When you are doing a magical attack, or in this instance the magic arrow from Gerrund, you will always be performing the intellect check of 6 (not against the enemy defense) then pay the 2 focus to deal 2 damage to a target within 2 spaces along any path. The defensive value on a goblin, minion, boss is ignored for a magical attack as they deal direct damage. Edit : at 50:45 you played correctly. Additional effects on the boss may trigger when you end your movement on the space. See page 18, white box.
@@DaletheCasualGamer Always enjoy watching. I would check the tape again around 20:30 though. You point out that you need 5 to beat the goblin defense and then use 5 to defeat it and gain 4 focus from the remaining dice. You beat it anyway with the 4+2=6 to pass the magic arrow check and would have gained 1 focus from the remaining 4 so not a big change in the game, but just wanted to point out the rule so everyone is playing correctly.
My first game I played Clotho the Psionic. We thought her Psychic attack cost 2 energy and 1 health to do the damage from the dice to the Target bypassing their Armor. She has the lowest health and after blasting enemies I got knocked out after the Goblins moved to me. We realized our mistake but we still play with her our wrong way because she reminds us of Eleven from Stranger Things.
The best Tiny Epic Dungeon playthrough around as of this moment. I thought you'll pull it off. So close and exciting. That 15 damage paladin attack was epic. I just received my KS copy today and warming up with videos. I will start playing myself tomorrow. I read on BGG how people complain about the difficulty. And indeed the game is challenging. But it's seems well balanced as well. And you proved that playing smart and utilizing everything optimally can bring you to victory or at least sooo close. Good job. I hope you will do another run. They said playing with 4 is easier. That's how I plan to play (I play that way many other similar games). It might be inconvenient for camera, but I still would love to see it. Cheers.
@AGEMO For the style of game that it is, I'm good with the difficulty. Between the randomness of the dungeon, boss monster, and how loot comes out, while there is some strategy to use, I don't think this is going to be a winning record type of game. But then again, my win percentage on Shadows of Brimstone is extremely low too, and I love that game! Thanks for watching!
Very fun playthrough, like usual! I think the mage characters really benefit from using the research ability to get some spells early in the game. It should probably be the first thing they do. In this game the wizard was stuck with just his starter spell, and he was a much worse character than the paladin as a result.
@Steve Shearer Thanks for watching! Definitely a strategy, but with the randomness of loot and spells, could have gone better ... or not so much. I felt like in this game I was dumping items in the discard for the other character, and the initial 3 spells I got for the mage were not big hitters. And searching took a lot of focus, as does the good spells! Tough choices for sure! :)
Great play through, Dale! It really helped to confirm some things during the boss fight. Looking forward to checking out more of your content. Thanks for your time!
Hi Dale! As always good playthrough. I managed to win TED only when playing with 4 Heroes. With 2 is really hard, with 3 I think is possible. Two things: 1- When you Rest you are NOT allowed to make a free action (around min 58:35). 2- Definitely at the very start of the game you should ALWAYS use the free action on the side 1 of the Torch Mat and move the torch by one forward to reveal 4 Tiles!
@Dylan Cane Thanks for watching! In a 4 hero game, I'd agree with using the ability to reveal the 4 tiles. In the other player counts, enemies activate next, so depending on how many goblins come, that could be a problem. Didn't see an issue at 58:35, but correct, no free actions after Resting, so if I missed that somewhere, that was a mistake. :)
Great playthrough! Soooo close. The game seemed a bit easy at first when you were picking off goblins, but it definitely ramped up by the time you got to the second minion. Hopefully we'll get to see another playthrough with the Stories expansion.
Yep. I stalled a bit much to prevent getting the group killed, and having to take the final boss half way through the dungeon took some time and focus. Solid game, and tough!! Lots of fun!! :)
Yeah the goblins are basically a nuisance and a way to run through the loot deck. But minions and bosses really need some strategy. Really nice run 👍 Got so close to slaying the boss
This was a fun watch. Maybe my local shop KS’ed a few copies. I wasn’t too interested in it but this actually looked pretty neat. Not bad for such a small box. Can’t believe they managed to fit the minis inside along with everything else in the box!
@50:40 Hero Spaces in the Boss Matt: -or+ health/focus, or +speed or +goblin are triggered at the END of MOVEMENT. NOT actions. So if you start your turn on a Hero Space, the Additional Effects are not triggered. You were correct the first time.
Also, I hate to say it because your plays are always so fun to watch but I believe you lost at around 39:00. You began Gerund’s turn unconscious with an enemy in the same room and with no conscious hero there. See pages 6 and 13 of the rules. Still fun to see what might have been though, and it is great to show off the fun of the game. Edit: In the final rules this rule has been struck so Dale played correctly!
@Jason Sesta I know in the preliminary rules that was a way to lose, but think that was removed from the game. On page 6 it lists 3 ways to lose at the top of the page, and page 13 is just being unconscious ... unless I'm missing something.
