is you don't have to have that token revealed in order for it to work. So, let's see if we're successful. Oh no, we rolled a one. So, the trap failed, but that's okay. It stays there. We don't use it and everything just stays as it is. If the trap had been successful, we would remove the trap token along with the mystery token. And there we go. That is a full turn of the game. Our goal is to survive all the way to the very end of this moon deck. If we can do that, then we'll win the game. We lose the game if too many of these monsters get into the village and start attacking our villagers. I'm going to show you exactly how that all works here later when that starts to happen. But for right now, let's just go to our second round. And it starts with the villager phase where we get to roll two more dice. Before we roll, we can always recover the dice that are on our uh villager cards, but the dice on our XP track are not recoverable. These are stuck here until we unlock that die.
All right, let's roll our two. All right, we got a one and a two. Those would be very nice on our track here, but I think let's use our scout. These are good scouting dice. So, let's use our one to uncover this token. And ooh, that is a dangerous one. You can see here it has a health of 10, which means we need to do 10 damage to it in order to defeat it. And if it gets all the way into the village, it's going to do four attack, four damage to our villagers. Let's go ahead and use our two for another scouting of this one right here. All right, so this one's a little less dangerous. It only needs a six and it will only do two damage to us if it gets into the village. There we go. That was our turn. Moon phase. All right. And this is saying to add a mystery token into the red lane. Now, keep in mind when you're adding tokens, if there's already one there, and let's say I needed to add this one, all the other ones will bump out. So, in this case, this one would bump this one into here, and that would bump this one over to here. So, you really got to be careful. There can be a chain reaction that way. Okay, back to the villager phase. We can get these dice back into our supply and roll two
again. Oh, a big roll here. We could use the double to build a wall, but having those sixes, I don't know. So, instead, I think I will use one here to build a trap. Let's see if we can't take this guy out with a trap. And then I'm going to use this other six on my XP track. I'd love to be rolling three dice as fast as possible. Okay, done. Oh no. So, we're going to do exactly what I said. This one is going to bump this one, which will bump this one. That one is going over our trap. So, let's see. We need a five or a six. No, we failed.
And now we could really use that six so we can uh defeat that before it comes in here into the village. Yeah, there we go. Excellent roll. Let's do it. Now we can attack it. We did the six damage. Boom. It's gone. And now with this five. Yeah, we'll just uh we'll put it in here. Okay, very good. This is showing that top uh forest uh lane there. So, we're going to add one to that. It's getting quite filled
up. Okay, I'm rolling well though. I'm definitely rolling well. I'm tempted to do some recruiting, but I could go all in on the traps. No, let's do some recruiting. So, I'm going to go here. That's going to let me recruit one of these cards. And I'm having trouble activating the scout just because I'm rolling so high. I think it might be useful to get one of these, either the courier or the detective. The detective will let me reveal a mystery token by using just any odd dye. And the corer will let me do that with any even dye. I think I'll take the detective and we'll refill. Oh, and I already forgot something. So, let's rewind for a second. When this guy was on here and I put a six here to defeat it, anytime you defeat one of these uh monsters, one of these were wear tigers, you get a little bit of XP. So, you can take one of the dice that you use to defeat that monster and you can put it on your XP track and you can use any number you want. So, I don't have to put it on the six. I can put it on any number that I want. I'm going to go ahead and put it here on the four. Cool. Okay, great. We caught that. Next card. Okay, everyone down here is moving. So, this guy is moving over our
trap. Come on. Five or six. We've been rolling high. Yeah. And there we go. Bam. We have defeated them with a trap. The trap goes away. Just goes back into the supply. We can build it again. Now, you don't get XP for a trap. Okay, we're doing well. We're doing well. If we can roll a one and a two, that would be fantastic. Well, we did get a one. Yeah, let's place that one here. And then with this five, let's use it with the detective. It's odd. So, we can reveal any one of these uh mystery tokens and see what it is.
Okay, that was just a breeze. That noise that we heard was not a monster. It's just a distraction. So, when this appears, you just take it off the board. There was nothing there. Uh-oh. Rumors. Discard all villager cards in the market. Now, that's bad because one of the ways that we lose is if the recruitment deck here gets down to zero cards. In many ways, this deck is kind of like our life bar. Definitely want to be careful there. All right, we need to roll a two double ones. Well, you know what? Hey, with a double again, it can be any double. That's going to let us build a wall with our builder. It looks like this middle is our most dangerous uh lane. So, let's build that. Will give us a little bit of protection. We're adding one down here. Rolling again.
