Wastelandia: Solo and Co-Op Boss Battler | Playthrough
Transcript
Hello everyone and welcome to Meet Me at the Table. This is Colin and today we are going to do a playthrough of Wastelandia, a co-op and solo boss battler. You are going to be fighting four different bosses, leveling up, getting killed using fear. Oh, it's going to be so much fun. I do want to call out I did receive a copy of this from Drew. So, thank you Drew so much for sending this to me. I am excited to show this to you. Now, just like any game that I do on this channel, just in case I make any errors and miss them in editing, make sure to turn on those cling on subtitles. They'll be showing up at the bottom of the screen. That way, you can see them in case I make any errors. All right, without further ado, let's just go ahead and jump in. We'll take on our first bosses. And I'm going to call out I'm playing on the easiest mode and I'm probably still going to lose, but I love that. I love challenging games. All right, let's get into our setup. Battle number one, the Clanks Emerge. Things have been mellow in Wastelandia for a hot minute. Bored to death, you and your home slices are throwing stuff at other stuff and breaking things with other things. Check this out. I bet you a can hit that bottle first try. With your aim, you couldn't hit the bottle if it was the size of a school bus. You throw a rock and miss wildly. It whizzes over a bush and you hear a loud clank. The bushes shake and something emerges. Uh, what the flip are those Clankbots? Clankbot looks like a toaster oven learned how to walk. They send tracking signals to death bots, dude. Deathbots. Smithbot.
Whoop. Whatever. Yeah, they're only military death machines that blow everything to bits. Is it too late to run?
Weak humans detected. Stab sequence initiated.
Uh, just a hunch, but I think they see us. We better bust them up before they alert any big bot baddies. You'll see here on our board, we have two bosses we're going to be fighting, the two Clank bots. Now, depending upon your difficulty, it's going to determine the amount of health that these bots have. There are tons of ways to adjust the difficulty in this game. You can go from wimpy to tough to fierce and elite. We're going to play on wimpy, the newbie level, cuz I've only played this twice and I haven't won yet. Uh, so all baddies have wimpy health, the lowest level health. This means each bot is going to have 10 total health. For our victory condition, we have to defeat both Clank bots within six turns or less. If we do that, we can go to the loot phase. Every time you play this game, you're going to fight the bots first, but then after that, there's different bosses that you'll fight, and I'll show you how that works. We'll for sure be able to take out the Clankbots.
After that, who knows? Now, there's an optional challenge. We can complete the battle in four turns or less. If we do that, then during the loot phase, we'll gain the super reward instead of the regular reward. And I'll show you what that is. Each boss you fight will have three different behaviors. And how you're going to determine what it does is at the beginning of each round, you're going to draw one of these tokens. There's two A's, two B's, and two C's. So, I'm going to put those into this small teeny tiny bag, and we'll be drawing from those at the start of each round. During the loot phase, we'll be gaining more items, more weapons, and reward cards. Just shuffle those up. You're good to go. We also have a nice tracker here that will track the amount of turns that have happened. And so, remember, our goal is to win by turn four, but we can win by turn six and still be okay. If we get to turn six, we have not defeated the two bosses or bots in this uh instance. We will lose the game. You're going to see this game at its heart is a dice placement game. Look at these crazy cool dice. I love how they look. Hopefully, you'll be able to see the the pips really well on camera.
Uh if you don't, sorry about that. We start with 12 of these. We can use these power cubes to reroll any dice uh whenever we are able to roll dice. So, if we roll dice and then we want to roll any of them, we'll spend these cubes. We can also gain more. Heck, we can gain eight more if we would like. Uh with different levels of difficulty, you'd start with more or less of these. We're starting with 12. There's also an optional add-on which just seems fun, so we're going to try it. This is the scavenger and junk pile here. You can place a six or give up two of your power cubes, and you can gain one of these scavenge tokens. They're all one-time benefits, and you can use them either immediately or hold on to them. At the end of each boss fight, this will replenish. We keep them face down so you don't know what they are. Kind of something fun to do if you have a six and you're not sure what to do with it.
Although you can play Wastelandia solo, they do really recommend you play with two or three characters. So, we're going to play with Crazy Carl. Crazy Carl is super fun and this is the one that Drew recommended that I play with. I am really enjoying him. He uh everyone starts with four unique items over here and a stick as well as three basic abilities. We'll get into that when we uh start playing. We start with 15 health, but our max health is actually 30. And we are going to be the first player to activate. We also have these tokens, and you saw the bots have them, too. This is how you track your fear. Fear is going to be used to increase the damage that you deal. Carl is going to be joined by Reckless Ralph. And Reckless Ralph loves to generate fear, both for himself and for the bosses. So, that's why I wanted to play with him. He is super fun. He has his own four unique items here plus his stick. And he starts at 15 health, but I apparently don't have it marked. So, let me mark that.
There we go. Let's walk through how the turns work for this game. First, we're going to reveal a baddie ability. Then, we need to check if that ability is quick. These guys are not quick. They're slow, dumb, stupid. So, they won't be quick. Then, we're going to roll our dice. Normally, it's five, and it generally will be five. We might have things that can benefit us to make it six or seven for a round, but it's generally going to be five. Then we can roll dice. We can spend power cubes to roll those as much as we would like. After we've done that, we start using our abilities. We cannot roll those dice anymore. We'll place as many dice as we can or want to on our abilities on our player board to activate them. And then we activate the baddies. Then we're just going to rinse and repeat this for each turn until we either defeat the bots. the bots defeat one of us or it takes us six turns and we haven't defeated uh both of them yet. Carl will be the first to activate. So, let's talk about his items before we start rolling dice. We have the super high top shoes. We have to place any dice that we'd like here, but they have to equal each other. So, two twos, two threes, two fours. What we can do then is put two power cubes from the reserve. I have this huge set on the reserve uh on to this ability. All other players can spend that from this ability to change their dice value by one, increasing or decreasing it. In general, you're going to see yellow items support other people. The purple items generally generate fear, and the red items will generate damage. How our battle cart works, we can use any number dye for one of these, and then the the second die
needs to match. So, you'll be placing two dice on here. This symbol means it generates two fear and it's going to target all baddies, but it does have a potential negative effect. All players must roll any one of their dice. Any player who rolls a three or less gains two fear. What fear does whenever you take damage, you increase that damage by the amount of fear you have. So, if I have five fear and I take one damage, I'm actually going to take six damage. And your fear does not go away at the end of a battle. So, you got to watch out for your own fear. But you want to pump fear up on the baddies and then hit them with small little bits of damage like with a stick and all of a sudden it can deal them seven or eight damage. Carl has the spiked gloves here and it says it's a one-two punch which is hilarious because the amount of fear you generate it's only for one of the bosses but it's equal to the ones and twos you have showing. Whenever you see something that says have it showing, that means any of the dice that are on the board, even if they've been used or they've been rerolled, whatever they've been rerolled to, at that point in time, you're going to look at how many ones and twos you have, that's how much uh fear you're going to generate. And then we have the tripod turret. Tripod. Well, guess what? You need a three. I should have mentioned this can be activated with any die. This will deal two damage to an X amount of uh baddies. X is the total amount of threes that you have showing. Well, you'll have to have one, which is why that works for at least one. But if I had two threes, showing I could hit both of them for two damage.
