Elevation Games is a small, indie board game publisher, run by the husband and wife team of Jeremy and Wendy Henderson. Join Wendy and Jeremy, and a rotating set of guests, as they play through some of their old favorites and try out new games.
I'm pretty good with rules but one that I got wrong for almost 10 games was that you lose 1 presence in a land when you can't defend a ravage, you don't lose all your presences. It opens up some new possibilities when you play this rule right.
3. You could elaborate more on "Prey" keyword, explaining that the exception is the "only" keyword in the Prey clause. For example, "Prey - *specific investiagtor* only" will ignore the closest rule, and doesn't even engages with someone in the same zone, except if some other investigator uses the Engage action. 4. Again, you could elaborate that Auto-fail token will result in a fail even with a skill test 0. 7. I might be wrong on this one, but you don't shuffle the mulliganned cards back in before you draw. At least that's how I played it. Edit: checked the reference, my way is correct, and it's more logical, since you don't want those cards to return to you when you redraw after shuffle. 9. Exhaust is notable with cards that have something like "This enemy doesn't refresh in the next upkeep phase" (quick player cards or sometimes on the enemies themselves). Other than that - pretty useless rule, since the upkeep phase is right after the enemy phase when they exhausted after an attack.
While it's not explicitly stated, we've ruled that you're allowed to get rules advice from your team, such as "what does it do, what would be the effects, can I play/commit certain cards, etc", you're just not allowed to give any opinion or advice on better choices
Thanks for this interview! Distilled was one of my fav games I played last year! So much so that I streamed it from the GenCon studios at GenCon!! Dave is an absolute delight and I can't wait for Luthier 💜
At 19:49: I agree with you that the only misfire Greater Than Games has had with Spirit Island stuff is that monstrosity Deluxe Invader board. Well, a lot of people also complain about the foil spirit panels, but you all seem to like them, so not a complete misfire there! 22:10: glad to see you're doing Explores correctly now compared to your past videos. ;-) 45:24 you shouldn't be peeking at your earned Fear cards before it's time to resolve them, unless you're Bringer or Memory using a power for that purpose. If any of these are House Rules of yours, perhaps you should list those in the video description so that anal retentive pedant commenters like me will back off.
For the removing of 1 of each of the levels of invader cards; Yes, that is so you can't know what is coming next, but equally important to remember is that running out of those cards is a loss condition. If you have a thicker deck, you are making the game easier
A rule that took me a while to grasp, when playing a Campaign at the end of a scenario health and horror damage do not transfer to the next scenario, I was confusing it with Trauma which is only applied when you're defeated. E.g if you take max health hit points during a scenario you start with one health damage ( 1 health trauma) on subsequent scenarios; likewise for horror if you are defeated by receiving the maximum hit points for horror, start with one horror (1 Mental Trauma) for subsequent scenarios. For each further defeat add one trauma as applicable health or mental.
I think your guide could benefit from more analysis. Mostly you are currently just reading the card description. think about adding to each card assessment: In your experience playing how did it perform? did it perform as expected/better/worse?
Great production value, love the way you showcase the card effects! A slight correction, Eruption only creates hazardous terrain and deals damage in occupied hexes, it doesn't affect unoccupied hexes adjacent to the created obstacle.
@@elevation_games you are naming a favorite without naming your top three!!! Out of the characters I’ve piloted, I’m most partial to Geminate, followed by Brute, Mindthief, Coral, Spellweaver, and Harrower
@@somefishhere Ha! Well it's really not fair for me to name a top three. Because I've played exactly three characters so far. Meteor, Geminate and Boneshaper. And yes, I listed them in the order of how much I liked each one. I will say, I haven't played Brute. But one of our current party members is a Brute and they seem pretty nuts.
Important note: You also get to dump your cards with negative trackers when you rest. Also I like the idea of using Melted Armor bottom into Cloud of Ash top when viable and getting through all +1s quick so you can dump Melted Armor again. Also I like the idea of keeping Lava Bomb on any build early on simply for the move 4 with no penalties.
Yes! Thanks for pointing that out. I difinitel included that info in my written guid, but may have glossed over it here. Getting rid of your negative status cards when you rest is important and easy to forget. Great idea about Melted Armor.
Nice stream. Just a couple corrections for your next game. On your first turn, everyone places a "free" long road in addition to whatever else is placed. Also, natural resource spaces do not have to be surrounded to score; they just need to be next to a tile or tower.
@elevation_games may I ask, if the doom in play gets removed “from play” after an agenda moves forward including doom on enemies, allies, and locations etc. does this mean you can run out of doom/clues? Or does it all go back to the token pool? It’s a little confusing.
Wait, so if an enemy is engaged with you and hits your during the enemy phase, it exhausts? Does that mean it's no longer engaged with you? Does that mean if you move it won't move with you nor will it take an attack of opportunity?
Not quite. The enemy exausts, but it is still engaged with you (in your threat area). And after the enemy's phase there's the Upkeep Phase, and during that phase you ready all exhausted cards, so when it get's to the investigator's phase the enemy should be ready again.
Yeah that was a bit confusingly phrased I feel. What she says at first is correct: the damage to the land and Dahan is dealt simultaneously, but this means that Dahan can never 'take hits/damage to protect the land'. It's easier to just follow this list: first check if 2 or more damage is being dealt in that land (by subtracting defend from the Invader damage); if so, add blight. Next, check if there are Dahan, and deal the same amount of damage you calculated in the previous step also to them. Finally, if there are any Dahan left, they deal 2 damage each to the Invaders.
I just played a game with my nephew straight out of the box. We got so many rules wrong. Just watching you go through the process of the mechanics was very helpful. Good luck!
Explorers are added to squares that have a town/city as well as squares adjacent no? In your example it shows you not adding an explorer to one of the towns.
Hey! Bagged and Boarded is my game! Glad you enjoyed the game! Sorry for just seeing this :) I'm particularly happy to hear how the "thematic mapping", as I call it, did it's job in helping to keep a heavy game approachable. Thank you so much for the mention!
I noticed that in the game play videos you don't put the agenda cards next to each other so they form an open book. You have the book page pictures on the outside, so it looks odd. Is that intentional?
Hi , would tell me if I have evaded a hunter monster and gone to another room , does this monster hunters me next turn ? Or does it just get ready and stays at the room?
Enemies you successfully evade become exhausted, and exhausted enemies don’t move. So it’ll stay where it is during the enemy phase. Then it’ll ready during the upkeep phase, and if no one has engaged and evaded it before the enemy phase of the next round, then it will move.