You guys are solid when it comes to rules (this is surprisingly rare… especially difficult when it comes to Chip Theory games), the camera perspective and greenscreen thingy was great (I loved seeing the game and the reactions). I'll check out more videos of you. Thumbs up.
On first move around 18:00 mark, Darb, if it had gone first, would NOT have blocked the other minions but would have instead 'swapped' places with the minion...and unfortunately it would have, on the second minion, been back in the fortress. Rulebook p22: If one of your heroes blocks the movement of one of your own minions in such a way that the minion cannot make progress towards its mark using its full movement, the hero is displaced. Your minion moves into the hero’s hex, forcing the hero to swap positions. Your hero may be displaced multiple times in a turn, if it is blocking the progress of more than one of your minions.
48:55 - Darb can attack the spire. Heroes do not go into campfire mode until after the turn. The turn does not just end when the last minion is defeated. This is from the rules under Campfire Mode on pg 23: "At the end of a turn in which only one faction has units in play, that faction's heroes go into campfire mode for the remainder of the wave and are inactive."
Rob Buzz Hm, but doesn‘t the rules says: When all Minions are died the wave ends immediately and the current players turm ends immediately without taken any other action in the current turn? (Page 13: When all Minions in play are defeated the wave ends immediately (the current player does not finish their turn)
During the turn if all minions of one side die, and one faction still has minions on the board then the hero goes into campfire at the end of the turn. If during the turn all minions die for both factions then the wave ends immediately. These are two completely different events.
To all above: Yes, after last minion is killed (of all factions) wave immediatly ends (eventually also preventing a hero from his legit attack this turn). Campfire triggers only if one faction stil has hero and miniions in play, but the other faction does not. The hero goes inactive and the miniions creep on till defeated. Makes sense as it would be to overpowered to walk around with the only hero in play and wreak havoc.
Great playthrough, thanks guys! You seem like fun and friendly people. Great video for learning the game. You know the rules pretty well, and explain them and the gameplay on a great level.
Just dropped in to say I totally love how you switch to the ref sheets when talking about them. The vid feels so fluent, so well done. Very impressive. Awesome watch. Ive been trying to play Cloudspire but the confusing rules keep taking me out of the rhythm. This helps!
Minute 28:57 Shouldn't the second harrier move the same way as the first one? Because after full movement of four at the northern way he is three spaces away from the gate but with the move of one like she did he is not moving its full movement value and also four spaces away from the mark.
29:00 The second Harrier should move above the first Harrier, right? "Minions, in general, must always use their full movement stat to make progress towards their mark. If they cannot do so, they will use as much of their movement as possible to make progress towards their mark."
Very nice video - very helpful as i still learn to play the game. A suggestion - a counter with health and source for both players could be useful (but I'm nitpicking) if it's not too demanding technically.
Just found your videos. Nice game and well done video. I'm curious why you never considered building your spires on the fortress source wells to protect your gate? (You probably don't remember).
Hey I think darb got an extra hit on the gate because of the swap with the basic unit you forgot to put one health back on the gate. Not sure if it would have made a difference or not
When Rob got the extra source generator, I thought "oh man, she's not got the advantage at all there and Rob's point that his units cost more is moot 'cause they have to be more powerful". Nice playthrough! How long do your plays usually last for this game?
You guys are solid when it comes to rules (this is surprisingly rare… especially difficult when it comes to Chip Theory games), the camera perspective and greenscreen thingy was great (I loved seeing the game and the reactions). I'll check out more videos of you. Thumbs up.
Thanks so much for the kind words. Thanks for watching!
One item of note: splash damage affects ALL units, not just enemies, per the Brawnen card.
I finally got around to finishing watching this video. Thanks so much for doing it.
I assumed when it was only 90 mins that there would be a part 2 :)
Great video and great job! Your play throughs are the best and I love the overlays and rules cards coming in to reference. Keep it up!
On first move around 18:00 mark, Darb, if it had gone first, would NOT have blocked the other minions but would have instead 'swapped' places with the minion...and unfortunately it would have, on the second minion, been back in the fortress.