Finally, each character has a stick. When you place a die here, you'll just roll that die. If it's a three or higher, it deals one damage to one baddy. Kind of simple, but sometimes that's just what you need after you've generated a ton of fear. We have three more slots to place items and weapons. And if ever we gain an item or a weapon and we don't have a slot, we can just cover up another card. Each character also has three basic abilities. One for healing, one for getting rid of fear, and one for generating more power. So healing needs to be two fours or sixes. And the die you put on there is the amount you heal. So you want to put a six. And I could heal right now because I'm only at 15 health. I can go up to 30. Courage. That's how you get rid of your fear. 1, three, or five. And then here, if you place any die, you'll just gain one power token that anybody can use. But if you place a six on here, you get two power tokens. All right. That is certainly enough talking for us. Let's go ahead and draw one of these tokens.
And this will be what the uh bots are going to do. We have a C. They are going to spin slice each of us. So, both of us are going to be attacked for two damage. And each of the bots are going to do that. So, that's four damage coming in. If we generate any more fear, each of those attacks are going to have additional damage to us. So, we've got to be a little bit careful. We might get hit for some damage here. Crazy Carl will now move to the dice rolling step. He's going to roll up his dice. You can see that, right? We've got a five, four, two, one, and three. Based on what I have here, I want to keep the one, two, and three, I think. But I really don't want the four and five. So, I'm going to spend one power cube, and I'm going to roll both of these. Going to give them a roll. Let's see what we get. We get another one, which should actually work, I think. and this four. I think we'll deal with that. We're going to start off with our battle card here. We have two ones. I was looking for a pair and I got them. And that's going to generate two fear to both of the baddies. That means Clankbot one and Clankbot two have two fear. The max amount of fear that everyone can have is 10. That's what's on these uh trackers. He can't go past 10. But now, if I deal one damage to either one of these, I would actually deal three. We now each have to roll a dice. If you roll a three or less, we gain a fear. This is for Ralph. Ralph rolled a four. Now for Carl, Carl has three dice he hasn't used. So, he has to roll one of these three dice. I could
also roll one of the two ones that I've already used, but then I put it back onto that battle card to say it's been used. I'm going to reroll this four. I'm going to roll it and I get a four. Well, okay. The four means I don't gain any fear, but I was hoping for a different number. I'm going to place that four here on my spiked gloves. And I am going to deal fear to one of those bots equal to the ones and twos I have showing. I currently have 1, two, three ones and twos showing. So that's three fear. That means I'm going to deal five or generate uh three more fear up to five on bot one. Bot one has five fear. Next up, I'm going to use my tripod turret. I'm using this three. We're going to deal two damage to that bot one. We're only going to do it to one because I only have one three showing, but it's going to be two plus five. That's a total of seven damage. This will knock this bot down to three health. Then for our final die, we're going to use our two here. Now, you're going to see the damage. It says roll. That means we have to roll this die. If we roll a three or more, we deal one damage plus the five fear. We can kill that first bot. That way, only one of the bots attacks us. I can use a roll on this if I'd like, and I definitely want to. That's a one. So, I'm going to get rid of a second power cube. I'm going to need a lot of those. It's helpful if I roll the die into the dice tray. Uh, let's see. There's a six. So, that will deal the one plus the five because of the fear. And this Clankbot is toast. Totally toasted. So, you put that there. We've completed using our
abilities. And now the bots fight back. Well, only one of them is going to attack both of us for two damage. Neither of us have fear, so we're each down to 13 health. We can deal with that. That's going to end round one. Now, for round two, we're going to grab another token from here. And we're going to see for turn two, it's a B. B is the clumsy chase. So, it's going to generate two fear on Reckless Ralph. Reckless Ralph has four unique items. His first one is the flaming floaty. what we can place any die here and then you can change the die placed on this ability by one until your next turn any player can take this die and place it on their ability. So if we know for example the three is dealing the extra damage we could put a three here and Crazy Carl could use that or heck a one or a two.
We have the battle bike. This thing is awesome. This needs three dice. Two that match and one of any. It would give us, well, we have to roll to see for fear, but it targets two baddies. For each five or higher, deal two fear to two baddies. For each four or lower, deal one fear to all of us. So, and we have to roll all three dice. It's a little risky. High risk, high reward, though. Kind of fun. Hence the reason he's reckless Ralph. You're also going to see he doesn't mind gaining fear other than you got to watch out for his health. Uh, he has sneakers that just heals him by three. You get to roll the die you place on this ability. If the new value is lower, then you can just reuse the die, but then you'd cover this up with the use. So, you can't just keep using it over and over. You can use each item once. Finally, he has his boxing gloves.
It deals 2 * x, but you have to place a five and any type of dye or actually a power cube. And this says uh x is equal to the total fear you have. So, if I have five fear, that's going to deal 10 damage. Now, if you have seven plus fear, you must also place the die and the power cube to activate this. But that is amazing. He then has the regular basic abilities and of course the stick. We'll take our dice and give him a roll. Whoa, we've got a two threes, two twos, and a one. I definitely want to keep the two threes. I'm thinking I'm going to use one power cube to roll the other three. I'm hoping for a five so we can use those boxing gloves. It deals some damage, right? Uh there's a five. Five, three, and a one. I think we're good with that. We're going to start off by generating tons of fear, shall we? We're going to do a three, three, and a one.
Is this worth it? I think it is. It's going to be worth it. It targets two baddies and there's only one baddy out. That's why I'm debating whether this is worth it. Or he's already got two fear. No, we're just we're going to do it because I need a little bit of fear to actually deal some good damage with those boxing gloves. Whenever you see this roll symbol, that means you have to roll the dice you've used to place on here. So, I'm going to roll these three dice. We'll give them a roll. And we have a four, one, and one. That means right now we're generating three fear for each of us. I'm okay with that. With that three fear, then why don't we do this? We're going to do five plus the three. We're going to deal two times the amount of fear we have. We have three fear. And don't forget, Carl has three fears. So Carl's not super happy about this, but it is what it is. Five and three. That's going to deal a total of 2 * 3, six damage to one baddy. The one robot left does have two fear, so that's going to be eight damage. He's down to two health. Unfortunately for Ralph that used all of his dice, so he will gain two more fear. He's at five fear, but that means the boxing gloves can deal 10 damage next time. And then he's got to figure out a way to reduce his fear.
