Endogenesis 2nd Edition Board Game - How to Play. By Stella & Tarrant
as a feral spirit you discover other creatures are from around beyond and while defeating these creatures to defend your home you realize you are getting more powerful by doing so do you want to learn how to play into Genesis 2nd edition in this video we're going to take you through the full rules or the second edition of this game coming up [Music] hi it's Aaron and Stella from employ University we are using prototype four parts of the games so the rules and components you see he may not be final now let's get to the rules for into Genesis game by David go and published by a hyperlink sir in nd Genesis players play the role of spirits drifting across and trying to gain control over the cosmos players will hunt through the realm of knowledge looking for valuable skills with which they can fight their battles and they'll pit those skills against the monsters as well as the other players in the game to try to gain supremacy it's a game of careful tactics and timing as only the player who lands the killing blow on a monster claims the rewards which can be shards for upgrading their power or prisms to consolidate it once two players have collected two prisms the player among them with the most shards wins the game alternatively the first player to score three prisms wins the game outright enter Genesis can be played in three different modes standard cows royale and tactical the standard mode plays best with three players and is the full experience of the game the tactical mode is designed with some streamlining to play more quickly with higher play accounts and so it's primarily designed for four to five players however you can play the standard mode with four or five players the chaos royale mode is a solo or two-player cooperative mode in which players compete against the game we will commence by teaching the standard mode of play to set up the game first set up the main board by shuffling and placing the realm of knowledge realm of wonder and the classes on their spaces to set up the realm of chaos deck you'll need to layer the deck slightly separate the deck into two piles the first containing all the monsters showing a monster up in the corner as well as the two crystal rush and two age of wisdom cards the other deck should contain all the legendary monsters and other cards shuffle the deck containing mostly monsters and then deal five cards from it then shuffle the rest of the cards together and finally place those first five cards back on top this then goes into its place on the board place the bag of shards into the bottom-right corner of the board and have a maximum health token and a health token ready for the monsters give each player a health card a maximum health token set to three and a current health token also set to three then give each player three shards next deal players cards from the realm of knowledge one at a time facedown the players will look at these cards if the card is a basic skill represented by this icon with a number in it then the player will add that card to hand if the card is anything other than a basic skill then the player places it in a facedown pile this will include reaction skills and ultimate skills once a player has four basic active skills in hand deal that player no more cards once all players have four such cards gather up the facedown piles shuffle them together and then place them on top of the pack from the four skills the player has in hand the player chooses any two to keep and discards the other two for the moment these aren't returned to the realm of knowledge deck then each player is dealt four more cards into hand from the top of the realm of knowledge deck and finally all of the discarded active skills are shuffled back into the realm of knowledge deck next there is a set-up phase called customizing your character and this allows you to do two types of action as often as you want you can equip skills from your starting hand into your skill slots ready for use and you can upgrade by either spending shards to improve your skills or to improve your health both of these actions are available in the normal actions for around and they work the same way in this phase as they do normally so I will come back to this in more detail when we get to the actions in the game however it is a very good idea to have some skills equipped in this phase so that you can use them in the first round of the game finally draw the top card from the realm of chaos and place it on the discard pile this is the first enemy you'll be fighting place both the health token and the maximum health token on the space corresponding to that monsters health you're now ready to begin the main phase of the game the game is played in rounds and each round is played in three phases first is the draw phase in which all players draw new cards from the realm of knowledge then comes the player turns and starting with the first player that player takes a turn taking as many actions on that turn as desired and then going clockwise around the table until all players have had a turn turn order does not change during the game after all of the players have acted then the monster takes a turn usually attacking all of the players then the round ends and you'll proceed to the draw phase in the next round how a player draws in the draw phase depends on that player's progress in the game a player who has no prisons will draw three cards from the realm of knowledge and then from all of that players cards including ones that weren't just drawn chooses one to discard if the player has at least one prism then in the draw phase the player simply draws two cards with no option to discard you do not resolve the draw phase in the first round of the game after all players have finished the draw phase you'll move to the player turns on your turn you may take as many actions as you wish from those printed on the player aid however do note that most of the actions you take are going to require you to play or use cards and you only get to draw two per round so this puts a natural limit on the amount of actions you can take we'll go through each of these actions in sequence the first action is to equip a skill and this is what I showed you briefly during setup each player has three slots available for basic skills and one slot available for ultimate skills each slot can accommodate one skill at a time and the ultimate slot cannot take a skill until all three of the basic slots contain skills to equip a basic active skill simply place it face up in the slot however it enters the game exhaustion this means you cannot use it on this turn all of your skills will become unexhausted at the end of your turn another way to equip a skill is to replace an existing skill with a new one in this case the old skill is returned to your hand once again the new skill enters exhausted this is the way to introduce active skills to the game which showed this icon