@@DaletheCasualGamer you’re 100% right. Didn’t realize they changed the rules in the final version. Definitely a kinder way to treat it as I felt that was fairly harsh anyway.
Hey Dale! Thanks for all the awesome content. Found you on the ol youtube not to long ago and instantly became a fan and subscribed. Your the reason a copy of marvel champions is on the way to the my house. Tiny epic dungeons looks great and I'll be looking forward to more plays on this one!
How goes it! Me and a buddy are trying to make sense of this game (wich is awesome!) Just wanted to point out a few things... 1. To pick up discarded items you have to activate the "grayed out" icons on cards not the full color ones that are actually to draw new item/spells 2.Your throwing 🪓 attks with a "bow" icon, meaning it's a rage attk( only blue sword icons are melee attks(melee atks are done in the same room)) 3.when you use a heroic action(blue action) you cannot keep moving... you can activate free actions(yellow) provided you have focus but you cannot move, or use it again. Only one heroic action(blue) per turn 4. If you start ur turn with an unconscious hero, that hero can only use rest for that turn and that's it! No free action, no movement UNLESS you can heal before his.turn
Thanks for watching! 1. Looks like you figured it out, the grayed out is only for discard pile, color is either pile. 2. While the axe may be for throwing, I can still use my base attack which is 3 dice. 3. On your turn you can do any of your actions in any order, attack and then move or move and then attack. What you can't do is start your move, make an attack, and then continue the move action. (rules p. 6&7) 4. And after you are unconscious, you must perform a rest, and the only other thing you can do is move. (rules p. 13) Hope that helps, and happy gaming!
Thank you for this play through I can see all the mistakes I was making. Mainly I forgot to flip the torch board in ACT 2 🤦♂️ no wonder I kept running out of light. Great Play-thru!
@Stewart King I have always wanted to "like" the Tiny Epic Games, but all I have played have fallen short for me ... until now. This one is great in my opinion. I really want to get some more plays in solo, and with my group!
Thanks for the good How to play video. It's so much easier to learn this game seeing it in action than reading it. Included with Strategy tip number 2, don't forget to use Research on spellcasters and don't cover it until you have at least 1 decent spell for them.
Great explanation and play Dale. I feel like the starting space for 2 player/Solo is just too short, I may adjust it in my next play. Also did you play with any expansions? With them the loot deck gets way to bloated, I may need to figure out a way to thin it out as in 2 player there is a lot of loot cards in there neither hero will want.
@TwiztedJay I've only played with the core game so far, but did think that with the expansions in with only 2 heroes, it might be too many cards to find sets ... but for more players, it would probably be about right. :)
I have a couple of questions> 1> Why did he have to go all the way to the entrance when he had a closer altar in a minion room? 2> Rules say, "When the roch land on or passes an Enemy Action while moving down the track, the Boss makes the attack listed on its may after the Goblins". However he passed directly to the wizards turn (57:39) without resolving Boss action. Did I misunderstood this rule?
We already have house rules like being able to Dodge a Goblin or Minion attack with an Agility check of 8 just like a Trap (but can't Dodge Counterattacks those hit your Armor)
According to the FAQ on Dized, "you can move, even if you're in the same room with an enemy, if you haven't moved into a room with an enemy during this turn" - so I think at 1:05:53, you could have moved out with the wizard, then moved back in on the next turn for another hit? (But then, the torch you missed somewhere underway would have impacted the result after all...)
Great video - thanks. One question at 21:36 you placed a room card that had two doors and there were two existing doors on the board. It was placed blocking a door from the existing room above it. Are you required to place a room card to meet the existing doors first even if it results in a dead end? Looking forward to playing!
Minor point, but at 33:00 you say "It's Goblin number 2 which has 4 health", but you meant 4 defence. Goblins always have 1 health. I was confused for a little bit.
Just curious…when you were knocked out by the minion at about 38 min. Are you allowed to rest without another hero in the room and if so is resting a free action allowing you to move away afterwards?
@JD Silas For the price point and the way it was advertised, I see this as a light dungeon crawl with definite randomness from dungeon exploring, dice rolls and loot. I think the rule book could have been a little better along with some iconography, but nothing that stopped game play. What style of games do you generally gravitate towards? I can see some people not liking this due to the randomness, but felt there was definitely some tactical decisions to make. Not something I'd consider as a "serious" dungeon crawler, but for a one-shot dungeon crawl style game, in a tiny box, I'm a fan (and I have not been a fan of the "tiny epic" games in the past, although I have tried). Hope that helps. :)
@Igi Wigi Movement only stops if you enter a space with an enemy. If you start your turn with an enemy, you can still move. Hope that helps, and happy gaming! :)
Thanks for watching! It's a 6' x 4' F.A.T. Mat, and I think a swamp (don't remember), but here is a link to their website. tablewar.com/collections/fatmats Hope that helps! :)
At 43:01 - would it have been possible to move the Wizard 2 spaces to the adjacent room then use the Long Bow of the Panther's second action to spend 3 energy to missile attack all 3 goblins and take them out in one shot?