We'll now move back to Crazy Carl. He's going to draw A for the activation. And for A, this is going to deal 2 * X, where X is equal to the total twos and threes you have showing. So if I had three threes showing, that'd be 3 * 2' be six damage to me. Plus my three fear, that would be nine. I'm hoping I can take him out, though. He only has two health. I just need one three with this roll, and I've got it. So that will be able to take him out no problem. The rest of this is just kind of fun to use. I think the first thing we're going to do, since I rolled two sixes, I'm going to place a six here and we're going to scavenge. We're going to grab this token. What does this one do? We can add an additional target when using any damage or fear ability. Whoa. And we can hold on to that. We're definitely going to hold on to that. I know our friend Ralph loves fear. I don't. So, what I'm going to do is I'm first going to heal by six. Isn't that awesome? So, I'll go from 13 up to 19 total health. I'm going to use a two here to be able to Yeah, I think this is worth it. We're going to place one power cube back on to our power cube section. So, I still have 4 8 9 10. I have 10 of those. Now, I could be risky and I think I'm going to I'm going to go here with this odd actually and that's going to reduce my fear down to zero. I don't want the fear. And then I'm going to do this to activate my stick. My stick will do enough damage. I just have to roll a three or higher. If I don't, I can use Yeah, the power cube
that I just gained. That was a one. We'll roll that. That's a three. That means we'll deal a total of one plus the two fierce. That's three damage. With the three damage, the second bot is totally toasted. And we've just won our first encounter. You can see that was pretty easy. Well, it's not going to be easy for boss 2, three, or four, and you will see that. Let's now move to the loot phase. Take a stroll down Looter's lane and grab some gear for the road. After each battle, all players will gain new loot, a reward, and your turn order for the next battle. Now, the other thing I'm going to do is grab just a new scavenge token and put it in that empty spot. So, we have four to choose from next time. I have shuffled the reward card deck, then placed four of them face up. Repeat with the turn order tokens and then shuffle the item deck, draw two and place them face down in the spaces above. And repeat for the weapon deck as well. Each player will select one set of loot. So, it'll come with three different pieces. The elute card, the reward card, the turn order token, uh, and then place those new cards and tokens on your player board. Players can select in any order. If you should ever run out of empty spaces for a loot card, you can cover them up. Apply the roar card effect immediately. After this, we're going to roll a dieice to determine which boss we're going to fight next. On the left hand side of the board, we have our reward card. We have items on this side and our turn order tokens. Now, because there's only two players, I still think I put out all four and then whoever is the lower
number goes first and second. That's how I think it works. You're going to see with these reward cards, there's a super reward and a regular reward. Because we beat those bots before the end of round four, we get the super reward from all of these. This one states, "Roll a dieice and place on this card. During the next battle, include it as a die showing." So, you don't get to use the die, but you can use it as a die that's showing. Oh, that's kind of cool. Uh, this one over here, you can remove six fear. And of course, there's items here. So, the golf bag lets you heal. You have to place an odd die and a power cube. It's 2* x and it heals everyone. The dice value placed on this. So, we could place a five here. Heal 10 for all of us. Oh my gosh. I I might go for that.
Healing is amazing because that means you can soak those attacks. You're going to see at the beginning of each boss fight, that's when you have the most risk because you're generally not going to be able to take out a baddy and so you'll have to deal with the negative effect for both baddies. This item is a support item. It's the jackhammer. Divide the value of the die placed on this ability in half. Then gain a matching die for this turn only. Reuse both dice and gain two fear. Oh, that's cool. On this side, we have two weapons and two more regular rewards. We also have player three and player four tokens. Choose two. Gain two power tokens, gain four health, or remove two fear. And then this is a slingshot. You roll a dieice. You're dealing. You have to have a three. You roll a dieice. Continually roll until you roll a one.
Deal damage equal to the amount of rolls, no abilities, or power. Whoa, that could deal a ton. You could just keep rolling, rolling, rolling. I I might grab that one. That seems fun. Oh, but dynamite. Hold up. During your next uh dice roll phase, the power tokens can be used to change a die by three instead of rolling. Ooh, that's only a one time use, but still cool. The dynamite is two damage to all baddies. But if you have a five, four, three, two, and one, showing you deal 12 damage instead. Oh my gosh, that is kind of epic. I do think I'm gonna grab this slingshot for Carl because Carl wants ones and this is going to guarantee a one. So, let's grab the slingshot. And that means he's going to grab this. He's going to choose two.
I think he's going to choose the two power tokens. I love the rrolls. They are so important. So, that means we have 11 power tokens available. And then I'll just discard this. Ralph is a little bit concerned about his health and this helps the whole team. So, he's going to grab the golf bag. I think that's awesome. And then we're going to do this. So roll a dieice and place it on this card. It's considered a dieice showing. So we're going to show a four. Now that we've completed the elute phase, reckless Ralph will be the first player, and Carl will be the second player. We're going to roll up and see what we get for who we're going to fight next. One and two, it's a thieves. Three and four, it's the cult recruits. And five and six, it's the mutant mischief. We'll roll this die up. And we have a three. That's going to be the cult recruiters. You made quite the ruckus, smashing those bots to bits. Your crew decides to head into the woods to lay low for a while. At dusk, you set up a camp and make a fire. You're circled around the fire when you hear a twig snap. Your heads dart to see a pair of glowing eyes. Lost children, come with us and join our militia.
Bring your weapons. We'll take you to the Supreme Overlord. Uh, thanks for the offer, but it's a hard pass for us. I'm afraid the Overlord won't accept that response. Here's a response for the Supreme Overlord. Eat CRUD. You leave us no choice, foolish kids. Prepare to die. Ah, just like before, we need to defeat both mutants within six turns or less. We also have an optional challenge that I'm going to try. Before the battle, place four of these onto the board. And if we win, we get two of them back. We have to discard the other two. But then we get the super reward instead of the regular reward. We will be fighting two minions here. Both at the wimpy level are at 24 health. If we were at the tough level, they'd be at 32 health. The three abilities are targeting the bold.
One fear to all players with four or less fear. That would just be Carl. Ralph already has five. We have prey on your fears. Damage equal to the amount of fear you have. And then essentially that doubles it. So that would be 10 damage to Ralph times two cuz there's two of them. That would be 20 damage for Ralph if we get a B. C is kicking and punching damage equal to the lowest die value showing. So if I only have a one, that's one damage, but it's to each of us. We'll go ahead and start drawing our first token from the bag. And I got to tell you, this bag is tiny. So watch out for that. It's an A. Okay. A. That means that it's only going to be fear and that's going to be fear just for Carl. It's going to be uh probably too fear for him if each of them do that. Ralph will start us off really looking for some fives if we can get some fives here. I've got two sixes. I do have one five, but that's only one. Uh do I want to roll? I do. I think I'm going to use a power token. I'm going to reroll. I have two four. I only have six power tokens left. I'm going to keep a five.