some of the skills in the game are reactive and they show this shield icon reaction skills are intended to have an element of surprise to them and so when you introduce a reaction skill to the game it is placed facedown even if facedown it will still enter exhausted this means that no one will know for sure what reaction skills or defensive skills you have available when you're attacked finally once you have all three of your basic slots occupied you may introduce an ultimate skill into your armoury ultimate skills will generally be more powerful but also more expensive to use your second option is to upgrade and once again I showed you this briefly during the setup upgrading involves spending your shards either to make your skill slots more powerful or to give yourself more health to upgrade a skill slot simply move a shard to that skill slot it will remain there permanently even if you swap out that skill for a new one basic skill slots can have a maximum of four shards each and the ultimate skill slot can have a maximum of six shards will make these skills more powerful so you can see here this is the basic effect that would be made by this particular skill but with one shard that's leveled up to what showed on this row the other way to upgrade is to spend shards to increase both your maximum and current health if your maximum health is less than 10 spend one shard to increase your maximum health and your current health one step each if your maximum health is above ten then spend two shards once again to increase both max and current health one step each as we'll see later in the video you can die in endo genesis but it's not a permanent death it's rather more of an inconvenience when you run out of health and so increasing your health can give you a good way of avoiding those impacts additionally each time you make an upgrade to one of these 3 steps 5 10 or 15 then you immediately gain a realm of wonder card draw two cards from the realm of wonder deck look at them and choose the one that you wish to keep note that any shards you spend on upgrading will still count towards your final score if you finish tied on two prisons so do make sure that you spend your shard and gain the benefits that they can offer your next option is to spend cards to gain energy tokens energy tokens are required to be spent in order to use skills that you've equipped and so this is a necessary step in utilizing your skills there are two ways to gain energy from cards in your hand the first is to discard a skill card from your hand and immediately gain energy equal to the numbers shown in the top right corner here you could discard these two cards to gain 4 energy note that the cards you discard must be from your hand not from your skill slots your second option is to spend an artifact card each artifact card has some tech telling you how much energy you'll gain and they usually have some sort of come along benefit also once again you'll discard the artifact and then gain the energy printed on it you need to time your energy gaining actions efficiently because at the end of each turn both your turns and opponent's turns you will discard all excess energy the next option is to use a skill and this is where your primary attacking is going to come from in the game to use a skill chooser spend energy equal to the numbers shown in this box here so in this case it's three exhaust the skill and apply its text effect when you are resolving a skill you'll follow the text as printed up here but if the skill slot has been upgraded then you'll substitute the values from the corresponding row into the text so in this case an ungraded tachyon ray gives you the option of dealing two damage to a single enemy or one damage to all enemies with one upgrade the tachyon ray now deals three damage to a single enemy or one damage to all in Indo Genesis you have two types of enemies the monsters and all of your opponents so with this particular attack you could deal one damage to a single opponent or the monster or deal one damage to every opponent and the monster some cards depict two different types of damage this icon representing damage and this icon representing bonus damage damage and bonus damage are applied in the same way they will both reduce an enemy's health by one however this keeps them distinct when you're upgrading cards some active skills can deal damage as well as some other effects transfusion for example deals damage and heals yourself there are some more specific effects that I'll cover in detail later in the video but for now let's assume that you've used a skill and exhausted it to apply damage to enemies if you attack a monster check to see if that monster has a reaction if it does and it's the first time that months has been attacked this turn then resolve it like player skills each monster school may be resolved only once per turn a common reaction skill is to show defense so here the monster would gain two defense and would therefore defend two of the incoming damage some of the monster reaction attacks will deal damage back to the player who attacked it and there are some others that can be manipulated to the attackers advantage once any reaction skill has been resolved then the monster takes any leftover damage by moving the health marker down one step per damage if you are the player who reduces that monsters health to zero then you've killed the monster gained the reward that's printed at the bottom which can be shards cards and in the case of legendary monsters of prism this is the only way that you'll be gaining prisms during the game additionally if the monster has a death cry skill then that will resolve as the monster dies once the monster has been killed you'll go through the reveal phase to bring a new monster onto the board flip the top card from the realm of chaos if you draw an event then resolve the text on that effect then keep drawing if you draw a distortion place it on the distortion space this introduces a new temporary rule into the game then keep drawing only once you've drawn a monster or legendary monster do you stop drawing and then set that monsters health markers to its starting health as you did at the start of the game there are two other things to check for on the monster card the first is to see whether it has an initiative skill and if it does resolve that immediately when the monsters drawn the second is to check to see whether it has a mercy condition and this will be found on the most difficult monsters in the game in this case if no player had yet reached a maximum health of 10 then El Diablo would show mercy and would return to the bottom of the realm of chaos deck new cards would then be drawn until Valon enemy appeared when a player is attacked then that player first has an opportunity to play a reaction skill before the damage is dealt recall that reaction skills are placed facedown to play a reaction skill the player must first discard cards in order to gain enough energy to