Learn Claustrophobia 1692 Fast - 15 Minute Board Game Tutorial
A desperate band of warriors rush through caverns while hell's demonic hordes search ever closer in claustrophobia 1692. And today we're diving into a quick start tutorial for claustrophobia 1692. We'll explain everything you need to know if you want to get started quickly and pick up the details and icons as you go along in 15 minutes or less.
And we'll link the project page in the [music] video description. >> And hi everyone, it's Stella >> and Tarant. Welcome to Maple University. And hey, if you enjoy this video after watching, like, subscribe, and comments. You know what to do. Right now, let's get to the classroom. >> Claustrophobia 1692 is an asymmetrical two-player dungeon crawler.
One player playing as a band of humans in the hellscape and the other as the infernal forces of demons and trogodites trying to crush the humans. The game is driven by scenarios, each with common rules of play, but different win and lose conditions for the players. The game has five potential human warriors, each with a mini and board.
While the infernal player has 11 basic troglodites, a range of possible different demons, all represented by the same single demon mini, and some other special warriors represented by one of those other minis with a base ring. You'll pick a scenario and the book will tell you exactly which characters to use.
Although in many cases the infernal player has a suggested demon but may choose any among their available demons. The human player takes these warriors any equipment cards and any gift cards which are unique to the redeemer warrior. Equipments and gifts are never traded. They remain permanently with the warriors who receive them in setup.
The human player gains an activation die for each warrior, a deck of instinct cards, and a supply of exhaustion. The infernal player gets their control board with their chosen demon slotted here. All of their minis, six Diablo dice, a shuffled deck of infernal will cards, damage counters to track the health of demons with multiple health, and material prima, a resource which the infernal player will gain and spend to summon its warriors.
Infernal will usually begin with some quantity of this outlined in the scenario. Setup may give the demon an eternal champion token. Think of this as an extra life for the demon. If it starts with one, the infernal player will be able to summon that demon to the board twice throughout the scenario. You'll set up the starting map and a stack of hellscape tiles according to the rules for the scenario.
And this should include some revealed tiles, including a starting space for the humans, a stack of tiles for the players to explore, and in some cases, some set aside tiles with counters or other special effects. Make sure everyone understands their win and lose conditions, and any special rules for the scenario, and you're ready to play.
Claustrophobia 1692 plays in turns back and forth between the players. >> Beginning with the human player. >> The human turn has two phases. First, human preparation. Dice are rolled. Matching numbered action lines are chosen and instinct cards are gained and can be played. Then is human activation.
Each warrior activates, taking one move and one action, usually combat, in either order. Then it's the infernal turn resolved in three phases. First, infernal preparation. The infernal player rolls the ablary dice and uses them to activate abilities and potentially gain material prima and infernal will cards.
Second is infernal threat. The infernal player may spend material prima to summon troglodites or demons to the map. Third is infernal activation. And like the human activation, this allows each infernal mini to move and act, usually with combat, in either order. After each infernal mini acts, player goes back to the human player.
So let's now have a look at the human players turns in detail. >> Beginning with humans preparation, no time for breakfast nor shower. >> To begin human preparation, clear dice from your previous turn and roll one activation die per active warrior. Then in any order, assign one dice per warrior to the matching numbered row.
The choice sets that warrior's battle statistics for the rest of this round. movement, combat, and defense. For the redeemer, it also sets the gift. If the die matches the number on a gift card, the power on that gift is active for the rest of this round. If the chosen row shows a card icon, draw a new instinct card immediately to hand.
Your hand limit is equal to the number of active warriors, and you must discard down immediately if you exceed. These may be used in two ways. You may discard a card when placing a die to adjust that dy's face to match this icon on the card. Or you may play an instinct onto a warrior to give it some special ability or buff.
Each warrior's chosen action line stats, instinct card buffs, and redeemer gifts are in effect from now until the start of the next human preparation phase. You'll discard active instinct at the same time as removing dice on subsequent turns. Next is human activation. Each active human warrior may activate once in any order.
And within each warrior's activation, it may do up to two things, move and action, at most once each and in either order. There can be no interruptions. A warrior must completely finish its move and action before the next one begins. A moving warrior may move up to as many spaces as its movement stat for this round.
Here it's two. With each step of movement, move from one tile through an open path to an adjacent one or out of an open exit to explore. The human player draws a tile from the stack, gives it to the infernal player, who then chooses the orientation in which it's placed. The human warrior must enter the new space, and immediate effects like setting up a tunnel or resolving a once-off discovery effect indicated by the lightning bolt, are resolved.