I'm gonna keep a six because I can use that to potentially get us two more power tokens. And I'm gonna use these three. I do have a four showing. Don't forget about that. I don't know if that's going to help us. Oh, two ones and a six. Do I use another roll? I'm going to use one more. I'm going to use one more. I need another five. I really want a five because that can heal us a ton if I can get another. There's two more fives. We'll take that. First thing we're going to do is use that five right here along with one of our power tokens. We only have four left. We're each going to heal by 10. That will mean we'll go from 13 to 23 health. And Carl will go from 19 to 29 health. We're then going to use the five here with one of the power cubes. I only have three remaining, but that's going to deal two times the total value of fear I have.
Well, I have five fear. So, this means I'm going to deal a total of 10 damage to one of these enemies. We'll hit this mutant minion for the 10 damage. That will go from 24 down to 14. Because I just used two power cubes, I am also going to place my six here, gaining two more. So, we now have five again instead of only three. I'm then going to do this with my courage, and I'm going to remove five fear. I know that means I have zero, but I'm going to gain some more from these bosses. And then that way I'm protecting myself so I don't get too high and then just get clobbered. The final thing I'm going to do is place my three on this flaming floaty. Now I can have my friend Crazy Carl utilize this die on their turn. Overall, that was a successful first turn. 10 damage, getting rid of some fear. I feel pretty good. And we still have five power cubes. We now have to activate this.
We're each going to gain two fear because neither of us had any fear. So, we have two fear now each. We'll now move over to Crazy Carl. He's going to grab a token if I can get one out of this bag. And I have a C. Okay, this one states we're going to deal damage to us equal to the lowest die value showing. So, I need to make sure I have a one, which I should be able to do because I can activate my slingshot. So, it only be one damage, but it would be to both of us. And right now, we each have two fear, so that would actually be at three damage. The one thing Reckless Real did not do is generate any fear. So, I think I need to get some fear this time so we can really deal some damage. So, I'm looking for ones and twos and maybe a three. But ones and twos, lows, lows, lows. We've got a two. We've got a one.
Uh, this six could get us more power cubes. The five and four. I think I'm going to use a power cube to roll these two. Hoping for ones and twos. Come on, low numbers. That's a two. Uh, do I spend one more for this five? I don't think so. I'm I'm going to leave it like this. First thing we're going to do is use the two dice here, and we're going to generate two fear for those two baddies. But then we each have to roll a dieice, and we might generate two fear. Carl's going to roll any dice. He gets a two. So, that will generate two fear cuz it's three or less. So, now he's at four fear. And then we're going to take our five because I didn't really want that five. And I'm going to reroll it. And we get a six. All right. All right. Well, we don't get the fear, but now I've got two sixes and a one. The next thing Carl's going to do is use his spiked gloves. Use this one. We're going to deal a total of three fear. Do I want to target two? I think I'm going to. So, each of them are going to gain three fear. That means they're each at five fear. We're then going to ask Reckless Ralph if we can use his three on his flaming floaty and activate our slingshot. We're going to attack the guy that has 14 health. Maybe we can kill him because we're going to deal at a minimum six damage. Uh, but once we roll a one, we have to stop rolling. We can't roll this. We're just going to or we can't um use anything to roll it. We're just going to keep re-rolling it, counting the damage. For roll one, we have a six. That's going to be one damage. Second roll, two damage. Oh my gosh. Three damage. That's a two. Four
damage. This is This is awesome. Okay, five total damage. Five plus the five is 10 damage. That's going to knock this guy down from 14 down to four health. I then think we have to do the stick, right? Cuz we can take one of them out. Let's do it. We're going to attack him. We only need a three or higher and he's done. We'll roll up our die. We have a two power cubit. We're down to only three power cubes. Uh that's a five. That will be enough. This mutant minion is totally toasted. So that's means only one of them is active. That means we're only going to get hit for one damage instead of one damage twice using our fear each time. As you can tell, the power cubes are incredibly important. So, I'm going to go here generating two more power cubes. I really wanted to go and scavenge, which actually I could I could give up two power cubes and scavenge, but I the the power cubes are too helpful, so I'm I'm not going to do that. We have a one showing, so now we each are going to take one damage plus our fear. Carl only has two fears, so that's three. One, two, three. Ralph, on the other hand, has four fear. One, two, three, four, five. So, we're down to 18.
This is why it was so important that we took out one of the minions or we'd get hit for another five damage. We can now move to Ralph's activation. And we're going to grab a token from here. We have a C again. So, that's going to be turn three. It's going to be the same thing. So, we want to make sure we have a one. The biggest thing we're looking for is a five and hopefully two fives if we can. Well, there's one five. We've got a one. I'm going to keep that. I think what I'm going to do is keep these two. I'm going to re-roll these three. So, I've got one of these. And we are going to roll up. We got another five. Great. First five we're going to use here with one of those power cubes. And that means we each can heal for 10. That means we're at 18. We'll go to 28. And Carl's just going to be straight at 30. That's insane. This card is awesome. Now, you have to spend power cubes for it, but it's worth it. We're then going to use our boxing gloves with the five and one.
That's dealing 10 damage plus the five fear. So, that's 15 damage. He's down to nine health. We'll then use our three die here to remove three fear, so we don't take as much damage. We're going down to one fear remaining. And I have this four. I could either do it here or the flaming floaty, but you know what? This guy's almost done. I do think I'm going to do it here. Thinking long-term, we need the power cubes. It's only going to give us one. So, we have four power cubes. That's it. We're now each going to be dealt one damage because we do have a one showing. We still have one fear. So, that's two. We're down to 26. Carl actually has more fear than us right now. So, he'll take three damage. 1 2 3. He's down to 27. We can move to turn four now. And we get the B. That's going to deal damage uh equal to the amount of fear you have. and then essentially gets doubled. This is turn four, by the way. We only have two more turns after this. I'm really looking for sixes and threes if we can get it. We've got a six. We've got one three. I do I want to roll any of these. The four, two, or two. You know, with where we are on this battle, I need to think about the next battle. I have four power tokens. Can see I don't have a lot left.
So, I do think I'm going to just keep this. We're going to start with that six. We're going to see what we scavenge. What does this one do? Oh, that one gives us plus three power tokens, I think. If that's the case, that is most certainly confirmed as plus three power tokens. We'll get rid of that right away and just generate the three. You can see it right here. Oh my goodness. See, that scavenge is really helpful. I actually I wonder if this makes it a little bit easier having this, but they didn't recommend it unless you were an advanced player. I decided to play with it anyways cuz I just love having options. I need to save two dice to be able to take this baddy out. So, I'm gonna save the three and the two. That means I've got this four and two that I can use. I'm thinking I'll heal up to full cuz that will put me from 27 to 30. And then I will generate one power cube. So, that means I have eight power cubes and I'm going to get two back as well. So, I will have 10 power cubes. Then I have these two to attack. It would of course be helpful if you can see them on screen. I'm going to use the three here and we'll see if we can take him out with that. If we can't, we can use the two here and hopefully take him out. How many rolls until we get a one? That was one damage. And that's two damage. And that's three. So that's three plus the five. That's eight. That puts him down to one health.
