i wish every tutorial was as beautifully done and presented as this. Also really loved the your turn summary bringing everything BACK IN MY BRAIN! pls teach me every game when we play k thanks 💪
Hello, I've just acquired the game, and find its solo a bit weak despite its enormous potential. I've taken the liberty of using and/or drawing inspiration from community's ideas to create the following easy rules. So I wanted to share that for people in the same situation I was ;) I've tried to combine our desire to create more difficult choices (variant 1), to add suspense (variant 2), with a bit of card drafting (variants 1 and 2), but also an effect depending on the outcome (variant 3) of your game for the next campaign as a light rpg feel. Variant 3 can be combined with 1 or 2. General - necessary adaptations XP become HP. You have an extra HP at the start of the game (4). At the end of each Act, you gain 1 HP. Each time a player fails a challenge, the opponent gains one HP. If the opponent has twice as much HP as his initial amount, he is unstoppable: you lose the game. If your HP drops to 0, you lose the game. If you reach the lowest corruption score, you join the enemy and lose the game. If you reach the highest corruption score, you gain one HP. Variant 1 - Careless exploration (recommended campaign) - difficult choices / draft Choose (campaign mode) or draw at random (in which case the opponents will be mixed) an opponent you will face during the game. Before revealing him/her, position a HP on the opponent's 2nd skill rune to hide it. At the end of Act 1, you can choose to add 3 to your corruption track to reveal the rune masked by the HP. At the end of Act 2, fight your opponent. If you win the challenge against the opponent, you may first remove the HP masking his 2nd skill rune and may decrease your corruption by 1. If you fail, the 2nd rune remains hidden but you may discard two hero or anti-hero cards to lose 1 HP per discrepancy (e.g. if result of 4, versus success of 6, you discard 2 cards and lose 2 HP) in order to proceed to Act 3. Variant 2 - Protagonist's henchman (recommended outside campaign mode) - suspense / draft Choose (campaign mode) or randomly draw (in which case the opponents will be shuffled) an opponent you will face during the game. This card is the opponent for act 2. Its cost is always 6, and both the individual quest card and the advanced opponent's quest card are used. The final opponent is secretly dealt and kept covered by the advanced opponent's Quest card until revealed. Once revealed (beginning of Act 3), the difficulty of the Final Adversary challenge is determined by the results of the Adversary battle in Act 2. In all cases, I face cost side 8 and adapt the difficulty as follows. - hero victorious at the end of Act 2: if the Act 2 Adversary and the Final Adversary have two runes in common, the challenge to beat the Final Adversary is 9, it is 8 if they have a single rune in common, otherwise it is 7. - hero fails at the end of Act 2: I can discard two hero or anti-hero cards to lose 1 HP per discrepancy (e.g.: if result is 4, versus success at 6, I discard 2 cards and lose 2 HP) in order to move on to Act 3. If the Act 2 Adversary and the Final Adversary have two runes in common, the challenge to beat the Final Adversary is 8, it is 7 if they have only one rune in common, otherwise it is 6. Variant 3 - Endgame scoring (recommended campaign / increases difficulty) - light RPG Resolution of opponent's quest (based on total points scored) * 50+ Triumphant victory - Heroes stop opponent's quest with minimal or no damage. Losses are minor and the death toll is in the single digits of what it could have been. Heroes have earned the utmost trust and respect from local citizens and settlements of all sizes. Campaign mode: You can use 2 hero or anti-hero cards on the same turn in a future game. * 40- 49 Satisfactory victory - Key points of the opponent's quest failed, although some details succeeded. Some cities, towns and villages have suffered moderate or severe damage. Losses are manageable, and the death toll makes heroes grateful that the majority of their loved ones are traumatized but unaffected. Heroes and local residents have begun to rebuild. Still wary, the public is beginning to believe that these heroes can make a difference in defending the territory and their daily lives. Campaign mode: You start with 2 hero or anti-hero cards (instead of one) in your next game. * 30- 39 Modest victory - The key points of the opponent's quest have been achieved, but not all the details. Cities, towns and villages have been destroyed or severely damaged by battle. Casualties are devastating or extremely high, with the death toll shockingly high, some of the heroes' loved ones among them. The public has lost confidence in local heroes and is calling for change. Campaign mode: no effect, you can move on to the next game. * less than 30 - Opponent's quest completed without problems - The country is under siege. Towns, villages and cities have been destroyed. Casualties are terribly high, and many heroes' loved ones are dead or missing. The major local settlements are offering bonuses to heroes and adversaries involved in the battle. Campaign mode: try your luck again. ps: i'm french so i made a google translation i hope it will be understandable
Thanks for this video guide, though I do have one question: When facing the Adversary (final or otherwise), does it count as a “path”? For example, if I have the Paladin class levelled up twice, I gain “+1 to attempt [crown/charisma] paths.” Does this give me a bonus against the Dark Lord and his Consort, or does it not because they don’t have the [crown/charisma] symbol next to the hero card reward? Similarly, if my class is Barbarian, I can get +1 to [shield/constitution] paths. Do I get a bonus agains only the Dark Lord, or none at all?
