This game seems like it's got some good bones and lot's of potential, but man that king slime fight really showed how frustrating the combat is. I would much rather an enemy have more health and actually do damage to them than it be all or nothing. Some luck is definitely important but too much luck makes the player feel screwed over when they do bad and unsatisfied when they do good. Though maybe you could argue that these guys went into this fight way under prepared and should have had equipment to mitigate luck first.
1) Underprepared (almost no equipment, no heart crystals...); 2) Tbh the boss died too quickly (and spawned too quickly, 5-6/49 total turns is crazy fast imo), maybe they should adjust that. I agree that a lot of luck is involved, there is room for improvement there.
It was so awesome to see the game in action! And so glad to see the team doing so well on this amazing project! The design is awesome, the art is beautiful, everything is just so creative and well put together, and I can tell that so much love and passion went into this project! I'm so happy for y'all! For real, congratulations!!
@@b0ne_r3aper78 You stating the obvious to a rhetorical suggestion doesnt give you the chance to woosh someone else. You stated the obvious answer, youre not wooshing anybody. Thats like answering an actual knock knock joke and getting upset that someone else took you taking their joke seriously. You dont understand how wooshes work.
So here i am again to share some of the things i find a bit un balanced or off from how the game appears as of right now, from info i could get from the rule book, and the video. All that i'm about to say is not from hate for how the systems are right now, i am complately fine even if they stay as is, but more so thoughts that came to me in how to make the game feel more also indipendet while being complately co-operative still, as well as make some systems a bit more fleshed out in my opinion of course. 1st the inventory sharing across the world seems a bit too much from what i can tell, since with 3 to 4 players, invetory managment isn't a thing, since there are only 11 useful materials and the other 3 are just mined materials that are not from what i can remember used for anything in the actual game that i could see being in-game or at all useful, the 3 materials are as listed in the rulesbook: Ice, Hardened Sandstone and Ebonstone/Crimstone depending on world evil. Obvioulsy if there are more materials then the ones mentioned in the Current RulesBook, then it might be a differant story. I'm not recomending you get rid of it, not at all, but 2 players having full access to materials form other people, seems really broken overall, so i came up with a few differant sizes of limitations for it: To players in the same Biome as you (this would have infinite vertical reach, not including the Underworld as it's it's own biome) To players in the same or adjacent Map Tiles (this would be in the same fashion as all other adjacent things in a radious around your own Map Tile) To players in Line of Sight (this would make the most realistic sense, with how terrarria works as well, where if you can't make it up from a cave then it would be pretty hard to get the materials to the others) House Crafting could also follow these rules, but that already isn't a very common thing compared to obtaining a material at any time. Also money is pretty important, and with the total amount of materials (14 listed in the rulesbook(3 seem useless)) it currently seems like a waste to ever upgrade your inventory at all, when you could get more powerful cards with the money. if the inventory managment is limitet somewhat, then you could change the way you obtain more slots, from purely money, to possibly after getting The Merchant you could spend 10 coins to buy a Piggy Bank from him to get another slot, and the 2nd extra slot could be gotten after Killing the Evil Boss Repracented by the Void Bag, since you don't have the dungeon so bones are not available, making the Evil boss the perfect alternative (also if it seems that this would be in general too hard, it could just be having 4 NPCs and having at least 1 boss killed for the 6th slot). This also would make the upgrades feel more like you are getting powerful as you play longer. You could make both of these fully across the world shared slots, that others that have at least 1 of the 2 extra slots can get materials from unlocking the universal material shareing after you have progressed in the game. also fully shared money with a general pool of 75 to 100 coins just communially in 3 to 4 player games, since essentially there is not reason to not have coins be fully shared as things are now, so the 25 coin limit is also pretty much a none issue ever, also losing money or materials while dying is not a problem if you can just off load them to the other players right before you jump in to a battle (or even right before the enemy even attacks you according to the rules, since it's allowed "any time"), so there really isn't much in the form of lose in materials/coins from death, and all coins function as just a large bank that is always shared if players want to cooperate well to the best of there ability, and so i believe there should be some kind of a limit to the distance materials can be share through, and coins should for the most part in my opinion be the same if not even complately personal, or limited to trade only at a certain Phase of a round. Now that i'm done with that Wall of text, next is my Question on the Map Tiles, as when i was looking at the amounts that there are (86) i noticed that there actually can't be that many variants of the map overall, and a full normal map takes 75 tiles, 15 horizontally and 5 tiles deep, and the set has only 86 tiles. This make out to all biomes having 3 surface tiles, all underground tiles being shared between biomes making up 15 tiles, then all biomes have another 6 tiles, maikng it 9 biome specific tiles per biome, and the the Underworld has 15 tiles, this makes a total of 84 tiles (including both evil biomes tiles), then the last 2 look to be Ocean tiles on the surface edges of the map, so aside from the World Evils being differant, alls the other tiles would always be used for the map, in similar places, so you wouldn't have that many options for "Random world generation" in fact when ever you step out of the middle Tile in the forest and discover the next surface tile it would be 1 of only 12 differant ones, from 1 of the 4 biomes and 1 of the 3 possible surface tiles from that biome, making the game feel maybe a bit small in my opinion. I do get that producing even twice as many Map Tiles would bring the production cost way up, so i'm not even going to entertain that idea, but ther should at least be 1 more unique tile for each Layer of each biome respectively, so that would be a total of 20 more tiles, as in 6 more surface tiles (1 for each biome), 1 more underground tile, 6 more upper cavern tiles (1 for each biome), 6 more lower cavern tiles (1 for each biome) and finally 1 more Underworld tile. Even this would add a lot more variance to the game as you would eventually miss something in a game from world generation, if you do explore every tile in a game. Even if this doesn't happen it would be nice to get a way to get more Unique tiles in to the game later on as a addon, that should be another worlds worth of Tiles as in 84 tiles, just so we could get even more "Random Generation" in each game, this could also add some other mini biomes like the Mushroom biome, Aether biome, Spider cave, or even the Gem cave, obviously it would be nice to get just another set of the normal tiles that already come, but the other stuff would make for a good World addon on there own. That's all my thoughts for now, and the sigle biggest balance issue i found in that game, and a minor nitpick from a replay perspective, any thoughts form anyone are always welcomed, as long as there in good spirit obviously. : )
Love how close you've gotten it to the video game thus far :) Glad to hear hardmode is in the works. Do you guys plan on continuing this playthrough to show off more of the different mechanics/biomes?