So then we're going to use the stick. I just need to roll a three or higher. And this guy's done. That is a three. He's toast. Yes. That's our second boss done. We'll gain the two power tokens from here. And let's move to the next loot phase. Moving to that loot phase, I have two more items and two more weapons over on the other side, as well as some more regular rewards. Actually, super rewards. We can have this one. Choose to gain three power tokens or gain plus one die for your next turn. So, it's only good for one turn. That's I'd probably go for the power really. The squirt gun change the dice placed on this ability. The sum of both is equal to five or less, then reuse both dice. Whoa, that could be good for Carl. He wants low values. We also have plus one die for your next turn. Remove two health or set your health to one. Eh, this shovel, you have to spend three power tokens. Draw one card from the item or weapon deck and place it on any space on a player's board. More abilities would be nice, but three power tokens is expensive. This one, draw two cards from the item or weapon deck and place one on any of your spaces. And we have laser blaster. You need a six. It deals one damage. Before dealing damage, place up to two power tokens from the team supply on this ability. Each power token accumulated on this ability permanently adds two damage.
That is awesome. I like that one. And then this one, all players gain 10 health. That's silly because we're all essentially at max. But this gives a total of two times the amount of fear. X is equal to one or two that you have showing. We want lots of one and twos with Carl. So that could be good too. Oh, what do I want here? You know what I think I'm going to do with Reckless Ralph? I'm going to grab this laser blaster. Uh, and then that means we can draw two cards from the item or weapon deck and place one on our board. Why don't we grab an item? Let's grab two cards from the item deck and we get to grab one. This one is a bag of stuff. All players must roll one die and apply its effect. One to three, remove five health and gain two power. Each remove five here, each gain five or gain two.
Okay, so that's random but could be good. The boom box. Increase the value of another die by up to three. You can reuse that dice if it has been used. Oh, reusing dice, but you can't use the one you put on here. But that could help if we have a low number to get it to a higher number. This is risky. I think I'm going to go for the boom box. This means I think without a doubt Carl's going to grab the squirt gun. And although he could get plus one die for the next turn, I'm going to go for the three power tokens, especially because now my plan is to pump up that laser uh blaster with power tokens. So, I need a lot of power tokens. For the second battle, you only have three bosses, but for the third battle, there are six bosses to choose from. We'll roll a d6. Let's see what we get. We have the slime king. The last battle was a real bugger.
Hopefully no more crumb bums or rag muffins so you can get busy chillaxing. You walk a few miles to the next town that seems completely deserted. Stick together, dudes. Everybody look a different direction so we can keep an eye out for baddies. You hear a rumble. Uh, what's that? Nothing this way. I came from your direction. No chance, bro. It came from your way. The ground trembles and your eyes are drawn to a sewer cover. The cover slowly rises and a glowing green mucus oozes onto the pavement. I don't know even why we're here. We should just go away. Find a new city. Come this way, little children. I definitely don't want to eat your warm, delicious flesh. You could eat my shorts, mucus muncher. I'll eat your soul.
You know, we're probably going to lose some items or something in this fight. Defeat both the slime bags and the slime king. Yes. So, there's going to be three enemies. Now, we have an extra setup. If the slime bag has any power tokens on it, gain a power token from it every time you deal any fear or damage to it. Any power tokens you don't gain back during the battle are removed from the battle. Oh, so it's going to take our power tokens. No. And if we want to complete the optional challenge, we have to defeat the slime bags, which are the two small guys, in three turns or less. And if we do that, then of course we get the super reward. These slime bags have three abilities. One is quick. Each time you deal damage or fear to it, reduce it by three or reduce your health by three. Ow. Then this one says uh uh what is this? Abnormal growth. Place three of your power cubes from the team's supply on top of the slime bag. Gross. And then poison knife is just one damage to all.
There's two of them. And because we're playing on Wimpy, they only have 12 health. Now, you're going to see there's a number two and three on these hearts. That relates to the two and three slime bags. Conversely, the slime king has, oh, you know, 40 health. 30 plus the 10, so 40 total health. His A is just five fear for everyone. His B is slowm moving, deadly, but dodgeable attack. I love that name. It's 15 damage. If the sum of your dice showing is less than 12 or more than 24, it actually deals zero damage. But since it's still dealing damage, I think the fear still comes into play on that. And then cannibalize. If it gets that, it's going to heal for each defeated slime bag seven health.
So, it could heal a ton with that. All right, we need to take out those slime bags in three turns. Oh, and I should have called out Carl will be first this time. He grabbed the earlier turn order token. Let's see what we grab from our bag of tricks. We have an A. Okay, so A is going to be dealing five fear to all of us. And then each time we deal damage or fear to the slime bags, we're going to reduce our health by three. Currently, Carl is at full health, so we can take some hits. We've got a five, two sixes, a three, and a two. I definitely want to keep the three and the two. The double sixes will work with our battle card. I'm looking to generate a ton of fear this time. I think I'm going to keep the five cuz I'm probably going to re-roll that with another ability. Yeah. So, I think I'm good with that. We're going to start with the two sixes generating two fear for all the baddies. So, that's even for the slime king. I do think though that means I reduce my health by six. One, two, three, four, five, six. Ow. Because I am hitting both slime bags. And it says each time you deal to it, and I'm thinking that's to each one. They each would cause me to lose three health. We then each have to roll a dieice. And this is for Ralph. Ralph gets a four.
Bummer. Uh for Crazy Carl, I'm going to take the five. And I'm going to roll that up. I get a six. So I guess that means neither of us gain any fear, which is overall okay. Since I rolled a six, and these scavenge tokens have been kind of awesome. We're going to go here and scavenge once. And that one is one of the times that we gain fear. I can reduce it to one, which might work because we're going to generate five fear from that slime king. We'll be able to prevent it to one. We've got that three. Let's attack a slime ball. That will mean we'll lose three more health. We'll go down to 21. But let's see how much damage we can do. We will deal one damage plus two damage plus three damage. Oh, I love this. Plus four. four total damage and now we have a one. Four damage plus the two damage is six. Let's do the number three. So that's half health. For my last eye, I have a two here. I can generate a total of two fear because I have a one showing here plus this two. I'm going to target should I go for the slime king. I think I'm going to target the slime king for that. So he's going to go from two to four total fear. I'm thinking long term here. And then that doesn't hit my health. At the end of our activation, the slime king will give each of us five fear. I'm going to discard this. So Carl only gains one. He's going to go to three fear. And then unfortunately for Ralph, he'll go from one to six fear. But that's okay. We want that fear for our boxing gloves. Let's then draw our next
token. And we have a B. Oh, this is going to be interesting. So first of all, they're going to steal our power tokens during their activation. And I'm going to want my total dice value to be 24. I definitely don't want it to be less than 12 because most of what I need is high numbers. So I'm going to want it to be 24. So he deals me no damage plus well six because that's how much fear I have. What I'm looking for are sixes and fives. Well, I got two sixes there. 6 12. This is 16 17 18 19 20 21 22. I do want this three. I think I'm going to reroll these two because I do want a five. Or do I You know what? I'm going to take the risk with this three. If I can't keep the three, I can't keep it.