Rulebook p22: If one of your heroes blocks the movement of one of your own minions in such a way that the minion cannot make
progress towards its mark using its full movement, the hero is displaced. Your minion moves into the hero’s hex, forcing the hero to swap positions. Your hero may be displaced multiple times in a turn, if it is blocking the progress of more than one of your minions.
Another solid video, well done Rob.
48:55 - Darb can attack the spire. Heroes do not go into campfire mode until after the turn. The turn does not just end when the last minion is defeated. This is from the rules under Campfire Mode on pg 23: "At the end of a turn in which only one faction has units in play, that faction's heroes go into campfire mode for the remainder of the wave and are inactive."
But doesn't at 46:42 the heroes already go into campfire mode? She had killed the last Minion of Rob and thus only one faction has minions in play.
Correction: it says: Units. And Heroes also count as units so no campfire at this point.
Rob Buzz Hm, but doesn‘t the rules says: When all Minions are died the wave ends immediately and the current players turm ends immediately without taken any other action in the current turn? (Page 13: When all Minions in play are defeated the wave ends immediately (the current player does not finish their turn)
During the turn if all minions of one side die, and one faction still has minions on the board then the hero goes into campfire at the end of the turn. If during the turn all minions die for both factions then the wave ends immediately.
These are two completely different events.
To all above: Yes, after last minion is killed (of all factions) wave immediatly ends (eventually also preventing a hero from his legit attack this turn). Campfire triggers only if one faction stil has hero and miniions in play, but the other faction does not. The hero goes inactive and the miniions creep on till defeated. Makes sense as it would be to overpowered to walk around with the only hero in play and wreak havoc.
Great playthrough, thanks guys! You seem like fun and friendly people. Great video for learning the game. You know the rules pretty well, and explain them and the gameplay on a great level.
Thanks for the kind words and thanks for watching! 😁
Enjoyed this play through, looking forward to a 3 player or coop video.
Great game. Thanks for sharing.
Really great play through. Thanks for the video!
Thanks for posting this!
Just dropped in to say I totally love how you switch to the ref sheets when talking about them. The vid feels so fluent, so well done. Very impressive. Awesome watch. Ive been trying to play Cloudspire but the confusing rules keep taking me out of the rhythm. This helps!
Thank you was an awesome gameplay!! :)
Minute 28:57
Shouldn't the second harrier move the same way as the first one?
Because after full movement of four at the northern way he is three spaces away from the gate but with the move of one like she did he is not moving its full movement value and also four spaces away from the mark.
Yes, you are correct. minions must always use (or try to use) their full movement.
29:00 The second Harrier should move above the first Harrier, right? "Minions, in general, must always use their full movement stat to make progress towards their mark. If they cannot do so, they will use as much of their movement as possible to make progress towards their mark."
Cool Video like always ;)
Very nice video - very helpful as i still learn to play the game.
A suggestion - a counter with health and source for both players could be useful (but I'm nitpicking) if it's not too demanding technically.
Just found your videos. Nice game and well done video.
I'm curious why you never considered building your spires on the fortress source wells to protect your gate? (You probably don't remember).
at 21:00, does your hero *not* upgrade when it kills a landmark? I don't have the rulebook in front of me, but that's what I remember...
If it is a landmark MINION like in this case, then yes, the hero DOES get to level up. Rob played it right
1:22:45 : doesn't the minion upgrade after killing the hero?
ah, fixed later at 1:25:30 :)
Hey I think darb got an extra hit on the gate because of the swap with the basic unit you forgot to put one health back on the gate. Not sure if it would have made a difference or not
Yo can explore several landmarks with one unit, not only one.
When Rob got the extra source generator, I thought "oh man, she's not got the advantage at all there and Rob's point that his units cost more is moot 'cause they have to be more powerful".
Nice playthrough!
How long do your plays usually last for this game?
Great Game: At the end of wave 1, wouldn't Darb go into campfire once all of the opposing minon's die?
Yes.
No. Campfire rule and "all minons die and wave ends" rule are two different rules, and triggers at different times and with different effect.