Question, once you use your heroic action, isn't that supposed to end your movement wherever you are? Perhaps I misunderstood the rules myself when we tried it tonight?
I just checked the manual, page 5 under movement. "Performing a Heroic Action will end your movement." So that is not interpreted as move, heroic action, no more movement allowed?
The 2- and 3-player starting spaces on the Torch Mat both show the "Add a goblin to the entrance" icons. So in a 2- or 3-player game, do you start with a goblin at the dungeon entrance?
Hey in 10:40 when you enter goblin room van you still do search for loot when is the enemy on tile ? Or do I need to kill goblin first before i can search room for loot. I know you can do heroic once a turn only
You need to have more heroes than enemies on that tile, or take out the enemy first, then next turn you can use a heroic action for the map tile. Hope that helps, and good luck!
Hello, i need a little clarification, if a goblin or minion is already in range of 2 rooms but not in line of sight, heroes take damage anyway during enemy torch activation?
@Ciccio's Generally enemies need line of sight, so will move during enemy activation (depending on how they activate). Hope that helps, and thanks for watching! :)
@@DaletheCasualGamer Thanks a lot, on the Tiny Epic games i have to stop every 5 mins of game because rules are never so clear. So my GF goes mad and punch the table... english isn't my first lang so you can immagine...
If I understand correctly, the torch should go down after ALL heroes' turn, not after EACH hero's turn. That's why the torch went down on the boss sa quickly, failing to beat him.
Playing this myself I'm seriously wondering if I'm messing something up. I've played 5 times and lost badly every time. I'm generally quite good at complex games like this.
You covered the wizards research ability without ever barely using it and passed on spells for mere loot. Is it any wonder he wandered into the lair all alone? You will hear from the wizards guild, Ser. You have to taunt from within the lair then run like hell. Can’t taunt from outside in. In any event, interesting experience, no? My strat is to camp someone smart at the Arcane Altar to control the torch, spend torches to see ahead, then taunt the boss into the shrine tokens and hope my loot draws hold up. Spattering goblins is just an extra benefit. Resources, amirite?
@@DaletheCasualGamer oops, Ya I misread that bullet point. What a shock, eh? The small print giveth and the even smaller print taketh away. I still like the image of screaming “hey, rube!” And running like hell tho
When you were doing skill tests for traps needing a 7, what did you mean when "you rolled dice too good"? Does the result have to actually match 7 and not just beat it? Great playthrough, I honestly thought you were gonna beat him
at 14:56 the loot on the goblin has a colored loot icon. Doesn't that mean that you have to draw a card? I thought you only got to pick from the discard pile if the icon was grayed out.
@@DaletheCasualGamer Just got my game today and saw that in the rules after I posted this. I was just going off what I had heard from various tutorial videos and things online, but I see how it is in the rules now. Thanks.
For me, most games in my collection would be considered a "play every once in awhile". And I plan on keeping this one. I think for a small, easy to play and teach, one-shot dungeon crawler, this game has a good spot in the collection. Hope that helps, and happy gaming! :)
thanks for the playthrough, seems the boss fight is a little bit boring although the dungeon adventure part is not bad. I think I will just skip it lol
Why do you have to roll down if you have successfully hit the dice roll say you need a 6 and you roll a 4, 3+, and 3+ you have more than passed? Why reduce the number from 3 to a 2? A bit thrown by that.
You can only add numbers together that have a + in front of the number. So if he is rolling all base numbers he can’t add them together so he is changing the die from a base 3 to a +2 so he can add the 2.
one note... you can not move after you play heroic action but you can still play free action except move .. you did it couple times -> attact goblin -> move
Per the rules on page 6, your hero may perform any or all actions in any order, so move, then attack or attack and then move. What you can't do is move one space, then attack, and then complete your movement. Hope that helps.
@@DaletheCasualGamer I hope the game mat is coming to retail too. I'm really mad now I didn't get the add-on, but the shipping jumped too high with it included then
@Thomas Long The iconography took a bit to grasp, and then the "boss" card is a bit confusing ... but after a play or two, it (for the most part) makes sense. Thanks for watching! :)
@Chris Markley Your rule book definitely sounds different than mine. On page 4, item B, "Draw 1 card per Hero from the Encounter deck (which are the dungeon cards that will spawn minions) and 3 cards per hero from the room deck, shuffling them together without revealing (Deck B). Step L. Shuffle the Goblin and Minion cards, forming 2 separate facedown decks near the torch mat. Here's a link to the rules for reference. boardgamegeek.com/filepage/235606/tedu-base-rulebook-c2022gamelyngames Happy gaming!
When performing a "Magic Arrow" Spell Attack at (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DIRe8dQE6HI.html) It seems like you are checking the Goblin's defense level for success, but my understanding is that spell attacks use their own condition for success (which in the case of Magic Arrow is a dice result of 6) and ignore the enemy defense value.
@ 38:12 i don't think you could have moved as there was a goblin in your area. Edit: Actually i believe you are correct as you did not Move into their space, they moved into yours.