I'm going to remove one of these power cubes. We're going to roll these. I need these to be high. High high. Oh my gosh. One, one, and two. Well, I think it's safe to say we're going to use another power cube to roll. 15 damage would just be brutal. We're going to roll. Okay. 6 12 18 22 23 24. The first thing we're going to do is activate our laser blaster. This is going to deal one plus the two. We're going to put two power tokens. Now, this deals three damage going forward. We're dealing three damage plus the two here. So, that's a total of five. This guy will go down to one health. That means I'm going to have to use my stick to take him out. We'll use the two for that. We'll roll our die up. We have another six, but that's enough to take out one of those slime bags. That was number two. He's totally toasted. We're then going to use the four that we have for healing. That will get us right up to 30 total health. We'll use our six for our boom box. We're going to take that four, increase the value of another die, but by up to three. So, I'm going to take that four and turn it to a five.
And it says you can reuse that die if it's been used. Well, it's been used on that healing, so I'm going to cover that up. I can't use it again. But now I have a five and I have a six left over. With the five and six, we can deal two times the amount of fear that we have. We have six fear. 6 * 2 is 12. Are you kidding me? That is going to take out the other slime bag. I've got to say, the combos in this game is just so much fun. Totally toasted. That does mean though the slime king will attack us for zero damage plus our six fears. So, we're going to take six damage. That's okay. I was at 30. I'm going to go down to 24. And now we've completed our optional challenge. We'll now move to Crazy Carl's activation. He's going to grab one of these tokens. It's an A. That means he's going to generate five fear to both of us, but he's not going to attack us. So, Carl's going to have some fun. I'm hoping we can generate some more fear and attack this guy. We want low numbers. 1, one, and three are both good. I might keep the six for the power. And I guess I could keep the five because I'll probably reroll it with our abilities. So, I'm actually okay with that. I do feel like Crazy Carl doesn't need as many specific dice as uh Ralph does. So, it works well. Let's start off by using our slingshot here. We'll roll this die and see how much damage we can deal. We'll roll up our die. That's one damage. Then, we get two damage. Then, we get three damage. Then we get four damage.
Then we get five damage. Then we get six damage. That's three sixes in a row. Seven damage. This thing is amazing. Eight damage. Still not a one. Nine damage. 10 damage. I mean, this is getting insane. 11 damage. Uh 12 damage. No way. 13 dam. Wait. 11. 12. I don't know. 12. I'm at 12, I think. 12. 13. Uh 14. Is there a one on this die? We're at 14. There is a one. 14. 14. 15. 15. 16. Oh my gosh. 17. No way. 18. 19. Are we just going to kill him with this thing? 20 and 21. 21 rolls, you guys. 22. 23. 23 + 4. That's 27 damage. He just went from 40 down to 13 health. That was insane. We're then going to use a one die here on the spiked gloves. This is going to deal fear equal to the amount of ones and twos we have showing. We have one, two, and three. So, we're going to deal three more fear. He's at seven fear. We'll use our six to scavenge again. Let's grab this one. That one is the next time we take damage or one of the times we take damage, we can reduce it to one. I believe we are definitely going to keep that for the next boss fight. I know I'm
going to be gaining five fear. So, let's use our odd five here. We're we're going to reduce our fear down to zero. And then I think we're just going to use our stick. Roll that up. That will hit him for eight damage as long as we hit. I need to roll a three or higher. I rolled a one right now, you guys. I'll use a power cube to roll that. That's a two. I'm going to use another power cube to roll that. And that is a two. Oh my gosh, another power cube. I now need a three or high. That's a two. Okay, I'm now reaping the opposite benefit using another power cube. I only have five power cubes remaining. That's a three. That'll deal the eight damage. The randomness can certainly go both ways, that's for sure. We're now going to each gain five fear. That puts Carl to five.
That puts Ralph to 11. And you know what? I forgot. You can't even get past 10. So, he'll just get to 10. We'll move over to Ralph's activation. Okay, we have the C. He would heal for 14 health. We need to kill him now. Ralph is most certainly looking for a six and a five. That's what he's going to need. He has a six and a five. I'll just reroll this one. Uh, this was a five. So, six and a five. I think everything else should be okay. We've got an extra six to gain two power cubes and the one and two should be fine. We wanted the five so we can get rid of half of our fear. Our fear goes from 10 to five. That fear could have been a real problem for us in the next fight. So that's why I wanted the five really bad. We also wanted the six so we can generate two power cubes. And you know what we're going to do with those power cubes in just a second. I'm not entirely sure if this is fair, but I'm going to do it. We're going to use the flaming floaty, increasing this to a three. We want that three. And then it says until our next turn, any player can take this die. So, if we can make sure Carl goes first during the next baddy fight, then we should be able to let him use that on his turn. I think I'm going to say that's how we play it. Do let me know if I'm wrong. We'll use our one die here. Roll the dice placed on this ability. If the new value is lower, well, it won't ever be lower than this one, but we will heal by three. We're at 24, so we're back up to 27. And then it's time to use this six. We're going to grab two more power cubes just because we want to power this up for the
next fight. That means this is dealing five damage plus the seven from the fear on the slime king. And we just totally annihilated that slime king. I mean, that was basically all because of that slingshot. We must have hit him with something specific that went right into his brain or something. We've set up for our next loot phase. We have a shopping cart. All other players gain plus one die for the rest of this battle only. Whoa, that would be cool. That would be really good actually with three or four players. That's still good though. Uh adding one extra die. And this is choose for all players to gain four or for you to gain nine health. Otherwise, we have the jetpack. Heal four just for you. Remove fear equal to the dice value placed on this ability. All other players gain one fear. And then we have plus one die on your next turn. All players gain a fear. Our two weapons are the moon shooter. It's 2 * x. X is the lowest value die placed on this ability.