But in all seriousness, great video showing off what looks like a great expansion to an already great game! Was waiting on this KS to drop, so my immediate backing of it after watching this wasn't really a surprise, haha (but now I wanna go play the base game again!)
@@GIVEPAUSEhobby Appreciate you! Haha Oh trust me ... im sleeping while im awake! I have never played the base game but now i want it all! Thanks for watching my friend!
It a cool game love the character building your doing playing game my first Game was birdfolk barbarian who become a vampire and a eldrich knight and made a alliance
@@LordoftheBoard I did and played my first solo mission today! Still I have some questions about the Adversary that i came here for answers... So the mini boss you fight at the end of Act 2 does NOT share the XP tokens on the other card...those tokens count ONLY towards the Final Adversary's health pool? Got it, thanks. Her health is ONLY what is listed on her card, 6. But in beating her, if my rune score is more than 6, the difference can remove health from the Final Adversary. Do I have that right? What if you beat the Final Adversary's 8 pts on his card but did not remove all the XP tokens from the adversary card? Does anything special happen? Am I better off thinking of his XP points as an extension of his total health? So his 8 health points + xp tokens function as his TOTAL health and that is why it all must be whittled down to zero?
i wish every tutorial was as beautifully done and presented as this. Also really loved the your turn summary bringing everything BACK IN MY BRAIN! pls teach me every game when we play k thanks 💪
Haha yes sirrrreee :) 🙏🏽 thanks brotha
Great work! Who knew you could do How To Plays!?
Thank you so much 🚀
Wonderful job! I was already backing but I'm even more pumped now
Yay! So glad I could help HYPE
I watched a few how to play Call to Adventure videos tonight, and this one was far and away the most helpful! Thank you!
This is one of my favorite games and now it has the gimic I have wanted sense the beginning?!?!
Oo what? The adversary?
Hello,
I've just acquired the game, and find its solo a bit weak despite its enormous potential. I've taken the liberty of using and/or drawing inspiration from community's ideas to create the following easy rules. So I wanted to share that for people in the same situation I was ;) I've tried to combine our desire to create more difficult choices (variant 1), to add suspense (variant 2), with a bit of card drafting (variants 1 and 2), but also an effect depending on the outcome (variant 3) of your game for the next campaign as a light rpg feel. Variant 3 can be combined with 1 or 2.
General - necessary adaptations
XP become HP. You have an extra HP at the start of the game (4). At the end of each Act, you gain 1 HP. Each time a player fails a challenge, the opponent gains one HP. If the opponent has twice as much HP as his initial amount, he is unstoppable: you lose the game. If your HP drops to 0, you lose the game. If you reach the lowest corruption score, you join the enemy and lose the game. If you reach the highest corruption score, you gain one HP.
Variant 1 - Careless exploration (recommended campaign) - difficult choices / draft
Choose (campaign mode) or draw at random (in which case the opponents will be mixed) an opponent you will face during the game. Before revealing him/her, position a HP on the opponent's 2nd skill rune to hide it. At the end of Act 1, you can choose to add 3 to your corruption track to reveal the rune masked by the HP. At the end of Act 2, fight your opponent. If you win the challenge against the opponent, you may first remove the HP masking his 2nd skill rune and may decrease your corruption by 1. If you fail, the 2nd rune remains hidden but you may discard two hero or anti-hero cards to lose 1 HP per discrepancy (e.g. if result of 4, versus success of 6, you discard 2 cards and lose 2 HP) in order to proceed to Act 3.
Variant 2 - Protagonist's henchman (recommended outside campaign mode) - suspense / draft
Choose (campaign mode) or randomly draw (in which case the opponents will be shuffled) an opponent you will face during the game. This card is the opponent for act 2. Its cost is always 6, and both the individual quest card and the advanced opponent's quest card are used.
The final opponent is secretly dealt and kept covered by the advanced opponent's Quest card until revealed. Once revealed (beginning of Act 3), the difficulty of the Final Adversary challenge is determined by the results of the Adversary battle in Act 2. In all cases, I face cost side 8 and adapt the difficulty as follows.
- hero victorious at the end of Act 2: if the Act 2 Adversary and the Final Adversary have two runes in common, the challenge to beat the Final Adversary is 9, it is 8 if they have a single rune in common, otherwise it is 7.
