thanks Paul. Not quite. The raid hits the hand still undiscarded, not the newly drawn hand. Hopefully we'll get to cover it in an upcoming episode. But, you are spot on, you draw a new hand at the end of your turn, not the start of the next. Although, I think the ruling for solo is that nothing happens between these two points, but the rules are a bit badly clarified for solo, in that it says you draw a new monster at the end of your turn, but it should say "before drawing a new hand". ref FAQ
Nice link! Thanks, I'll go check it out. Our next series on BoD will be strictly multi-player, but now you got me thinking how it might work solo too !!
Thanks Paul. I'll put some links in the description here, to the "unofficial faq" and a thread about this question. I agree, though, an official ruling is needed as the rulebook leaves it unclear. I played the same way as you until I read these threads. Great question! Thanks, Rick
I couldn't find any FAQ (other than in German) and the rules do seem unclear, but the way I've always played it (whether multiplayer or solo) is that the refilling of the dungeon hall (or the revealing of the new monster) happens after a player has ended their turn and drawn a new hand but whilst they are still the 'active player'. So any bad effects from the monsters are targeting fresh hands and not the left over dregs of already played hands. This seems much more in the spirit of the game.
Drawing a new hand: This should actually be done at the end of each turn (not at the start of the next turn). You had a monster come out which said the active player should destroy a hero. As it happens, this 'raid' effect wasn't triggered but if it had been, then you needed to have already drawn your new hand of cards for it to take effect on. Some of those monsters are going to be tough to beat in the early stages of the game. Good luck!
I played the dungeon solo quite a lot but I found it a little too brutal - by the time your hand is strong enough to fight you are pretty much in trouble already. I now play the Siege co-op solo (with multiple hands) and I find it even better than before. There seems to be more to do and you have many more options to do some fighting early on. It is also a little more tense as there are multiple columns of monsters to defeat. Great playthrough though Ricky - thanks for doing it!
Do you think it's ok to start with worlds collide or tower of ruin? Thanks for all the great videos btw. Especially your mageknight ones. They really helped me learn to play
Xavier Gamez Either is good. Starting with Worlds Collide will give you everything you need (as will towers of ruin). I have both, but this has left me with a lot of duplicate stuff.
I wonder if these rules would work with Thunderstone Quest.....I recently got the Kickstarter delivered by haven't had a chance to play with anyone else yet.
"Our next series on BoD.." What is the game is question Ricky ? Sorry , I'm a noob in board games still, great video once again and I am wondering if you like the solo rules for this game or is a better variant out there .
Hi Ricky, I don't know if you've seen this or not but there is a user over at BGG who makes solo play variants for popular games. It might be helpful to someone such as yourself who makes solo play video series, and if its not it might be fun to look at anyway! boardgamegeek(dot)com/geeklist/49479/soloplay-variants-posted-on-the-geek/page/2?
thanks Paul. Not quite. The raid hits the hand still undiscarded, not the newly drawn hand. Hopefully we'll get to cover it in an upcoming episode. But, you are spot on, you draw a new hand at the end of your turn, not the start of the next. Although, I think the ruling for solo is that nothing happens between these two points, but the rules are a bit badly clarified for solo, in that it says you draw a new monster at the end of your turn, but it should say "before drawing a new hand". ref FAQ
Nice link! Thanks, I'll go check it out. Our next series on BoD will be strictly multi-player, but now you got me thinking how it might work solo too !!
Thanks Paul. I'll put some links in the description here, to the "unofficial faq" and a thread about this question. I agree, though, an official ruling is needed as the rulebook leaves it unclear. I played the same way as you until I read these threads. Great question! Thanks, Rick
I like this guy. He's legit and straight forward. Brownie points!
I couldn't find any FAQ (other than in German) and the rules do seem unclear, but the way I've always played it (whether multiplayer or solo) is that the refilling of the dungeon hall (or the revealing of the new monster) happens after a player has ended their turn and drawn a new hand but whilst they are still the 'active player'.
So any bad effects from the monsters are targeting fresh hands and not the left over dregs of already played hands. This seems much more in the spirit of the game.
Our next series on Box of Delights will be 51st State. This will be a 2-player play-through.
Nice stuff. I like this game and yours are the best damn play through movies on youtube.
Drawing a new hand: This should actually be done at the end of each turn (not at the start of the next turn). You had a monster come out which said the active player should destroy a hero. As it happens, this 'raid' effect wasn't triggered but if it had been, then you needed to have already drawn your new hand of cards for it to take effect on.
Some of those monsters are going to be tough to beat in the early stages of the game. Good luck!
I played the dungeon solo quite a lot but I found it a little too brutal - by the time your hand is strong enough to fight you are pretty much in trouble already. I now play the Siege co-op solo (with multiple hands) and I find it even better than before. There seems to be more to do and you have many more options to do some fighting early on. It is also a little more tense as there are multiple columns of monsters to defeat. Great playthrough though Ricky - thanks for doing it!
Do you think it's ok to start with worlds collide or tower of ruin? Thanks for all the great videos btw. Especially your mageknight ones. They really helped me learn to play
Xavier Gamez Either is good. Starting with Worlds Collide will give you everything you need (as will towers of ruin). I have both, but this has left me with a lot of duplicate stuff.
I wonder if these rules would work with Thunderstone Quest.....I recently got the Kickstarter delivered by haven't had a chance to play with anyone else yet.
You could solo 51st State with the winter expansion... just play 6 turns with a single player and try to bust a high score !
"Our next series on BoD.." What is the game is question Ricky ? Sorry , I'm a noob in board games still, great video once again and I am wondering if you like the solo rules for this game or is a better variant out there .
Thank you ! Much appreciated !! :)
Hi Ricky, I don't know if you've seen this or not but there is a user over at BGG who makes solo play variants for popular games. It might be helpful to someone such as yourself who makes solo play video series, and if its not it might be fun to look at anyway!
boardgamegeek(dot)com/geeklist/49479/soloplay-variants-posted-on-the-geek/page/2?
Noooooo multiplayer videos :( You are my solo play reference with Callasmar :(
haha thanks Ricky