After checking out the rulebook, I have come up with a few questions: 1) Will there be water and if yes, how will it work? Can you drown? 2) Will there be more enemy behaviour? For example, lava slimes creating lava after death or different attack patters based on distance, or even enemies with different move speed/patterns (giant shelly launching itself or bats moving diagonally up and down like in the game) 3) From what I have read, there are 4 slots of equipment - "Sword, Pickaxe, Axe and Other". Is bow a "Sword" or "Other"? Is "Other" an accessory? 4) Will there be more status effects besides the current three? For example, bleeding (prevents "Rest" cards from working), feral bite (add random debuff card, then discard), slow (increases movement cost) and so on? 5) Accessories? I have heard that there wouldn't be any, but why not rename cards like "Explore More" to "Aglet" or "Hermes Boots" and such? It would make them feel more unique while staying true to the game. Also, can we get a hook please 🥺 6) Will there be unique content that isn't in Terraria? I know that it will probably appear in the videogame afterwards sooner or later, but it would be cool to have something like that 7) Will there be more objectives? Having the same progression each time might make the game more repetitive. I am fine with the first few objectives, but later, in my opinion, can definitely be expanded, from "kill x enemies in one turn" to "summon Torch God" (collect enough gel and wood and then ???) 8) Speaking of bosses, will there be mini bosses/rare enemies (pinky, lost girl)? The game looks fantastic, and while it doesn't look like a 2 hour game (more like 3-4 at least), it still looks fun and interesting with a lot of potential. I am looking forward for development updates!
Based off the rule book and video from what I can assume 1) highly unlikely (99% sure there won't be) 2) maybe, probably not (good like 60% sure they won't) 3) unsure (frankly not too sure about the 4 slots since it's not fully fleshed out) 4) maybe not (like 80% sure they aren't gonna make the game too complicated) 5) probably not (90% sure they won't but it won't release for a year so it could happen) 6) highly unlikely (99% sure not because by the time the board game comes out they'll probably have released the "final update" and there's plenty of stuff in game they could add instead, like hard mode) 7) there are 40 objectives apparently so I assume it'll only be 40 you choose from 8) highly unlikely (they'd probably add major bosses before "minor" enemies. Also most mini bosses have unique items and that's their main purpose
@@konkurer775 I guess so. Out of all of that the most likely addition is either accessories, objectives or debuffs, and out of them - objectives. Currently - yes, there is only 40, which are placed in the same order, but as replayability is important, especially in board games, this seems as an easy addition, although coming up with them + balancing may take some time. Not adding accessories is understandable, as they are replaced with deck building, but some of them definitely can be added or referenced in some other way. Lastly, debuffs. One one hand, 3 types are not that much, on the other - if we consider that there are 33 enemy types, out of which 1 or 2 inflict one status, we will have at max 6 enemies with special effects. Adding 3 more conditions might make it too complicated or too difficult, with almost half of the enemies inflicting one. Maybe 1 or 2 wouldn't hurt, but that's it.
@@plightshift well, that is just a suggestion... A GAME suggestion ;) 4 doesn't add that much complexity, but it might bring balance issues. 2 is basically "will they add Expert mode to rules" (had that discussion under another comment) because, well, otherwise there is no point. Although, it may have been realised partially if you look closely - enemies can, theoretically, have different attacks for different distances. But yeah, hoping for Giant Shelly's (or Bat's) separate AI is very optimistic.
Biggest question for me currently is how exactly the task lists are going to be setup ? If they have to scale in difficulty they will either have to be the same order every playthrough or there will be a lot of setup in actually creating a list ? But that's my biggest concern about the game so far, the rest looks absolutely stellar 👌
49:25 Shouldn't that upper cavern tile have already been placed there as soon as the biome tile above that was entered by a player and thus have the new enemy act during the most recent enemy phase?
Cool! Looks fun! There's quite a bit to learn, but it makes sense because there is so much depth to Terraria (literally and mechanically). Great job capturing the essence of Terraria in a board game! I'm looking forward to playing it with my friends next year!!! To you and your team: Good work!
37:27 question about the movement and fall damage here. I know it's good to show how the fall damage works, so I understand doing it in the way you did. However, since you can move diagonally, couldn't he have moved diagonally down and to the right, into the space that was last mined directly above the cobweb, so that he was only falling 1 space, and thus avoiding fall damage?
On Kickstarter someone suggested that cobwebs may negate fall damage, to which devs replied something along the lines "we will think about it". The diagonal movement... Yes, if we consider the current rulebook, there is nothing that says you cannot! That would be page 9 - it literally says "if ever a single movement action...", and moving diagonally down requires only one action. That is like walking off or jumping off while hanging on the edge - of course you will fall less. I personally recommend asking that on Kickstarter as they answer more frequently there and more people will see the question.
