You cant move twice. What you can do is to move + stealth + dash. You cant use a single action more than once, the exception is attack but it must be ranged and melee. You should use that 1 single dice to raise resource or attarct that guard close to you to ensure yourself he will not go your way. He can move to exit space, entrance and exit are no obstacles. I called enemies stuck on a place as "oncall" :-), they are probably calling with someone, or with dispatch.
I definitely enjoy the easy nature of player and NPC turns so far. I also like the more interactive nature of this one and the mini "board game" features to it as well.
Yeah it's definitely an appealing little game. And I think you're right a little the partial cover. Someone somewhere else suggested enemies would move through partial cover, but I'm not sure they would. At least not when they are 'not alert'...
My interpretation of the Get Intel action (solely based on that single paragraph, mind you) is that you gain Intel equal to the number of additional dice spent +1. In your case, the 6 was spent to perform the action, and 4 additional dice were spent to gauge its result (so to speak), netting you 4+1=5 Intel.
This is correct. You get 1 Intel for the die used for the UA, +1 Intel for each additional die used. The rules are not clear on a number of things, but this was mentioned by the designer in his video: th-cam.com/video/lg8zu8AxFg4/w-d-xo.htmlsi=HCMtoXBxWFdb4EwH&t=469
@@IthaquasBane Ace, thanks Ithaquas - this does seem logical and I was definitely hesitant about this part when playing. I'll adjust my intel down for the start of the next part of the playthrough!
Looks great! Thanks for sharing it with us. Giving it a go now. Have noticed on page 6 it reads: "You can only use each action once per turn, except for Attack. This means you can make one Ranged attack and one Melee attack on your turn."
@@lone_adventurer Spotted something else: Enemy Initiatives activate in highest to lowest order, so I think they do Major actions before Minor Actions. They should be listed Major then Minor in the rules, to be honest, but are often listed 1/2 or Minor before Major. Hopefully this will stop them getting stuck. Your video has encouraged me to play and helped me spot these errors so you've done most of the heavy lifted here :D
@@NightPhoenixGames Another good spot - thank you! Will be mentioning these points at the start of the next video (now glad that didn't have time to film it yet!).
You cant move twice. What you can do is to move + stealth + dash. You cant use a single action more than once, the exception is attack but it must be ranged and melee. You should use that 1 single dice to raise resource or attarct that guard close to you to ensure yourself he will not go your way. He can move to exit space, entrance and exit are no obstacles. I called enemies stuck on a place as "oncall" :-), they are probably calling with someone, or with dispatch.
I definitely enjoy the easy nature of player and NPC turns so far. I also like the more interactive nature of this one and the mini "board game" features to it as well.
I would imagine the partial cover as some form of tables/desks that are low enough to hide behind but also able to sneak through.
Yeah it's definitely an appealing little game. And I think you're right a little the partial cover. Someone somewhere else suggested enemies would move through partial cover, but I'm not sure they would. At least not when they are 'not alert'...
Thank you for the brief walkthrough. It is fun to learn the game along with you.
There are some cool mechanism in this game. Thanks for the walkthrough.
You're welcome!
My interpretation of the Get Intel action (solely based on that single paragraph, mind you) is that you gain Intel equal to the number of additional dice spent +1. In your case, the 6 was spent to perform the action, and 4 additional dice were spent to gauge its result (so to speak), netting you 4+1=5 Intel.
That does sound potentially more balanced....thanks!
This is correct. You get 1 Intel for the die used for the UA, +1 Intel for each additional die used. The rules are not clear on a number of things, but this was mentioned by the designer in his video: th-cam.com/video/lg8zu8AxFg4/w-d-xo.htmlsi=HCMtoXBxWFdb4EwH&t=469
@@IthaquasBane Ace, thanks Ithaquas - this does seem logical and I was definitely hesitant about this part when playing. I'll adjust my intel down for the start of the next part of the playthrough!
@@lone_adventurer hahaha when you were saying you completed your practice heist in two levels it did make me wonder!!! 😁
@@IthaquasBane yeah that was too good to be true 😅
Lovely game! Thanks for showcasing it!
Looks great! Thanks for sharing it with us.
Giving it a go now. Have noticed on page 6 it reads:
"You can only use each action once per turn, except for Attack. This means you can make one Ranged attack and one Melee attack on your turn."
Ah good spot!
@@lone_adventurer Spotted something else: Enemy Initiatives activate in highest to lowest order, so I think they do Major actions before Minor Actions. They should be listed Major then Minor in the rules, to be honest, but are often listed 1/2 or Minor before Major. Hopefully this will stop them getting stuck.
Your video has encouraged me to play and helped me spot these errors so you've done most of the heavy lifted here :D
@@NightPhoenixGames Another good spot - thank you! Will be mentioning these points at the start of the next video (now glad that didn't have time to film it yet!).