I've played this on TTS. It's really well done. I love the Threat/Initiative system. I think it really stands out from other Initiative mechanics. The ammo decks are excellent. And I believe, as you get special ammo, you insert cards into your deck. Great idea. Each character plays differently, as you mentioned. I soloed it with all 4 base characters, and while it's a little much, it was a ton of fun. Everyone has a well-defined role and feels strong. Can't wait for the kickstarter.
I completely agree there are a ton of cool things I wasn't able to show off due to it being the first mission but more will come when this game is funded and in my hands!!!! can't wait
Correct diagonals are aloud. I mentioned that in the playthough. It really a movement easy game. I love that they made it really friendly rules wise 😃😃👍
I agree I was very intrigued by ammo cards but once I used them it was really fun!! More strategy then I expected can’t wait for this to fund and deliver 😃😃👍
Do you plan to play a different scenario too? There are few novelties in here, but generally this first scenario looked pretty much like many other dungeon crawlers, it would be nice to see space combat and/or a stealth mission. Or I can just wait for the campaign to launch and check then 😂
Sadly this is the only mission I will be doing. I shipped it off to the next reviewer. The demo did come with a boss battle a stealth mission and escort mission. If you are subscribed to the channel Coop Guild I believe Steve will be doing the stealth mission from the demo so you can see that in action. Thanks for the great comment and thanks for watching!!! 😃😃👍
I'm still watching the playthrough, but something I realized about the health tracker board at 1:05:18 is there is no zero spot for the cube. So, how would you denote that the enemy has 10 health? You'd put a token in the +10 spot, but then where does the "ones-token" go since there is no spot for zero? I hope they can fix that and add a zero spot, unless you are supposed to use the health tracker board as a damage tracker. In which case, no tokens would be populated until damage is taken and then you'd count up...But doing it that way means that you need to remember how much health each enemy has. So, I prefer the way you played it, but think it's missing the zero spot.
if the enemy has 10 health just put it on the +10. If it had 11 then there'd be a cube on 1 and the 10+ spot (10+1). If it had 11 health and took 2 points of damage you'd remove the 10+ cube and place a cube on 9. There's no need for a zero with the 10+, 20+ spaces. It's just using the cubes to track numerical values.
@@AFatalPapercut I understand what you are saying. But to give a slightly different example with the cubes. If the enemy had 12 health, it would have a cube on the +10 and the 2. It then takes 2 damage. This means you'd remove the cube from the 2 spot and place it off the side of the board. Or if it has 22 health and takes 2 damage. You'd do the same, removing the 2 health cube, and leaving the +20 cube. If you play a few more rounds and forget if you accidentally removed the cube, removed it because of damage, or just didn't remember if you ever placed it...Whatever the reason, you see a +10 cube, but no ones-digit cube. It makes tracking the enemies health inconsistent when you remove the cube that tracks the ones-digit of health and leave the +10 or +20. That's the point about why it should have a spot for zero. If I played, I'd probably place the ones-digit cube below the spot for the 1 (i.e. where a 0 place would be.) Does it _need_ it. No. Would it make tracking the health more consistent? IMHO, yes. But, I like things to have a dedicated place, so maybe it's just a personality preference for me.
Tim and Fatalpapercut thanks for the great conversation!!! I am actually going to pass this onto the designers. I think it would be good to accommodate all kinds of people. I personally count down where I believe their design was to count up. I personally would like a 0 slot but I am ok without it if that is the design. Fatal is right you can do it without a 0 for sure. 😃😃👍
Hi thanks for watching the playthrough! I'm one of the designers on the game. We actually intended people to use the tracker board as HP tracker, not damage tracker (this wasn't clear in the rulebook so we will update it). It is easier to tell the enemy's health state at a glance (and from across the table IRL - the game takes up a fair bit of space). As for the zero HP location, it's mostly a consideration for table space, but also we haven't needed it. If an enemy has 10 health, you just use one cube on the +10. When they take damage, its easy to move the cube from the +10 down to their 1-9 health boxes. For the 12 or 22 hp 2 damage case, yes that is a little inconsistent to not have a cube in the 1-9 track, but in our playtesting it hasn't been an issue. However, this game is still in development so we can consider adding it. It's mostly a consideration for table space.