I thought this exact thing while reading the rulebook, hopefully they add a clarification like "vertical distance downward from the last solid tile you were touching" and address this case directly to prevent confusion
I can't wait for this board game 🙂 As some visual feedback, yeah I feel like at least the first session may be a tad slow, especially when teaching players who have never seen the game, but I imagine once you get into it, you can just start rapid firing turns and pretty much everyone can just go simultaneously. My only other concern is how much space the "world" will eventually take up on the table in combination with all the other board game material (player material and game board resources). I can imagine having both oceans and the underwold uncovered would take up quite a lot of space, but idk, that's just something I'd have to see. I absolutely love the look of this though and the cooperation aspect is great. Looking forward to this 🙂
I genuinely dont think ive been more hyped for a video game or board game. Also i know on the kickstarter it was mentioned thay hardmode would be included possibly at some point too, what about skeletron? Thatd be cool too to go through the dungeon
I got a lot of other ideas for changes to stats and things to make the experiance way harder or very differant, like instead of a biome being 3 tiles long, they would be larger, something like 5 wide, and to compensate all enemies and players would get a free 1 movement per turn, just to simulate a large world, but still not to make the game overly long. All of this is stuff i'll work out on my own, since i find modifying and reworking board games to work differantly a lot of fun, so as a base game it looks very good and a lot of the systems seem very intresting, though as any board game that isn't just "The Game of Life" it will take a time for each set up and teardown, but that's to be expected for most games, and i do think that most of the systems have the essence of Terraria faithfully re created and fitted to a board game. The set up and such will also get faster the more you get used to it, since you might not need to spread everything out as much or to be in specific spots, and can just get them from a single area (for example the box). The Dice combat does feel a bit out of the place for a combat system for terraria, untill you think about it a bit more, and realise that there really isn't a better or simpler system for combat in board games, since any one of pretty much any age demographic can roll dice, and see which number is bigger to see the result, as well as there not being an gap in skill from experianced to new players, since it's a co-op game it is nice that you will not feel slower then the others playing just for a lack of understanding in the combat system, and dice combat is also a staple of board games. once i eventually do get my hands on this game, i'll have to cooke up a system for PvP systems, and other twists, so i can spice up the game after i've learnt it fully.
You are either coping quite hard or you haven't played a lot of board games. There's a ton of systems that would've done better. Attack decks, for one. It's not like this game doesn't have a billion decks to begin with. What's 1-4 more? Heck even flat damage (the way terraria works) is a better system. It would certainly streamline a game that definitely needs to be streamlined.
@@Dyskresiacnot reading the comments wall of text but in response to yours for the flat damage, it's to represent dodging and moving around I think since it is a board game and not a video game. It's kinda of a representation of how the fight goes since you don't have 100 HP and instead have 5 in this to start
@@konkurer775 That's a design choice though. Plenty of board games have health to that scale and it's completely doable with flat damage (minus armor.) There's enough randomness in this game that there doesn't need to be an "Oh, you did everything right but 2.5 hours in you rolled poorly and you all just lost." There needs to be way more mit than that if you're gonna stick with dice.
@@Dyskresiac I'm not saying it's perfect or the right choice, in giving an idea of why they might have used dice instead of flat numbers. If they did flat numbers it could end up being worse. You could also just homebrew the game if you don't like it as is. I feel like as is since there's no hard mode the game would end up being really easy with flat numbers. From my perspective itd be easier if it did end up flat numbers anyways. I completely understand the complaints and admit dice rolling isn't a great representation but I feel like it's better for balancing. After all a dnd campaign can go on for years and end to bad dice rolls but that doesn't stop people from playing it. I personally think for balancing it makes sense, for being true to the game, not so much. I however am a fan of dice rolling games and enjoy playing risk so I personally have no issue with it but I do entirely understand the complaint.
@@konkurer775 also the game does have a lot of midigation over all, and the dice are a good choice for more gradual powering up, since flat numbers just wouldn't work with the number Scale the team has gone with, since it seems to barly reach Double digits with D10s at end game, and the game has cards that just give you flat +2 to your defence roll and cards that give a flat +1 to attack rolls, and since most if not all enemies DO NOT counter attack you, you can try to kill them, and then get away, with the remaingin action points you have left, there are also summons that from what i understand are also just a permanent +1 to all attack rolls untill you die, then you need to pay mana to get them again. So that game isn't just dice versus dice, and Combat is only 1 of the 3 or 4 ways to beat the game, you can just mine and craft to get your number of goals up, and win.
quick question at 1:10:40 you say that you can move in for free when mining a block, while in the rulebook it says "You may dig multiple blocks per turn, but remember that to dig a tunnel, you’ll need to dig a block, move into the square (paying ACTION for the movement) and then dig the next block, unless you’re digging straight down," Did you play this wrong or is the rulebook not updated?
I think it was because he was digging straight down, so he just fell down to the next block. This would take no action point and since it is only one block at a time, you wouldn't take any fall damage.
Can we get any verification on the point of the developer vanity sets? Considering armor slides over our character, would vanity sliders not get in the way of important information? Are they still purely cosmetic? Ive watched the kickstarted closely and am very excited for the game, but this is the one thing that baffles me in terms of implementation.
I believe they're purely cosmetic - hence 'vanity set'. These vanity items are Kickstarter exclusives so I wouldn't expect them to change core gameplay. I suspect they just overlay your character like any other armour would and whichever armour you are actually using you just keep off to the side for reference.
While you could just place armor next to your character, I think you would be able to still see your stats if you put your vanity set on top. They are probably see-through, just like armor.
i'm not 100% sure but i think that while there are raised borders for the character, so that you can slot in the armor sets, i don't think it has a cavity on the edges, so you can just drop/stack more the 1 set on the character, though i can't really say how much info would get coverd, since if the dev vanity doesn't have any functuional use, the it would just be fully clear in the area that normally has the infor on other armors, so you can see through the vanity sets.
This looks amazing! Just one question, the game does speed up once all players are used to it right? That’s my only real concern from watching the gameplay.
They played it particularly handholdy for the sake of the camera. Looks like there would still be a fair bit of conversation on strategy, though fully doubling round speed at minimum would be certain.
