This is an amazing coincidence. I just discovered this game today and immediately thought of you. I was looking for a place to request that you do a solo playthrough when I found you already have done. Thank you!!
here's a quote from the game's FAQ: *Regarding gameplay, what sort of threat is there to playing poorly? You can’t lose a game, but can you lose the campaign?* “While you can’t die, story missions definitely have better or worse outcomes based on how long you take to do them, if you take a different approach, or if you don’t achieve a goal by a certain end condition. This impacts the story, and our story has several significantly-different outcomes based on this. While some of these different outcomes aren’t explicitly “winning” or “losing,” I’m certain that you will feel the impacts of your performance in how you feel about the outcome.” - Fischer “There is no winning or losing a campaign or a game of EBR, there are only different narrative outcomes based on your choices and performance. You will be the ultimate judge of how well you did. I think that will probably come down to how satisfied you feel with the conclusion of your individual campaign. There may be an outcome that you’re aiming for, but fail to achieve, and that might feel like a loss to you, but the game is designed to continue, and to carry that outcome forward. When I say that the outcomes will be affected by your performance, that will manifest itself differently depending on the mission you’re trying to accomplish. For example, if you’re on a search and rescue mission, the outcome will most likely change depending on how many days it takes you to find the person who’s missing. Regardless of how many days it takes to find them, however, the campaign will progress. There are no plans (currently) for a scoring system. The campaign will check, however, for certain pivotal decisions that you made along the way, and those decisions may affect the tenor of the resolution.” - Navaro *This has probably been brought up before (sorry!), but I just heard the Covenant podcast where I was told that there is no character death. While I don’t want to replay the same mission over and over like LotR LCG, I still would like to feel danger, be afraid of going some places and have my stupidity punished. What are the punishment for walking up to a predator and patting it if it can’t attack me (or at least can’t kill me)?* “Just jumping in to confirm what others were saying. I think you’ll find the main consequences for failure to be the different narrative outcomes for either taking too long or failing to accomplish missions. These make you deal with the consequences of your failure and see their impact in the valley and people around you for the rest of the story. Instead of just magically “respawning” or retrying until you get the perfect outcome, you have to deal with the permanent results of your actions. As far as mechanical consequences, Cristoph is right that you can get wound cards in your deck as a result of ending the day from injuries. But if you’re looking for roguelike-style permanent consequences from these, you will be a bit disappointed. These will alter the makeup of your deck, but will likely just be roadbumps in future play, not permanent consequences that debilitate your character.” - Fischer
This is a really good runthrough. I like your clear style. This game looks great and I hope you follow this up with further plays
I really want to try this game at some point. Thank you for the playthrough, Maggie!
This is an amazing coincidence. I just discovered this game today and immediately thought of you. I was looking for a place to request that you do a solo playthrough when I found you already have done. Thank you!!
finally!! it is the best board game we have played so far
thanks for gameplay, what's the goal of the game?
here's a quote from the game's FAQ:
*Regarding gameplay, what sort of threat is there to playing poorly? You can’t lose a game, but can you lose the campaign?*
“While you can’t die, story missions definitely have better or worse outcomes based on how long you take to do them, if you take a different approach, or if you don’t achieve a goal by a certain end condition. This impacts the story, and our story has several significantly-different outcomes based on this. While some of these different outcomes aren’t explicitly “winning” or “losing,” I’m certain that you will feel the impacts of your performance in how you feel about the outcome.” - Fischer
“There is no winning or losing a campaign or a game of EBR, there are only different narrative outcomes based on your choices and performance. You will be the ultimate judge of how well you did. I think that will probably come down to how satisfied you feel with the conclusion of your individual campaign.
There may be an outcome that you’re aiming for, but fail to achieve, and that might feel like a loss to you, but the game is designed to continue, and to carry that outcome forward. When I say that the outcomes will be affected by your performance, that will manifest itself differently depending on the mission you’re trying to accomplish. For example, if you’re on a search and rescue mission, the outcome will most likely change depending on how many days it takes you to find the person who’s missing.
Regardless of how many days it takes to find them, however, the campaign will progress. There are no plans (currently) for a scoring system. The campaign will check, however, for certain pivotal decisions that you made along the way, and those decisions may affect the tenor of the resolution.” - Navaro
*This has probably been brought up before (sorry!), but I just heard the Covenant podcast where I was told that there is no character death. While I don’t want to replay the same mission over and over like LotR LCG, I still would like to feel danger, be afraid of going some places and have my stupidity punished. What are the punishment for walking up to a predator and patting it if it can’t attack me (or at least can’t kill me)?*
“Just jumping in to confirm what others were saying. I think you’ll find the main consequences for failure to be the different narrative outcomes for either taking too long or failing to accomplish missions. These make you deal with the consequences of your failure and see their impact in the valley and people around you for the rest of the story. Instead of just magically “respawning” or retrying until you get the perfect outcome, you have to deal with the permanent results of your actions.
As far as mechanical consequences, Cristoph is right that you can get wound cards in your deck as a result of ending the day from injuries. But if you’re looking for roguelike-style permanent consequences from these, you will be a bit disappointed. These will alter the makeup of your deck, but will likely just be roadbumps in future play, not permanent consequences that debilitate your character.” - Fischer