So if I placed a five and a six, that could be 10 damage, but then you have to remove four health yourself. And then we have Oh, and this one says, on your next turn, draw four baddy tokens and choose one and return the others. And then this one is just a baseball. You can use this ability multiple times. It's two fear to one and you could gain four power tokens. We know we want to have Carl go first. So, he wants a low value. So, either the one, the two, or three. He cannot choose this one. Why don't we choose the shopping cart? We don't have really anything to use for sixes. And if we get a six, we can then help Reckless Ralph roll more dice. And then we'll heal for nine. We're at 21, so we'll go straight to 30 health. 30 and 27 health, respectively. And we'll be either second player or first player. We'll see which one. Reckless Ralph is just going to grab this one. And he's going to gain four power tokens. That means we have nine power tokens to play with. We're just going to discard this item. I have my four slots full. We could cover one of them with this. I don't want to. I like my abilities. I'm going to leave them the way they are. And that will mean we'll be second player. I'm just going to tell you now, I haven't fought any of these. I've never gotten this far. That uh slingshot really saved our lives. So now we just have to see what we get. We'll roll up our die. We've got the three. So that means we're doing the D1000. Phew. That last one was a real doozy. You scavenged the area for some sweet toys should any more crud muffins need to be taught a lesson. Then you
head out of town looking for some peace and quiet. What does it take to get a little kickback and chillax time? For real. It's like the end of the world and all, but like at least be cool about it. You come across a school that's been deserted for some time. Oh, school. We learned so many useful things. Long division really comes in handy when you're crushing a clank. Ooh, a swing set. Bet I can launch myself off that swing further than you. You're on. But maybe we should take care of those clanks in the soccer net over there. You walk over to the Clankbots, caught in a web of netting, rattling against each other. As you approach, you hear a sound and look up in the sky to see a little dot that's rapidly getting bigger. Oh, a deathbot smashes down, creating a giant dust cloud. You run out of the cloud, then look at each other and realize there's no point in running. Guess it's happening. Time to smash some metal. Our victory condition here is to defeat all baddies in six turns or less. And we have a special rule that there's a factory reset. When the D1000's health first goes below 35, he is at 45 with the Wimpy version. Uh golly, if it was at the elite, it'd be 60 health. Uh he's going to set his fear to zero. Our optional challenge because there is a fifth boss battle. If you beat this fourth one, all players finish with 15 health or more. There are two Clank bots, each with only 10 health.
Shouldn't be too hard to take out. Uh they are going to do a berserker barrage, a pester which are which is quick and stumble and fall over. Each time you use a basic ability, apply the effect twice. Oh, that would be helpful. This one any six showing at any time must be changed to any other value. That would be horrible for Ralph. So, let's hope that doesn't h happen for Ralph. And then the Berserker barrage damage uh equals the total odd dice you have showing. The D1000, its A is quick start of turn. Each player chooses one. Gain two power and five fear or gain 10 health and minus one die on your next roll. Or we have the proton cannon. Damage all the dice you have shown. No way to everybody. If that was for Ralph, we would we're going to die, you guys.
This is going to be terrible. Ultra beam 10* X. X is the numbers of twos and fives you have showing just to you. This is going to be interesting. We're starting with Crazy Carl. We first have to see what token we're going to get to see how bad this is going to be for us. Okay, it's a B. So B means we want low value. And uh that's actually nice because right now quick any six is showing any time must be changed to any other value. They can be changed to any other value. It seems like we actually get to choose that value. We'll start off by rolling our five dice. I don't have any sixes. That's almost a bummer. I definitely want to keep this three without a doubt. I want this one. I think the four I'm gonna keep the two as well. These two fours I'm going to reroll because I think that's going to be way too much damage. Roll these up.
That's a three and a two. I'm going to take that. We're going to start off by asking Ralph if we can use his flaming floaty with that three. And we're going to use it on our slingshot. So, we're going to roll that up. We're going to attack one of the Clankbots. We'll roll our first die. That's one damage. They have no fear right now. That's two damage. We'd have to change it to something other than a six. That's fine. Two damage, three damage, something other than a six. Uh, four damage. I just need to get to 10. Ah, darn. Five damage, but now it's a one. We'll hit number two for five. Going down to five health. We're then going to generate some fear. We're going to fear I think the other bot that is at full health. So, it's at 10 health. That's number three. We can generate fear equal to the ones and twos we have showing. We have 1 2 3 plus this one. That's four. So, we just generated four fear for that guy. I am a little bit worried about my fear.
So, I'm going to use this three, reducing my fear from five down to two, so I take a little less damage. We're then going to use these two twos. With the two twos, we're going to generate two fear to all of the three baddies, but then we're each going to have to roll a dieice. I'm going to have to roll this three up. Crazy Carl will roll the three. He's got a five, so he doesn't take any additional fear. Ralph is going to roll a die. He gets a one. So he gets two more fear. I think he has five. So it's going to put him to seven. With that five, we are going to try and use the stick and maybe take out that Clankbot. That Clankbot has five health left with two fear. Uh this will only deal three damage. We'll roll that die up. It's a six. It immediately has to be changed to any other value. Let's make it exactly a three, which is still enough to deal the one plus the two three damage. 5 - 3 is two health. We now need to sum up all the dice on our board. Crazy Carl's just going to use this to make the attack be a one plus the two only takes three damage. But for Ralph, I'm really worried he's taking seven damage already because of his fear. 7 8 9 10 11 12 13 14 15 16 17 18 19 damage. Oh my goodness gracious. So 20 damage would put us to seven. We're down to eight health for Ralph. That is incredibly painful. We're going to go to Ralph's turn. We have a C. And that C says, each time you use a basic ability, apply the effect twice. That's a good
thing. But this is dealing 10 times whatever we roll for the total twos and sixes we have showing. And we want sixes. H. This could be the end. I I don't know how we're going to do this. Let's see what we can do. We'll start off by rolling up our dice. I've got two sixes. I love those sixes. I've got a two as well. Well, that's 10, 20, 30, 40 damage. I don't think I can take that. I do want one six. I know it's 10 damage, but if I have a six, actually, if I have two sixes, one of those sixes can heal me for 12 because I can activate that ability of healing for the basic times two, which is 12. I could then remove six fear with this three. And so, I feel like I might as well roll these two twos. These two twos are absolutely useless and they're really going to kill me. So, I'm going to use a power token.
Come on. Be something that Oh, a four and a two. I got to reroll that two. I can't have that two. So, I'm going to use another power token. I should reroll a four. I don't need the four. A three and a two. Oh my gosh. Power token. Get rid of that two. Do I want the three? I really want a five. I want a five. Let's roll these up. That's a six, which is more damage to us. Oh no. I don't think I can take that six. So, I'm going to spend another power token. I'm going down to four power tokens. I'm going to reroll that six. Okay, it's a four at least. First things first, I'm going to use my six here and I'm going to heal for 12. 12 plus that eight is 20 health. Then, I'm going to use a three plus a power token. We're going to heal six more health. So, that puts us up to 26. And Carl's just going to heal to full. He's at 30. We're then going to place a four here. We can increase the value of another die by up to three. And we can reuse that die. So, we're going to increase it to a five.
Why don't we? And we have to mark off we've used our golf bag. We then can use our five and four. And we have to use a power token because our fear is seven. That means we get to deal 7* 2 14 damage to one of these enemies. Why don't we go ahead and do that to the boss? 14 damage minus 45 means that they're at 31 health. And because he's gone past 35, he will reset his total fear to zero. We're then going to use our six here to heal by three. We're at 26. That puts us up to 29. And we can roll this. And as long as I don't roll a six, I can reuse it. I'm really hoping for an odd number here. It's a four. I have two rerolls. I'm going to use one. I'm going to reroll that again. Come on. And it's a two. No, I got to reroll that. I'm going to use my last one to roll this die.