@@superunalive i don't think out side of bosses that more people = easier, since most of the time it seems like each player is on there own with Assist cards possibly helping with Exploration, so the game is more so More Players = Faster, rather then easier. and even if it does get significantly easier, and PFG doesn't add any extra balancing to it, then you as a player CAN, for excample make enemies more more, have an extra hp or roll more Dice after you get to 3+ players, so the game is as i can see it very easy to self-balance on the fly after the 1st play time, when you get the feel for the game, i honestly don't think it would be a good thing to try and rebalance and make a seperate set of prints/more cards for enemy stats, for more players, since that will effect the production time a lot, and rather just self-balance as needed
@@b0ne_r3aper78 I still think "more players = easier", because: 1) More inventory space; 2) More resources collected per turn; 3) (as you said) easier exploration; 4) (as a consequence) faster builds AND faster objective completion. There is, of course, more chances to die and more players to spend resources on, but it is, in my opinion, negligible, or at least does not affect difficulty that much. That is because a lot of stuff is shared (NPC powers, inventory, houses) or can be shared (armor, consumables), while stuff that makes the game more difficult isn't shared (health is separate for each character, while one debuff card affects only one player at a time). What I meant by being "interested in how they will approach it" is if they will add additional rules (new behaviour for enemies)/change bestiary (more health)/just add another layer of difficulty (like expert mode. You can see examples at the end of the rulebook). Of course players can create house rules, but what I usually see in board games is a few optional gamemodes in the rulebook as they are not obvious (hard to balance/come up with) for an average player.
@@superunalive from what i can tell, just by the video itself and the amount of materials, the intended base difficulty and game flow is for 3 players, since there are 14 possible materials that need to be held by a player, out of which 2 are just biome specific blocks that don't seem to have any crafting use, like Ice, Hardened Sandstone and Ebonstone (crimstone on flip side), so that leaves 11 matrials, and with 3 players you have 12 slots total, so adding a 4th player makes no differance there, and it seems that the game isn't intended to have extra difficulty added as more players are playing, but rather the game gets more difficult as the number of players goes down, so even house rule rebalancing for 3 to 4 players isn't even filling in a gap in intended difficulty, but just adding to what is intended. I do get the thought of an Expert mode though fully, and it would be cool and more consistant to have a basic idea for such a thing as in what type of additions would be good, such as making enemies have more hp/incresing enemy baseline attack dice/increasing enemy baseline defence dice, and possibly other things. though the idea of the game getting easier with more players is a bit upside down, since the intended difficulty is to be at 3 to 4 players, not 1 to 2, so adding players doesn't really make the game easier, but rather closer to what is intended a baseline experiance, that get's harder as the player number gets lower. Also after gouing through the rulesbook again with more then a skim, as i did after 1st watching the video just to reinforce what i understood form the video, so i didn't at first even notice the modification ideas at the bottom, and i was also under the impression that you were only talking/refering to the combat of the game in the game, which for the most part is individual aside from bosses, and possibly potions, though potions seem to be a pretty late-game resorce and or rare naturally, so the over all effect of having more players on pure combat is minimal. but yes as a whole the game is easier with 3 to 4 players as that's the inteded difficulty, when compared to 1 to 2 players, where the game still should for the most part play fine but resorces and inventory will be a bigger problem. It's so much fun and very nice to have some one that can hold an actual conversation and i can share ideas and thoughts with. : )
So I was correct in my assumption from the words people spoke about the game, and the very limited number of images. Too many systems in place that don't vibe. Looks like a pain in the backside to set up, play, and pack up. Sounds like a first time designer's attempt of a game that didn't do enough work to solve the problems this challenge has presented. This would be better as a video game to remove a large chunk of clunkiness... oh wait it already is. My bad. This is wouldn't fix the mechanics implemented. Really needs some reconsideration on elements to streamline the gameplay. You've got a game driven by actions from a random deck with random results of dice rolls, token hell, and a giant spread of cards on the table.
The game gives me a minecraft/terraria feeling and I really like that aspect of the game. I just suspect that the game is to random cause of the dice rolling. I really feel it should have used some kind of euro combat, where your equipment plays a bigger part in how combat is resolved. To me the randomness of the combat is the deal breaker. I am also probably not backing Sirens for the exact same reason.
@@Nozdormu1982 Sirens? Gotta look that up. Ugh.. ok there's more than one game with Sirens for a title. Which one did you mean 😂 One that is just called Sirens, or did you mean Sirens: The Deep Sea?
I'm trying to watch this for the gameplay, but it's so zoomed out all the time, I can barely see the cards (except for the half second when they're blown up). The cuts are so quick that it's easy to lose track of the game state. Too much footage of people's faces, which we REALLY don't need. You need to learn from professional how-to-play videos.
I kinda watched this 3 times (no joke but I did watch it 3 times even tho I know theres not going to be another playthrough video, just excited to play it badly) I also did back the kickstarter the hell pledge (But not the worldmap mat, sadly its a one time that won't resell but oh well) thats all I can say :>
To spend all that time and effort recreating the art, exploration, and feel of Terraria you actually thought A ROLL OFF was the best idea for a combat system? Can you even name a single board game in the last 30 years where pure luck in combat wasn't absolutely trashed in reviews (and sales.) Please please PLEASE tell me the combat system is subjet to change.
I somewhat agree. On one hand, it is kind of meh and I do wish it was implemented differently, on the other - what else? I mean, if they add health bars and attack values to EVERY enemy, it will become extremely complicated. This video was about 1/7 day-night cycles, if I understood the rules correctly, and there were moment where 3-4 enemies were on the map. Imagine day 4 with most of the map unlocked and 4 players. You count your health, their health, your combined attack (armor + minion + card + item), their attack + effects, movement... It is enough numbers, we definitely do not need much more.
