Great Video! It's funny that you mention how you don't like the extra movement to get out rather than get in. Ive always contested EVERY GAME that does 2 to get IN TO difficult terrain. I suppose it could depend on the terrain type, but usually it's water or swamp or something, and thematically it's easy to get into the difficult terrain... it's getting OUT of water that takes the extra effort. So I LOVE Middara's rules for extra effort to get out. Makes WAY MORE sense in most situations. But to each their own. Fantastic video and I will be using this as an aid to show new players once I get my copy next month! I just know they won't read a 76 Page Rules book.... thanks for this.
Finished playing through the tutorial in the adventure mode, and it was fantastic! Played for nearly 5 hours today, and had a total blast. Finally digging into the Diagrams book really shows how things can change - lots of surprises, for sure. And there has already been at least one story thing we didn't encounter. The difficulty does ramp up, for sure. This game is amazing.
This is one of the few dungeon crawlers which sacrifices masses of trash monsters and totally random monster spawns for a few truly challenging opponents in a tactically challenging situation.
Thanks Mike. So glad I backed this. Some are probably not going to like all the items and dice rolls, but I love that stuff. Add in what looks like really good tactical play and of course the campaign and this is sure to be a big hit for me.
If I’m not mistaken, this is the first Middara playthrough released by a reviewer. Great job right there. Looking forward to seeing the structure of the adventure mode and how the campaign is setup. Can’t wait for my copy!
Everyone, my own Adventure playthrough should be coming in a while (closer to the launch of the second Kickstarter), but if you want to check out how Adventure Mode works in the game, Meet Me at the Table has a great playthrough here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-rWylUd8IOdM.html
Nice video! Cave sickles can move through other cave sickles for no penalty, heros cannot. The attack dice for a cave sickle can improve based on the number of other sickles in its SOI, The base attack is 2 white dice, so that first Cave Sickle has four other sickles in SOI so it would've used 2 TEAL dice plus the EMPOWER die.
So both of the rules you reference are in the errata the publishers are doing. Heroes now CAN move through each other without penalty (which I certainly think is the right call, very standard for the genre), and sickles get a flat empower effect if any other sickles are in 4 range. Thanks for watching!
Yeah I saw your response in another question only after I posted, thanks ... Im not sure if I'll be using these new simpler rules. The game has not even been delivered yet!@@OneStopCoopShop
I got reprint of this a few months ago. I set it up to follow along with your play through, but when you come to Nightengale's equipment, I noticed I don't have those arrows. The ones I have in my box are 3 arrows and more expensive. Does anyone know whether this is a change in the newer edition? Thanks!
Hi Mike! Thanks for your awesome videos, very helpful! I'm trying to decide between core pledges of Middara, Stormsunder and Chronicles of Drunegar. I like Middara's theme and artwork, am usually not a fan of dice chucking but this seems to have pretty good mitigation mechanics. Any thoughts on which to chose? Thanks.
I haven't played Drunagor, but Colin and Bairnt are both loving it. Colin likes Drunagor better than Middara, and Bairnt likes Middara better than Drunagor. So........ I'm not sure what to suggest :) I don't think any of us have played Stormsunder!
Enjoyed the video, but just a quick note. Each figure may only take ONE Break Attack per turn (pg. 44, Diagonals and Break Attacks, right paragraph, line 5).
Combatants spawning and their Initiative card placement is on pg 19 of the rules, just FYI. Once a combatant or in this case a swarm is killed its Initiative card is removed from the order. Just FYI. Really nice work on the rules here, and using all the disciplines and items - lots to keep track of!
I’m good on those. What I’m trying to figure out is whether you take initiative cards off the track when all of those figures are defeated. Haven’t found a rule for that yet!
@@OneStopCoopShop yes you do take them of the track and have to role the black dice once they need tot go back on the track, based on your role they move the amount down on the initiative track
Good point. Unless I specifically leave him out of range, he could get hammered. Though tactically I can also end moves next to enemies, to force them to fight me...
Hey everybody! I got three questions: - In the rulebook on page 34 it says, that the cost for every other Discipline of the same level an Adventurer already has increases by one. So the cost for both of the starting disciplines you chose, should be 7. And the third one for Rook should cost 5 xp. Is this also a patch in the rules? - The Disipline "Like The Shadows" let the adventurer move up to 2 spaces. Why can you go diagonal? Does this not follow the normal rules for movement? - Why does Rook get +2 xp for the treasures he had? I can't find anything in the rules. Is this rule for this scenario only or is this rule in the crawl mode only. Don't have the game, so that's why I can't look that up. Very nice video! I'm looking foward for Encounter 2.
You’re right about the disciplines! Man, I read that section at least three times, and the word “level” just never registered. I’ll remove Rook’s third skill before playing the next scenario, and mention a correction. And yeah, same for Like the Shadows. I’ll correct that next time too. Gotta read those cards better! Sorry about that, As for the XP, that is a specific rule for that first encounter.