play the skill then the skill is revealed the energy is spent and the skill is resolved the player then picks that skill up into hand and then plays any reaction skill back face down onto the table in its place this can be the same reaction skill that was picked up but it is not shown to opponents and therefore there is always the element of surprise on what the player's reaction skills might be as for all playing of skills it is played in the exhausted position meaning it's not available for another attack on the same turn after the reaction skills are resolved any leftover damage is taken as a loss of health if a player has no health left after the entire battle has been resolved then that player is dead but death is not the end if the player has no prisms then all the player has to do is discard one card of their choice from hand they'll then restore to full health at the start of the next turn if a player dies with one prism then the player does not discard any cards but will miss the next turn they will still draw two cards in the next draw phase but they'll take no actions during their next actions phase and will stay on zero health they will restore to full health on the subsequent action phase if a player dies with two prisms then both of those penalties apply the player will discard one card and then miss one turn whichever way it happens the player who landed the killing blow on that opponent will gain one shard as a reward this means there's always an incentive for killing your opponents it's important to note that only the player who lands the finishing blow on an enemy gains the reward because of reaction skills multiple players may land damage on an enemy in this same attack and so to work out who landed the actual killing blow resolve all skills in turn order starting from the current player and going clockwise around the table there are three other actions available to the players the first is to play a realm of wonder card recall that you gain these when your maximum health reaches 5 10 or 15 on the health track in most cases you'll follow the text on the card and then discard that wonder some wonders will instruct you to return the card to hand or equip it to a skill and therefore they can be used multiple times note that you cannot play a reaction skill in reaction to a wonder these can only be played in response to another skill the next option is to gain a class there are six classes in the game one corresponding to each of the five different skill types and one called formless gaining a class can give you a powerful bonus if you choose to specialize in one specific skill type or in the case of formless and generalize across all the skills gaining a class has two steps first you must meet the prerequisite for that class in the case of Bastion it's to have 4 organic that is green skills this can include facedown reaction skills but of course you'll have to reveal that to prove that you meet the prereq then as an action on your turn you must play the glyph of Ascension and there are five of them in the deck this may only be done as long as at least one player has a prism so that it doesn't happen too early in the game once you've done these steps you get to take the class card and a bonus that comes with it once again these can be very powerful with Bastion you'll heal 5 health at the end of every one of your turns do note however that once you've acquired a class you must keep that class for the rest of the game and you may never violate its prerequisites and so in this case you would be limited to organic skills for the rest of the game your final option is to skip your turn this doesn't mean you have to skip all of the actions in your turn but it means you cannot use a skill or a wonder card as long as you meet those requirements you may take the skip turn action and draw one additional card once you finish taking actions your turn ends and you and all players go through the following steps first refresh any skills that were used and for other players this will include reaction skills that they used during your turn then you and all other players discard any leftover energy finally you and in this case it's only you must discard down to seven realm of knowledge cards realm of wonder cards do not count towards your hand limit after all players have finished taking their turn for the round it's now the monsters turn to resolve this find any active skill printed on the monsters card and then resolve that skill as usual players will have the opportunity to play reaction skills in response to that active skill once the monsters turn has finished all players once again discard excess energy and refresh any skills and then proceed to the next round with a new draw phase the game end is triggered by the gaining of prisons and once again prisms are part of the reward for killing a legendary monster if one player gains three prisms then the game ends immediately and that player is the winner if two players score two prisms each then the game also ends immediately and those two players count up their scores to see who wins the players score is the total number of shards that that player has had or spent during the game so count up any shards that are currently in upgrade slots and score one point for each point of max health up to ten and two points for each point of max health beyond in this case the player has fourteen shards worth of health and thirteen shards in the upgrade slot for a score of 27 there are three status effects associated with skills in the game the first is making the target stunned after the entire skill including any reaction skills are resolved then the target becomes stunned and may take no further action on that turn this means that if it's the active player who has stunned that players turn ends and if it's an inactive player that's stunned that player may play no more reaction skills on future skills in that turn all stuns both on active and inactive players disappear at the end of each player's turn and so these will work best if you're planning to combo multiple skills together on the same turn the second is marking and this is specific to the mythic skills once again these will only work if you're playing multiple mark related skills in the same turn the first such skill you play marks a target and then on any subsequent skills you play any already marked targets will suffer an additional penalty once again all marks whether on the active or inactive player will disappear at the end of each player's turn finally some skills will deal true strike and true strike cannot be responded to with a reaction skill wonder cards that are used reactively can still be used against the true strike next we'll talk about the tactical variant which is specifically designed to play four or five players in a quicker time than the base game of ender Genesis GaN is the requirement for a player to earn two or three prisms to win the game now the game is played over six rounds