D&D has a LOT more than a roll off. There's modifiers, things like advantage, and other forms of mitigation/powering. That's a FAR stretch from in "I roll 2 dice, you roll 2 dice. I beat you for how many I roll above yours" or something.
@Dyskresiac I'm pretty sure it's to represent the combat as a whole. Since you only have 5 HP instead of 100. Not an amazing representation but it's to represent how the fight goes, dodging and armor
Eww... I get you tried to make it a faithful adaptation but man... that looks fiddly as hell to setup and teardown. not to mention a lot less fun and way more expensive than just getting terraria itself and just playing that.
Well, it is a board game, it will be more expensive and fiddly than the videogame (in the videogame, you don't have to count stuff and move enemies, for example). I do agree that the price is more than I would have liked, though.
Yes but it's like D&D. There's a steep learning curve but once you get the hang of it all, it's brilliant. Also if you watched the entire video you would have seen an excellent system put in place to make it as "Non-fiddly" as possible. The labeled boxes, the card holders and the bestiary make this game look cleaner than most board games.
@@blackconundrum2696 I did watch the entire video. They took the most boring parts of terraria and made that the gameplay. Uncover a random creature? Find its biome, time of day. Put it on the marker. Walk into a new tile, figure out what biome goes next to it, place the tile, do all this stuff that the computer game does automatically so you can actually PLAY the board game
I really like that the inventory is shared, really gives that co-op terraria feel
Oh a gameplay video after the KS is over. 😅 This should have been on the KS page from the start.
This video has been out for 6 days and the KS isn’t even over yet what are you on about?
@@MogusaMogusa Should have been on KS from the beginning. It's right there in the comment.
A little late to show gameplay.
Say.. what does KS even mean
@@Gxclusion KickStarter in this case.
So hyped for this. Keep the good work guys. You rock 💪
This game seems like it's got some good bones and lot's of potential, but man that king slime fight really showed how frustrating the combat is. I would much rather an enemy have more health and actually do damage to them than it be all or nothing. Some luck is definitely important but too much luck makes the player feel screwed over when they do bad and unsatisfied when they do good. Though maybe you could argue that these guys went into this fight way under prepared and should have had equipment to mitigate luck first.
1) Underprepared (almost no equipment, no heart crystals...);
2) Tbh the boss died too quickly (and spawned too quickly, 5-6/49 total turns is crazy fast imo), maybe they should adjust that.
I agree that a lot of luck is involved, there is room for improvement there.
It was so awesome to see the game in action! And so glad to see the team doing so well on this amazing project! The design is awesome, the art is beautiful, everything is just so creative and well put together, and I can tell that so much love and passion went into this project! I'm so happy for y'all! For real, congratulations!!
This looks so much fun. Hope you guys can turn this into a video game.
it's called Terraria.
We'll see what Re-Logic can do!
@@b0ne_r3aper78 Whoosh
@@AmariieMaerthos Whoosh
@@b0ne_r3aper78 You stating the obvious to a rhetorical suggestion doesnt give you the chance to woosh someone else. You stated the obvious answer, youre not wooshing anybody.
Thats like answering an actual knock knock joke and getting upset that someone else took you taking their joke seriously. You dont understand how wooshes work.
I love the backdrop that you guys are sitting infront of, would that be the game mat design art approach?
So here i am again to share some of the things i find a bit un balanced or off from how the game appears as of right now, from info i could get from the rule book, and the video.
All that i'm about to say is not from hate for how the systems are right now, i am complately fine even if they stay as is, but more so thoughts that came to me in how to make the game feel more also indipendet while being complately co-operative still, as well as make some systems a bit more fleshed out in my opinion of course.
1st the inventory sharing across the world seems a bit too much from what i can tell, since with 3 to 4 players, invetory managment isn't a thing, since there are only 11 useful materials and the other 3 are just mined materials that are not from what i can remember used for anything in the actual game that i could see being in-game or at all useful, the 3 materials are as listed in the rulesbook: Ice, Hardened Sandstone and Ebonstone/Crimstone depending on world evil. Obvioulsy if there are more materials then the ones mentioned in the Current RulesBook, then it might be a differant story.
I'm not recomending you get rid of it, not at all, but 2 players having full access to materials form other people, seems really broken overall, so i came up with a few differant sizes of limitations for it:
To players in the same Biome as you (this would have infinite vertical reach, not including the Underworld as it's it's own biome)
To players in the same or adjacent Map Tiles (this would be in the same fashion as all other adjacent things in a radious around your own Map Tile)
To players in Line of Sight (this would make the most realistic sense, with how terrarria works as well, where if you can't make it up from a cave then it would be pretty hard to get the materials to the others)
House Crafting could also follow these rules, but that already isn't a very common thing compared to obtaining a material at any time.
Also money is pretty important, and with the total amount of materials (14 listed in the rulesbook(3 seem useless)) it currently seems like a waste to ever upgrade your inventory at all, when you could get more powerful cards with the money. if the inventory managment is limitet somewhat, then you could change the way you obtain more slots, from purely money, to possibly after getting The Merchant you could spend 10 coins to buy a Piggy Bank from him to get another slot, and the 2nd extra slot could be gotten after Killing the Evil Boss Repracented by the Void Bag, since you don't have the dungeon so bones are not available, making the Evil boss the perfect alternative (also if it seems that this would be in general too hard, it could just be having 4 NPCs and having at least 1 boss killed for the 6th slot). This also would make the upgrades feel more like you are getting powerful as you play longer.
You could make both of these fully across the world shared slots, that others that have at least 1 of the 2 extra slots can get materials from unlocking the universal material shareing after you have progressed in the game.
also fully shared money with a general pool of 75 to 100 coins just communially in 3 to 4 player games, since essentially there is not reason to not have coins be fully shared as things are now, so the 25 coin limit is also pretty much a none issue ever, also losing money or materials while dying is not a problem if you can just off load them to the other players right before you jump in to a battle (or even right before the enemy even attacks you according to the rules, since it's allowed "any time"), so there really isn't much in the form of lose in materials/coins from death, and all coins function as just a large bank that is always shared if players want to cooperate well to the best of there ability, and so i believe there should be some kind of a limit to the distance materials can be share through, and coins should for the most part in my opinion be the same if not even complately personal, or limited to trade only at a certain Phase of a round.