Hauling Kingdom Death Monster and Gloomhaven (both about 21 lbs each) around a lot should hopefully have me limbered up enough by now in preparation lol.
You know, I think you are both right! “Turn” refers to each individual initiative card activation, while a “round” is all card activations. BUT, reviewing the rules makes it seem that an entire combatant card is one turn, in this case all 3 cave sickles. So, by that interpretation. Reno should have been done break attacks until all 3 cave sickles in that group were done. That’s the best I can figure from the rules at least.
@@OneStopCoopShop No, I think, you did it right. On page 55 of the rulebook under "Multiple Combatants; Same Name" it says: "When taking a turn with Combatants with the same name, each is considered to take their own turn.[...]"
Nice, i hopefully will receice the game soon too (after waiting for so many years). Looks very nice, but also a bit fiddly. What means that changed hivemind ability you mentioned? As written, the cave sickles would attack with 2 blue and a black die because of their ability. Is this only changed for your starter scenario or is it a misprint on the card?
They indicated with our review sets that they might errata some rules, and this was one. Luckily it’s super easy to remember, easier than having to look at exactly how many other guys are in range each time any of them attack. Just adding a black die of at least one is within 4 range is much less fiddly.
This seems very odd for them to already using errata on a rule like this, if you have to remember to throw an additional black die, what is the difference remembering to upgrade the white die, to Teal etc .... I really hate the word fiddly with respect to TACTICAL games ... Just need to remember the RULES!@@OneStopCoopShop
Agree it’s odd they are already errata-ing before the game is delivered. Hopefully they have an easy way to get corrected cards, or at least an easy reference, soon.
I've noticed Real Arete started a follow up discussion about this topic on bgg and there, one of the game's designers chimed in. Since not everyone here will be on bgg, what he basically said is that these changes are NOT an official errata but "a way for us to post what we're currently play testing with and looking into ... that MIGHT be changed on future print runs". So i see it as some kind of suggestion for house rules. My personal opinion is that they should not do this at this time. It creates confusion. But well, at least i understand now and i know they meant well.
That’s a nice way to put it. Thank you! The thing that muddies the whole issue is that their communications with us (reviewers) have said to play the game with these changes in our video content. I would have been fine playing rules as written, but that’s not what Succubus preferred.
Nice video! One questions though. Where are you getting the rules change from? I checked their website and there’s nothing on changes you mentioned in the video.
Enemies will certainly take break attacks to complete their AI line. That’s clear in the rules. So pretty sure I did that right. The publisher watched the playthrough and never mentioned that, so hopefully it’s a good sign :)
@@OneStopCoopShop I know they do, but the first time you moved one of the Cave Sickles into that position, at 14:52, You stopped at Remi instead of going to Rook who was lower on the initiative order, b/c he would have taken a break attack. Was that correct? Or should he have moved through to Rook and attacked him. Thanks for this video. I kickstarted the game, but the amount of stuff was intimidating. You broke it down really well and your explanation of the playthrough was fantastic!
The Golden Rules for AI combatants on pg. 58 of the rulebook state that if presented with 2 options, you should always pick the most detrimental one to the party, and that while AI combatants will do risky things (jumping pits, provoking break attacks) in order to fulfill their orders, they will try to avoid those if possible.
Wow game looks awesome BUT definitely going to wait for second printing with all these errata/rules changes. Will be hard enough to remember everything on cards without having to remember pages of changes
And every small change is done just to make the game more fun, so I'm all for that. So now, making a COUNTER attack only costs 1 SP rather than 2. That means that players can do more with their turns. That means that players can have more fun.
Agreed, the seem minimal in number, minor in depth of change, but very effective in terms of fluidity and fun. I can't imagine waiting 1.5+ years to play just because of that. Plus SP will give any updates to original backers/late backers for FREE, and that's just awesome of them!
@@OneStopCoopShop would also love to hear your thoughts on the game after the forst plays... i am super excited for this game... i hope it can be my gloomhaven (GH never clicked for me... i need some dice, GH is way to thinky with 3 heroes for a solo gamer, and it is hard and i hate time limits :-) )
Initial feelings are positive. It reminds me mostly of a better version of Sword & Sorcery, rather than a direct Gloomhaven competitor. Focus is on story, exploration, and fun tactics
I don’t find them very similar, though it’s been a while since I’ve played both. Middara is a huge campaign game with tons of narrative, for starters. It’s also fully coop, whereas SDE is 1vs many
See other comments for more on this, but I’m playing an alternate version of that rule, one the publisher is testing. The idea is that they get a free empower die instead of scaling up for each extra enemy. I’m probably going to show the rule as written in my next playthrough, for full context and to show both versions in action.