Oh, I just can't buy a two. Well, I say let's scout it up. We need to reveal. So, let's use the one here and we'll scout this one. Oh, no. Another 10. Another tough guy. And we can use the three with our detective. It's odd. Let's look at this guy. So, this is a bit of a special character. Uh, it only has five health and it only do one damage once it gets into the village, but it also has this special ability that when it's in this village, everyone would have to roll one fewer die. That'd be very bad. So, we definitely don't want that to get into the village. All right. Okay. Everyone up here is moving.
Don't have any traps up there, unfortunately. Ah, there's the two that we needed. Perfect. So, yeah, let's just take this six, right? We need the exact amount to activate our trapper. This guy's bad and we know it. So, let's place that right there. And then with this two, boom, we've completed our XP track. So, we unlock this die along with everything else on the
track. And now, because that's unlocked, we'll be rolling three dice each turn rather than two. Beautiful. Oh no. Here we go. This guy's scooting over. And that one's going over our trap. Five or six. And there's the six. We have been rolling so many sixes. It's insane. So even though this isn't uncovered, it's still a mystery. It goes away. And we don't flip it over. We don't look to see what it was. It's going to remain a mystery.
And now we can attack this thing. Now, even if this moves again, we do have the wall there, which will stop it. Oh, wait. We're rolling three. There we go. Well, I definitely want to use the two to reveal that token right there. Oh, it's a bad
one. Yeah, let's put a trap over there. And then let's use this five to attack this guy. And boom, he's gone. And then this can go onto our XP. Let's put it on the six because again we can place it wherever we want. That was a really good
turn right up there. We're rolling three. I'm going to forget that one of these TS I could recruit. I mean the 345. If we could just go all in here and try to unlock our last die, that would be something. Yeah, you know what? Let's do that. This might seem crazy, but let's give it a
whirl. All right, here we go. This one's going to get pushed. It's going over our trap. This would be big. Oh, there we go. A five. That does it. It's
gone. We've been really lucky with that. Okay, we got the two that we need. And with the doubles, let's build another
wall. That way, if that guy gets past our trap, we're still okay. And here we go. Push over our trap. Come on. No trap failed.
Ah, but now we can attack him. And we rolled. Fantastic. So, this is exactly what we needed. Put the 10 there to kill it. We'll use one of those on our XP. That completes this. And then we'll use this five here on our detective. And let's reveal down here. Okay, so we filled this up. Boom. We got all
these. And now we're pretty much done with this. Things are going great. All right, down here. And as you can see, now we're going to be on our second watch. We finished the first watch. Now the cards are going to get a little more difficult. Luckily, at this point, we're rolling four dice. So, I think we're ready. Was kind of hoping for a double, but let's Yeah, let's get a trap out. Those have been doing really well for us with eight. We can recruit. Uh before we do that though, let's use this one. And we'll do it down here. Okay, just the wind. Who do we want to recruit? I think I want to recruit the dog. And I'm going to get rid of the builder.
just discard it because again the max you can hold is five. Now the dog is cool. You just have to place either a four, five or a six on here and that'll let us move one mystery token back one space and it doesn't trigger token push. So I guess that is one way you can have multiple tokens in one space. See what we're up against. Oh, immediately it's a boss. So, we're taking a boss token. It's going up into the green
lane that's pushing everything. This one has gone over our trap. Oh, nope. Now, in addition to that, we're also doing a move. Now, the thing about the wall is they only stop revealed tokens, not unrevealed tokens like this one. So, this is going to go right through the
wall. That's going to move over the trap. So, let's see if that works. Hey, there we go. Trap worked. Again, we don't look at it to see what it was. Could have been nothing for all we know. And now here when a unrevealed mystery token gets into the village rather than attacking, you know, using the attack value like here, which it would do four damage, which means it would kill four cards. Instead of doing that, it actually takes out an entire row of
cards. From now on, we're only going to have two choices in the market. And if we ever have three unrevealed mystery tokens come out here, then we lose the game. So that's the other way that you can lose the game. That's why it's so important to at least reveal things so that that doesn't happen. Okay, that was extremely brutal.