with six distinct monsters and the player with the highest score at the end of that time wins the game in setup you'll remove these five wonder cards all of the glyphs of Ascension and all of the classes from the game then following the instructions in the rulebook you'll set up a realm of chaos deck comprising six monsters starting easy and finishing hard events and distortions are not used in this version of the game then complete the rest of the setup as normal except you'll give each player a facedown realm of chaos card this is simply used to indicate when the player has died and you'll need a first player coin to keep track of first player as now this will change during the game each of the six rounds of the game is played in two phases preparation phase and combat phase in the preparation phase each player first draws three cards and then discards any one card from hand as in the base game you skip this step in round one but unlike the base game the number of cards drawn does not change with number of prisons then simultaneously each player may equip skills and perform the upgrade action either upgrading skill slots or their health these steps may only be done during the preparation phase in the tactical mode of the game once all players have finished with these steps then you'll move into the combat phase using the skills as equipped to start the combat phase draw a new monster from the realm of chaos and set its health then on a player's turn during the combat phase the player may take any or all of four actions first they may discard cards for energy second they may spend energy to execute skills third they may use wonder cards which are still gained for reaching five or 10 on the max health but not 15 and finally if they do not spend a skill or a wonder card they may skip their turn to gain one extra realm of knowledge card death works differently in the tactical game to the base game when a monster dies that monster remains dead for the rest of that players turn and the player gains the reward but at the start of the subsequent players turn that monster comes back to full health ready to be fought again similarly if a player dies during the turn then whoever landed the final blow gains a shard as usual and then the player who died places that facedown realm of chaos card under the health marker this is to remind you that you've died once this round because there is a reward for not dying as for the monsters that player will revive to full health at the start of the next players turn after all players have finished their turns then the monster once again has a turn to try to kill the players then proceed to the end of the round each player who did not die during the round gains one shard as a reward or if there's only one player who avoided death don't play against two shots all players are then restored to full health and if they did die at least once they remove that card ready for the next round finally you'll hand the first player token one step clockwise to the next player after the six rounds are complete the players total up their final scores and whoever has the highest score wins as in the base game this will be one point for all of the shards that you've ever had or spent meaning one point for each that's under a skill one point for each in your supply one point for each step of max health up to ten and two points for each step beyond ten you'll gain one point for a prism three points for two prisms or five points for three prisons and whichever player has the most maximum health gains a three point bonus if there's a tie all tied players gain one point whoever has the highest score wins the final version of Enda Genesis is the chaos royale which is the solo or two-player cooperative mode in this mode players will be trying to fight through the entire realm of chaos deck sometimes fighting as many as three monsters at once before they run out of realm of knowledge cards or before either the player or both players involved have died you'll set up the game as normal except that you'll remove set cards from the realm of wonder realm of knowledge and realm of chaos as directed by the rulebook through the game you'll be trying to fight through all of the monsters as well as the leftover events and distortions in the realm of chaos deck initially you'll have one monster available to fight however the first time you defeat a legendary monster you'll open up a new monster slot and you'll now be fighting two monsters at once each of the monsters will take a separate turn when it comes to the monsters turns at the end of each round the second time you defeat a legendary monster you'll open up a third slot and from that point forward until the end of the game you will be fighting three monsters at once otherwise the game plays more or less as usual with the following key modifications firstly in the draw phase you'll always draw two cards regardless of whether or not you have prisons secondly prisms are no longer part of the game winning condition and so instead you can now spend a prism at any time to deal one damage with the true strike effect thirdly if you're playing with two players the other player is no longer considered an enemy so skills which attack all enemies will no longer attack the other player finally death is now permanent your aim is now to kill all of the monsters before they can kill you and so if you run out of health you are out of the game and anything that you have all your skills shards and so on are removed from the game in the two-player game once both players have died the game is lost the other way that the game can end in defeat is the entire realm of knowledge deck is empty and all players have run out of cards in their hands if the player or team can get through the entire realm of chaos deck defeating all of the enemies in the game before which in one of these two losing conditions then the players win the game you can also adjust the difficulty of the game down by giving each player eight cards to start the game instead of six or adjust the difficulty up by giving each player's all cards to start the game and burning four cards to the discard pile and that's how to play indoor genesis second edition we hope that you enjoy the video and we hope that you enjoy playing if you'd like to see the rules for the energetics is beyond the expansion please click on the link in the description below to check out our video for that and remember that at the time of filming energises 2nd edition and it's beyond expansion are about to be launched on Kickstarter and so we'll put a link in the description below when it's live so you can check that out if you came if you enjoy this video please help us by hitting the like button subscribe to us you can also hit the map on the corner - deucer and hit the bell icon so you'll be one of the first to know when we have new videos you can also follow me on instagram for board games photos and reviews until next time bye [Music]