There must always be at least one open exit. So this tile if drawn could not be placed like so and should the drawn tile have no legal placement then it is discarded and another is drawn. However, infernal can deadend any other existing path provided the warrior doing the exploring can enter the new tile and the overall map still has exits available.
Each tile has an occupation limit, which is the maximum number of minis from each side allowed to be on that tile at once. This would be allowed, but right now, none of these human warriors can enter this tile with capacity one. A mini cannot leave a tile if it is outnumbered by the other side. These humans are 2 to one, so this one could leave, but is now outnumbered 2:1, so cannot leave this tile.
This is called the blocking rule, and it's broken by two talents, impressive and elusive. An elusive warrior can leave a tile even when outnumbered, while impressive warriors block opposing warriors from leaving even when they're not outnumbered. When impressive faces elusive, the two powers cancel and the normal outnumbering rules apply.
A warrior may take one action on its activation. And this can be an action listed on an equipment card or a special action in the scenario, but in most cases, it will be to start combat. Choose an opposing target on that warrior's tile or on an adjacent tile through a door. If that warrior has access to ranged attack, the target may be a single demon, a single special enemy, or all troglodites in one tile collectively.
Roll combat dice equal to your combat stat plus buffs. Here, 1 + 1 for two dice. Dice run from 1 to five with a skull. A skull scores an auto hit. And for a number hit if the die meets or exceeds the target's defense. This would be one hit against the hunter. This would be two against the troglodites.
Against a group of troglodites, remove one trogodite per hit. If facing a demon, it loses one health per hit. If it runs out of health, then remove it from the board and remove its eternal champion if any. Whatever the case, any excess hits after you've destroyed your target cannot be transferred to any other target.
And that is how the human player takes a turn. >> Now, we'll have a look at the infernal player. And you'll see a lot of the turn plays out quite similarly, but with its own hellish flavor. >> The first phase is infernal preparation. You will have six Diablo dice, and they can be in three different places.
your supply, top rows, and bottom rows. Retrieve all bottom row dice to your supply you cannot take from top row. Now make and roll a pool of three of these dice. Assign these dice to the top rows of the various abilities on your board. As soon as you meet an abilities requirements, slide the dice down and resolve its effect.
This might be immediate or it might be a buff which stays with your warriors from now until the start of your next infernal preparation phase. Of particular importance are these two. Abyssal threat requires one, two, or three dice of the same color and when activated gives you three maternal will cards equal to the number on the die and then choose one to keep.
You may hold at most four and you may play them on your turn for an effect which is either immediate or which lasts until the start of your next infernal preparation. The second phase is infernal threat. Pay mater to summon any number of your available minis to the board. One material prima per trogodite, while your demon, if legal to be summoned in this scenario, will show its cost in the scenario book.
Summon minis may come into play only on tiles that have an open exit and with no human warriors present. Although note that intrepid charge and sneaky charge can break either of these rules. Occupation limits must be respected. Finally is infernal activation. And like the human activation, each infernal mini may activate once and in any order without being interrupted by another.
During activation, it may move and take an action in either order. Infernal movement rules are identical to the human movement rules using the movement stats on the infernal board with the sole exception that infernal minis never explore new tiles. Likewise, most infernal actions will be attack. Choose a single target in the same tile or an adjacent one if ranged.
Roll dice equal to the combat value and compare with the defense stat in the target's active line. If lower, it is a miss, but if equal, higher, or a skull, it's a hit. For each hit, the human player chooses one activation line for the target to be exhausted. All exhaustion suffered on a turn is collected and then assigned to the rose at the start of the next human preparation phase.
From now on, if chosen, that warrior will have no movement or combat and three defense for the turn. If a chosen line is healed, then its healed statistics start applying immediately. A human warrior is eliminated as soon as it has a sixth exhaustion, taking its character, mini, die, and equipment out of the game forever.
The human will roll fewer dice and can hold fewer instinct cards from this point on. Some other helpful things to know. Some effects will give the infernal player an extra die, meaning they'll roll more than three dice in the next preparation phase. Hellscape tiles with a shield will have some sort of immediate or ongoing special ability.
And you can read all of these on your hellscape helper card. There's also other talents which the warriors can have, including bodyguards, who can take wounds for other warriors on their spaces, frenzied, who can reroll misses in combat, and more. And once again, be sure to take note of any special rules for the scenario you're playing.
Continue taking turns back and forward until one player has met their victory condition. >> Thanks for watching and if you like this video, maybe you'd like to watch this next one. Have a great day. Bye.