I think we might as well use this one to reveal this. And we can't attack the boss. Oh, and I just noticed this guy has a little uh skull symbol on him right there. What that means is that when this is defeated, all revealed tokens on the board will advance one space. So, we definitely want to be careful of that. I can't attack any of these guys yet. You can only attack them when they come here. So, let's use the dog to move this guy back. And then I don't really want to recruit anybody. And everyone's revealed. So, I think I just uh won't use those guys. All right, let's see what's next. Advance all tokens. Wow.
So here, here, and there. Well, at least now we can attack that boss. Let's get him out of the way. We are one short of killing that boss. Okay, we're going to put it all towards it. Got nothing else to do. Bam. Monsoon. Remove all dice from reveal tokens and player cards. Wow. Are you kidding me? Ouch. Okay, that hurt. Ah, but this time we rolled better. So now we can put all of those and boom, kill it.
Lovely. Spawn one. Spawn a second one and push. Okay, now that guy is in range to attack. So, let's do that. Boom. He's gone. Now, my understanding is his effect doesn't happen right away. I think you resolve that effect after you've taken all of your actions. So, I guess we'll use our dog to move this token back. Or no. Yeah. Yeah. We'll move that token back. And I don't know. Use the dog again to move this guy back, I suppose. Well, here. Let's use the five.
We can at least reveal one of these. Okay. And then Yeah, let's use the dog again to move that guy back. Two more at the
top. Oh, wait. And then I forgot to resolve this one. Um, so these would have moved forward to resolve that effect because only the revealed ones move forward. They're still not in position to attack. I'm going to use the one to reveal this token. Actually, that' be the scout. I'll use the two to reveal that one. I'll use the dog to move that back. And I think I'll use the five as the odd to reveal that one. Ooh, and it's a wizard. When you reveal that, you immediately get to recruit the top card from the deck for free. So, it looks like we got a healer.
You can use any die and you choose one discarded villager card and return it to the top of the recruitment deck. Wow, that is nice. I will replace my recruiter with the healer. There we go. Lovely. Another boss. Oh man. So, doing a push again and then we're doing a move. So this guy gets blocked. He stays there. This guy moves in and that guy moves. So we have a pretty bad frontal assault happening right
now. That wasn't quite good enough, was it? Let's take one of them out. We could use these three. Yeah, let's use these three to be the 10 to take one of these guys out. And then we'll spend the five on the dog to move you back. The dog has been very helpful. Okay, fog. Flip all nonboss revealed tokens back to their mystery token side.
Ouch. That hurts. Oh, we rolled really well. one here with the scout. Reveal reveal. Uh, if I still had my builder, that would have been useful. But I can use my detective to reveal there. And I can use this one to heal. That could have been worse. We're getting low. Advanced all revealed
tokens. That's scary. I think we got to take out the one guy and then we'll put this five on here. So then they just have 13 more health left.
So, okay, there we go. That would be enough to kill the boss. Got a two left. Let's just heal. No, not going to heal. reveal and it was
nothing. Last boss. Well, bam. And we're moving. Let's see if our trap worked. No. Well, we have a wall up there. Oh, that was a bad roll. It is enough to take this guy out, though. So, let's do it. We'll use them all. That's the importance of rolling four dice. Adding two more down here. I only have one more left. Shuffle up.
And as far as I know, traps still work on bosses. So, let's see. Okay, I from my reading of the rules, I think the traps do work on bosses. So, bam, that was very useful.
I guess we'll be doing a bunch of scouting here. Bam. Bam. And bam. And with this one, I will heal. Wow. Two more down
here. Yeah, we'll take this guy out down here and we'll scout there. Last card. Two in the red. Looks like we're gonna be
okay. We'll take that guy out. Reveal. Well, hey, I don't think it matters. We're just going to heal. Heal. Get as many of our villagers healed up as possible. And there we go. We've hit the ending card. Glorious dawn. You have survived until dawn. Victory. Now, keep in mind this was just a prototype, a demo. you. I want you to go check out the Kickstarter page to see uh all the additional stuff that is going to be added. I hear that there will be different ones of these ending cards that you can uh that you can add that will give you different objectives and things that you need to meet.
There's all sorts of different ways of increasing the difficulty of the game. You'll be able to find all that information on the Kickstarter page. Again, a link will be provided in the description below. But there you go. That's all for me. Thank you so much for watching and goodbye.