Now that i'm done with that Wall of text, next is my Question on the Map Tiles, as when i was looking at the amounts that there are (86) i noticed that there actually can't be that many variants of the map overall, and a full normal map takes 75 tiles, 15 horizontally and 5 tiles deep, and the set has only 86 tiles. This make out to all biomes having 3 surface tiles, all underground tiles being shared between biomes making up 15 tiles, then all biomes have another 6 tiles, maikng it 9 biome specific tiles per biome, and the the Underworld has 15 tiles, this makes a total of 84 tiles (including both evil biomes tiles), then the last 2 look to be Ocean tiles on the surface edges of the map, so aside from the World Evils being differant, alls the other tiles would always be used for the map, in similar places, so you wouldn't have that many options for "Random world generation" in fact when ever you step out of the middle Tile in the forest and discover the next surface tile it would be 1 of only 12 differant ones, from 1 of the 4 biomes and 1 of the 3 possible surface tiles from that biome, making the game feel maybe a bit small in my opinion.
I do get that producing even twice as many Map Tiles would bring the production cost way up, so i'm not even going to entertain that idea, but ther should at least be 1 more unique tile for each Layer of each biome respectively, so that would be a total of 20 more tiles, as in 6 more surface tiles (1 for each biome), 1 more underground tile, 6 more upper cavern tiles (1 for each biome), 6 more lower cavern tiles (1 for each biome) and finally 1 more Underworld tile. Even this would add a lot more variance to the game as you would eventually miss something in a game from world generation, if you do explore every tile in a game.
Even if this doesn't happen it would be nice to get a way to get more Unique tiles in to the game later on as a addon, that should be another worlds worth of Tiles as in 84 tiles, just so we could get even more "Random Generation" in each game, this could also add some other mini biomes like the Mushroom biome, Aether biome, Spider cave, or even the Gem cave, obviously it would be nice to get just another set of the normal tiles that already come, but the other stuff would make for a good World addon on there own.
That's all my thoughts for now, and the sigle biggest balance issue i found in that game, and a minor nitpick from a replay perspective, any thoughts form anyone are always welcomed, as long as there in good spirit obviously. : )
Finally some actual good constructive criticism that isn’t just blatantly shitting on the board game, which actually makes good arguments
Looks like so much fun! I can't wait!
Could you guys do a proper 49 turn all the way through game?
This is so well commented! Amazing job guys!
Love how close you've gotten it to the video game thus far :) Glad to hear hardmode is in the works. Do you guys plan on continuing this playthrough to show off more of the different mechanics/biomes?
After checking out the rulebook, I have come up with a few questions:
1) Will there be water and if yes, how will it work? Can you drown?
2) Will there be more enemy behaviour? For example, lava slimes creating lava after death or different attack patters based on distance, or even enemies with different move speed/patterns (giant shelly launching itself or bats moving diagonally up and down like in the game)
3) From what I have read, there are 4 slots of equipment - "Sword, Pickaxe, Axe and Other". Is bow a "Sword" or "Other"? Is "Other" an accessory?
4) Will there be more status effects besides the current three? For example, bleeding (prevents "Rest" cards from working), feral bite (add random debuff card, then discard), slow (increases movement cost) and so on?
5) Accessories? I have heard that there wouldn't be any, but why not rename cards like "Explore More" to "Aglet" or "Hermes Boots" and such? It would make them feel more unique while staying true to the game. Also, can we get a hook please 🥺
6) Will there be unique content that isn't in Terraria? I know that it will probably appear in the videogame afterwards sooner or later, but it would be cool to have something like that
7) Will there be more objectives? Having the same progression each time might make the game more repetitive. I am fine with the first few objectives, but later, in my opinion, can definitely be expanded, from "kill x enemies in one turn" to "summon Torch God" (collect enough gel and wood and then ???)
8) Speaking of bosses, will there be mini bosses/rare enemies (pinky, lost girl)?
The game looks fantastic, and while it doesn't look like a 2 hour game (more like 3-4 at least), it still looks fun and interesting with a lot of potential. I am looking forward for development updates!
Based off the rule book and video from what I can assume
1) highly unlikely (99% sure there won't be)
2) maybe, probably not (good like 60% sure they won't)
3) unsure (frankly not too sure about the 4 slots since it's not fully fleshed out)
4) maybe not (like 80% sure they aren't gonna make the game too complicated)
5) probably not (90% sure they won't but it won't release for a year so it could happen)
6) highly unlikely (99% sure not because by the time the board game comes out they'll probably have released the "final update" and there's plenty of stuff in game they could add instead, like hard mode)
7) there are 40 objectives apparently so I assume it'll only be 40 you choose from
8) highly unlikely (they'd probably add major bosses before "minor" enemies. Also most mini bosses have unique items and that's their main purpose
@@konkurer775 I guess so. Out of all of that the most likely addition is either accessories, objectives or debuffs, and out of them - objectives. Currently - yes, there is only 40, which are placed in the same order, but as replayability is important, especially in board games, this seems as an easy addition, although coming up with them + balancing may take some time. Not adding accessories is understandable, as they are replaced with deck building, but some of them definitely can be added or referenced in some other way. Lastly, debuffs. One one hand, 3 types are not that much, on the other - if we consider that there are 33 enemy types, out of which 1 or 2 inflict one status, we will have at max 6 enemies with special effects. Adding 3 more conditions might make it too complicated or too difficult, with almost half of the enemies inflicting one. Maybe 1 or 2 wouldn't hurt, but that's it.
the game is already pretty complex and fiddly, 1/2/4 would just add even more on top
@@plightshift well, that is just a suggestion... A GAME suggestion ;)
4 doesn't add that much complexity, but it might bring balance issues. 2 is basically "will they add Expert mode to rules" (had that discussion under another comment) because, well, otherwise there is no point. Although, it may have been realised partially if you look closely - enemies can, theoretically, have different attacks for different distances. But yeah, hoping for Giant Shelly's (or Bat's) separate AI is very optimistic.