- hero fails at the end of Act 2: I can discard two hero or anti-hero cards to lose 1 HP per discrepancy (e.g.: if result is 4, versus success at 6, I discard 2 cards and lose 2 HP) in order to move on to Act 3. If the Act 2 Adversary and the Final Adversary have two runes in common, the challenge to beat the Final Adversary is 8, it is 7 if they have only one rune in common, otherwise it is 6.
Variant 3 - Endgame scoring (recommended campaign / increases difficulty) - light RPG
Resolution of opponent's quest (based on total points scored)
* 50+ Triumphant victory - Heroes stop opponent's quest with minimal or no damage. Losses are minor and the death toll is in the single digits of what it could have been. Heroes have earned the utmost trust and respect from local citizens and settlements of all sizes. Campaign mode: You can use 2 hero or anti-hero cards on the same turn in a future game.
* 40- 49 Satisfactory victory - Key points of the opponent's quest failed, although some details succeeded. Some cities, towns and villages have suffered moderate or severe damage. Losses are manageable, and the death toll makes heroes grateful that the majority of their loved ones are traumatized but unaffected. Heroes and local residents have begun to rebuild. Still wary, the public is beginning to believe that these heroes can make a difference in defending the territory and their daily lives. Campaign mode: You start with 2 hero or anti-hero cards (instead of one) in your next game.
* 30- 39 Modest victory - The key points of the opponent's quest have been achieved, but not all the details. Cities, towns and villages have been destroyed or severely damaged by battle. Casualties are devastating or extremely high, with the death toll shockingly high, some of the heroes' loved ones among them. The public has lost confidence in local heroes and is calling for change. Campaign mode: no effect, you can move on to the next game.
* less than 30 - Opponent's quest completed without problems - The country is under siege. Towns, villages and cities have been destroyed. Casualties are terribly high, and many heroes' loved ones are dead or missing. The major local settlements are offering bonuses to heroes and adversaries involved in the battle. Campaign mode: try your luck again.
ps: i'm french so i made a google translation i hope it will be understandable
Thanks for this video guide, though I do have one question: When facing the Adversary (final or otherwise), does it count as a “path”?
For example, if I have the Paladin class levelled up twice, I gain “+1 to attempt [crown/charisma] paths.” Does this give me a bonus against the Dark Lord and his Consort, or does it not because they don’t have the [crown/charisma] symbol next to the hero card reward?
Similarly, if my class is Barbarian, I can get +1 to [shield/constitution] paths. Do I get a bonus agains only the Dark Lord, or none at all?
Who're you calling weary!? *falls asleep from exhaustion*
But in all seriousness, great video showing off what looks like a great expansion to an already great game! Was waiting on this KS to drop, so my immediate backing of it after watching this wasn't really a surprise, haha (but now I wanna go play the base game again!)
@@GIVEPAUSEhobby Appreciate you! Haha Oh trust me ... im sleeping while im awake! I have never played the base game but now i want it all! Thanks for watching my friend!
Man I love this game. Excellent presentation my man.
Much appreciated
It a cool game love the character building your doing playing game my first Game was birdfolk barbarian who become a vampire and a eldrich knight and made a alliance
Hello thank you so much amazing video as always.
You’re so welcome!
This looks sick 🤭
This looks really cool!
It is a really cool game!
This is not good...my fear of missing out is strong and may win over my practical side....
Did you end up backing?
@@LordoftheBoard I did! Really glad I did. Thanks for the great video!
@@LordoftheBoard I did and played my first solo mission today!
Still I have some questions about the Adversary that i came here for answers...
So the mini boss you fight at the end of Act 2 does NOT share the XP tokens on the other card...those tokens count ONLY towards the Final Adversary's health pool? Got it, thanks. Her health is ONLY what is listed on her card, 6. But in beating her, if my rune score is more than 6, the difference can remove health from the Final Adversary. Do I have that right?
What if you beat the Final Adversary's 8 pts on his card but did not remove all the XP tokens from the adversary card? Does anything special happen?
Am I better off thinking of his XP points as an extension of his total health? So his 8 health points + xp tokens function as his TOTAL health and that is why it all must be whittled down to zero?
Great run through. The game looked great up until you "rolled" the runes to determine the result. An otherwise great premise ruined by randomness.
I mean. Every boardgame sadly has RNG if it contains cards or dice or Runes. There are many ways to mitigate the luck within this one.
@@LordoftheBoard - That's true. Weight of runes/dice can help, but the 50/50 aspect of the runes seemed like it could lead to big swings.
Sounds extremely lame and hollow.
Its actually really fun!
@@LordoftheBoard what attracts you the most in the game ?