It's a five. I have absolutely zero rrolls left. But with that five, we can place it here. Reduce our fear to by 10 actually. And now Ralph has no fear. That'll end our activation. We need to take 10 damage because we only have one six and two showing. None others are there. So we're at 29. That knocks us down to 19. And we don't add anything because I have no fear. We are somehow alive but unfortunately have no rerolls. Our next one is A. So A, we have our quick start of turn. Each player chooses one. Gain two rerolls and five fear or G. Yeah, you know what? We're gaining two rerolls for both and gaining five fear. That means Carl will be at seven fear and Ralph will just be at five fear. But now we have four rerolls. We really needed that. Then we're also going to be attacked for damage equal to the total odd dice that we have showing.
Carl will start his turn rolling his dice. Three sixes. What is that? We'll roll this up. Four sixes and a five. I don't want sixes, do I? Well, I could use a six to help out Ralph. I could use a six for scavenging. Those are all evennumbered dice. But here's my biggest problem. I'm not dealing damage and I need to. So, I think I'm going to keep one, two sixes. I'm going to roll these three. I've got four rolls now. So, let's use this. Let's roll. Oh, I could keep this five to reduce my fear. I'm going to keep the five. I know I'm going to take that as damage, but I'm going to roll these two. I am hoping for a three. And now, that's a six. And that's a two. I don't think that's a great idea to keep that roll. I'm using another one of our power tokens. And we've got a one and a three. That means I've got three odd dice here. What I am realizing if I kill both of those bots, I don't have to worry about the damage. So maybe I go for the kill here. I'm going to use the stick that will deal to the number two uh bot over there at least two damage, which is what I need to kill him. So I just need to roll a three or higher on this die. We'll roll our die up. That is a four. That'll be enough. That means this bot is totally toasted. One down.
This guy's at full health, but he does have six fear. So, I'm going to use my Slingshot. Come on, Slingshot. Don't let me down. We just need four rolls of not one. That's one roll. That's two rolls. This is number three. Oh, beautiful. And even this is a one. It's not. That's four. But I'm not going to keep rolling cuz that'll be four damage plus the six. That's 10. And this bot is done. We'll just take this to a one because eventually it would be a one. This means I don't have to worry about being attacked this time. So, I will use that to reduce my fear to two from seven. I still have a six and a one available to me. The one we're going to use here, and we're going to generate two fear on the boss. The boss has zero fear. We'll take them up to two. And as much as I want a scavenge token, I think the power tokens are more important. So, for that six, I will gain two more. We'll go back to four. So, Carl has some rerolls. It is now Ralph's activation. This is turn four already, but we only have to deal 31 damage. It's going to be B this time.
So B is the sum of all dice showing and he has five fear. What I'm really hoping to see is a five and a six. Well, I've got a six for sure. Uh, do I keep this other six? That could at least heal us. And then I roll these three. Yeah, we're going to spend one power to roll these three. I want a five on one of these three dice. And I got it. We'll start off by doing a five plus this four. That means we're dealing two times five. That's 10 damage to the boss. So, he's at 31. He's now at 21 total health. I also can't forget he's got two fear already. So, that actually puts him down to 19 total health. I'm then going to use a six here and heal by three. So, that puts me up from 19 to 22. And then I can roll this die. It's a one. It's not a six. So, I can use it again. I'm going to use a four here so I can heal for four more. One, two, three, four.
I'm at 26 health. I'll then place a six here, grabbing two more power cubes. We only have one power cube remaining. But this weapon now deals uh is it two damage for each one of these. It deals two additional damage, right? So, it's 1 2 3 4 5 6 7 8 9 10 11 12 13 plus two more. That's 15. This guy's down to four health. I'm then going to use my one here plus my final power cube to have each of us heal by two. So, I'm up to 28. Actually, Carl's at full, but now I'm going to have to get hit for damage. This will be the sum of all of my dice showing + 5. 6 + 1 is 7. 11. That's 16.
17 18 19 20 damage. So, I go down to eight health. But I'm still alive. I'm still alive. And the bot is only at four health and we've got an A for our fifth turn. For A, the D1000 is just charging. We're each going to gain two of the power cubes and gain five fear. That means Ralph's at the 10 and Carl's at seven. All I need from Carl now is a three. And we have a three. That should do it. We'll use that three for our tripod turret dealing two damage plus the two fear. That's four. And we just took out the fourth boss. Holy moly, that was so much fun. That's my first time actually beating the fourth boss. I'm not going to show you the fifth one. I don't want to spoil it for you. I haven't seen it and I want to experience it the first time with my kids cuz I am most certainly playing this with them.
This is fun. The combos of the dice and the actions. I cannot stress enough how important it is to have those power cubes. Uh I'm playing on the easiest mode, remember that. And I I mean, we're doing actually okay with health right now. That was a lot of that had to do with having this golf bag, but part of the game is finding those fun combos. I did have oh, you know, 10 fear on Ralph. So, if he had taken any damage from this, it would have been at least 20 damage. Uh, and the max you can have is 30 health, so he would very likely have been killed. Plus, this was my fifth turn. I only had one more turn. I do think if you're going to play this game, just put in the scavenge right away. That is so much fun. It adds fun, cool, simple abilities that Oh, what is this?
One time X. I don't even know what that means. Plus one or minus one on a die. Uh, this one gives you an extra die for one round of combat or an extra six. This one gives you an extra four. Yeah, it's just it's fun. I definitely would recommend including the scavenge. I think it's so fun that you can have totally different bosses that you fight. What I would probably do is do random for the first one or two games, but if ever I rolled the same boss, I want to see a different one, so I'd pick a different one. And if you end up playing this game a ton, they have so many ways to make the game harder and more advanced. You even have an advanced loot mode, so you can skip that first combat. Uh because, you know, finding those basic bots is kind of boring. Thank you so much, Drew. This is going to be a keeper for me and my family. I love the art. There are six characters, too, that you can play. I only showed you two. We have Bastion Blake here with his stop shield and minion armor and a brain bucket. We have Deadly Dorothy. Deadly Dorothy has a voodoo skull, a skateboard, a jump rope whip. Brilliant Bridg. She looks cool. She has oh, you know, a hammer, a magnet gun, her BMX bike, and Spider uh what is that? Spider mines. And then finally, we have Wicked Willow CD Shurikens. fancy the fanny pack. We have smoke bombs and a bow and arrow. So, there's lots of combinations that you can make. I do think if you're going to play this with four players, there's going to be some good downtime with just because it is individuals
activating. I wish there was a way to make simultaneous work, but it just won't work in this game. My recommendation would be two to three players is probably the sweet spot here. As always, I'd like to give a huge shout out to our patrons and subscribers. It's because of you that Baron and I do what we do on this channel. And if you're excited to see what Baron and I have coming next, then I need you to meet me at the table. Goodbye, everyone.
The master went to set me up against your enemies.