For 3: I think that's for addition weapons, like bows or magic staffs
I can see on the Kickstarter the king slime and wall of flesh are modular, will the eye of Cthulhu be modular as well?
Yep!
The only thing missing is a summoner player tile
Biggest question for me currently is how exactly the task lists are going to be setup ?
If they have to scale in difficulty they will either have to be the same order every playthrough or there will be a lot of setup in actually creating a list ?
But that's my biggest concern about the game so far, the rest looks absolutely stellar 👌
The 4 objectives tree's are numbered so same order! Thanks for the love @Tahulrik, it's appreciated 👏
I will need a bigger table, and some friends willing to play XD
49:25 Shouldn't that upper cavern tile have already been placed there as soon as the biome tile above that was entered by a player and thus have the new enemy act during the most recent enemy phase?
Yep that's correct!
Cool! Looks fun! There's quite a bit to learn, but it makes sense because there is so much depth to Terraria (literally and mechanically). Great job capturing the essence of Terraria in a board game! I'm looking forward to playing it with my friends next year!!!
To you and your team: Good work!
37:27 question about the movement and fall damage here. I know it's good to show how the fall damage works, so I understand doing it in the way you did. However, since you can move diagonally, couldn't he have moved diagonally down and to the right, into the space that was last mined directly above the cobweb, so that he was only falling 1 space, and thus avoiding fall damage?
On Kickstarter someone suggested that cobwebs may negate fall damage, to which devs replied something along the lines "we will think about it". The diagonal movement... Yes, if we consider the current rulebook, there is nothing that says you cannot! That would be page 9 - it literally says "if ever a single movement action...", and moving diagonally down requires only one action. That is like walking off or jumping off while hanging on the edge - of course you will fall less.
I personally recommend asking that on Kickstarter as they answer more frequently there and more people will see the question.
I thought this exact thing while reading the rulebook, hopefully they add a clarification like "vertical distance downward from the last solid tile you were touching" and address this case directly to prevent confusion
I can't wait for this board game 🙂
As some visual feedback, yeah I feel like at least the first session may be a tad slow, especially when teaching players who have never seen the game, but I imagine once you get into it, you can just start rapid firing turns and pretty much everyone can just go simultaneously. My only other concern is how much space the "world" will eventually take up on the table in combination with all the other board game material (player material and game board resources). I can imagine having both oceans and the underwold uncovered would take up quite a lot of space, but idk, that's just something I'd have to see.
I absolutely love the look of this though and the cooperation aspect is great. Looking forward to this 🙂
I genuinely dont think ive been more hyped for a video game or board game. Also i know on the kickstarter it was mentioned thay hardmode would be included possibly at some point too, what about skeletron? Thatd be cool too to go through the dungeon
They said maybe in the future as DLC/expansion pack, but not now.
I got a lot of other ideas for changes to stats and things to make the experiance way harder or very differant, like instead of a biome being 3 tiles long, they would be larger, something like 5 wide, and to compensate all enemies and players would get a free 1 movement per turn, just to simulate a large world, but still not to make the game overly long.
All of this is stuff i'll work out on my own, since i find modifying and reworking board games to work differantly a lot of fun, so as a base game it looks very good and a lot of the systems seem very intresting, though as any board game that isn't just "The Game of Life" it will take a time for each set up and teardown, but that's to be expected for most games, and i do think that most of the systems have the essence of Terraria faithfully re created and fitted to a board game. The set up and such will also get faster the more you get used to it, since you might not need to spread everything out as much or to be in specific spots, and can just get them from a single area (for example the box).
The Dice combat does feel a bit out of the place for a combat system for terraria, untill you think about it a bit more, and realise that there really isn't a better or simpler system for combat in board games, since any one of pretty much any age demographic can roll dice, and see which number is bigger to see the result, as well as there not being an gap in skill from experianced to new players, since it's a co-op game it is nice that you will not feel slower then the others playing just for a lack of understanding in the combat system, and dice combat is also a staple of board games.
once i eventually do get my hands on this game, i'll have to cooke up a system for PvP systems, and other twists, so i can spice up the game after i've learnt it fully.
You are either coping quite hard or you haven't played a lot of board games. There's a ton of systems that would've done better.
Attack decks, for one. It's not like this game doesn't have a billion decks to begin with. What's 1-4 more?
Heck even flat damage (the way terraria works) is a better system. It would certainly streamline a game that definitely needs to be streamlined.
@@Dyskresiacnot reading the comments wall of text but in response to yours for the flat damage, it's to represent dodging and moving around I think since it is a board game and not a video game. It's kinda of a representation of how the fight goes since you don't have 100 HP and instead have 5 in this to start
@@konkurer775 That's a design choice though. Plenty of board games have health to that scale and it's completely doable with flat damage (minus armor.)
There's enough randomness in this game that there doesn't need to be an "Oh, you did everything right but 2.5 hours in you rolled poorly and you all just lost." There needs to be way more mit than that if you're gonna stick with dice.
@@Dyskresiac I'm not saying it's perfect or the right choice, in giving an idea of why they might have used dice instead of flat numbers. If they did flat numbers it could end up being worse. You could also just homebrew the game if you don't like it as is. I feel like as is since there's no hard mode the game would end up being really easy with flat numbers. From my perspective itd be easier if it did end up flat numbers anyways. I completely understand the complaints and admit dice rolling isn't a great representation but I feel like it's better for balancing. After all a dnd campaign can go on for years and end to bad dice rolls but that doesn't stop people from playing it. I personally think for balancing it makes sense, for being true to the game, not so much. I however am a fan of dice rolling games and enjoy playing risk so I personally have no issue with it but I do entirely understand the complaint.
@@konkurer775 also the game does have a lot of midigation over all, and the dice are a good choice for more gradual powering up, since flat numbers just wouldn't work with the number Scale the team has gone with, since it seems to barly reach Double digits with D10s at end game, and the game has cards that just give you flat +2 to your defence roll and cards that give a flat +1 to attack rolls, and since most if not all enemies DO NOT counter attack you, you can try to kill them, and then get away, with the remaingin action points you have left, there are also summons that from what i understand are also just a permanent +1 to all attack rolls untill you die, then you need to pay mana to get them again. So that game isn't just dice versus dice, and Combat is only 1 of the 3 or 4 ways to beat the game, you can just mine and craft to get your number of goals up, and win.
Worth every penny
quick question at 1:10:40 you say that you can move in for free when mining a block, while in the rulebook it says
"You may dig multiple blocks
per turn, but remember that to dig a tunnel, you’ll need to dig a
block, move into the square (paying ACTION for the movement) and
then dig the next block, unless you’re digging straight down,"
Did you play this wrong or is the rulebook not updated?
I think it was because he was digging straight down, so he just fell down to the next block. This would take no action point and since it is only one block at a time, you wouldn't take any fall damage.
Can we get any verification on the point of the developer vanity sets?
Considering armor slides over our character, would vanity sliders not get in the way of important information? Are they still purely cosmetic?
Ive watched the kickstarted closely and am very excited for the game, but this is the one thing that baffles me in terms of implementation.
I believe they're purely cosmetic - hence 'vanity set'. These vanity items are Kickstarter exclusives so I wouldn't expect them to change core gameplay. I suspect they just overlay your character like any other armour would and whichever armour you are actually using you just keep off to the side for reference.
While you could just place armor next to your character, I think you would be able to still see your stats if you put your vanity set on top. They are probably see-through, just like armor.
i'm not 100% sure but i think that while there are raised borders for the character, so that you can slot in the armor sets, i don't think it has a cavity on the edges, so you can just drop/stack more the 1 set on the character, though i can't really say how much info would get coverd, since if the dev vanity doesn't have any functuional use, the it would just be fully clear in the area that normally has the infor on other armors, so you can see through the vanity sets.
Hello! All of the vanity sets are designed in such a way that they don't cover the important info from other sets (or your character card)
Can't wait to play the game myself. Looks great 👍
This looks amazing! Just one question, the game does speed up once all players are used to it right? That’s my only real concern from watching the gameplay.
They played it particularly handholdy for the sake of the camera. Looks like there would still be a fair bit of conversation on strategy, though fully doubling round speed at minimum would be certain.
I was hoping to get this to take to board game night at my local club but it feels far too "bitty" for that, to many parts
i need this in my living room ASAP
Finally got to watch this, looks like tons of fun!
Will there be difficulty scaling based on the number of players? For example, + 1 point of health to King Slime per player.
even if there isn't by default, you can very easily just make that a thing yourself
@@b0ne_r3aper78 true, I'm just interested how they will approach that, because currently it seems that "more players = easier".
@@superunalive i don't think out side of bosses that more people = easier, since most of the time it seems like each player is on there own with Assist cards possibly helping with Exploration, so the game is more so More Players = Faster, rather then easier.
and even if it does get significantly easier, and PFG doesn't add any extra balancing to it, then you as a player CAN, for excample make enemies more more, have an extra hp or roll more Dice after you get to 3+ players, so the game is as i can see it very easy to self-balance on the fly after the 1st play time, when you get the feel for the game, i honestly don't think it would be a good thing to try and rebalance and make a seperate set of prints/more cards for enemy stats, for more players, since that will effect the production time a lot, and rather just self-balance as needed
@@b0ne_r3aper78 I still think "more players = easier", because:
1) More inventory space;
2) More resources collected per turn;
3) (as you said) easier exploration;
4) (as a consequence) faster builds AND faster objective completion.
There is, of course, more chances to die and more players to spend resources on, but it is, in my opinion, negligible, or at least does not affect difficulty that much. That is because a lot of stuff is shared (NPC powers, inventory, houses) or can be shared (armor, consumables), while stuff that makes the game more difficult isn't shared (health is separate for each character, while one debuff card affects only one player at a time).
What I meant by being "interested in how they will approach it" is if they will add additional rules (new behaviour for enemies)/change bestiary (more health)/just add another layer of difficulty (like expert mode. You can see examples at the end of the rulebook). Of course players can create house rules, but what I usually see in board games is a few optional gamemodes in the rulebook as they are not obvious (hard to balance/come up with) for an average player.
@@superunalive from what i can tell, just by the video itself and the amount of materials, the intended base difficulty and game flow is for 3 players, since there are 14 possible materials that need to be held by a player, out of which 2 are just biome specific blocks that don't seem to have any crafting use, like Ice, Hardened Sandstone and Ebonstone (crimstone on flip side), so that leaves 11 matrials, and with 3 players you have 12 slots total, so adding a 4th player makes no differance there, and it seems that the game isn't intended to have extra difficulty added as more players are playing, but rather the game gets more difficult as the number of players goes down, so even house rule rebalancing for 3 to 4 players isn't even filling in a gap in intended difficulty, but just adding to what is intended.
I do get the thought of an Expert mode though fully, and it would be cool and more consistant to have a basic idea for such a thing as in what type of additions would be good, such as making enemies have more hp/incresing enemy baseline attack dice/increasing enemy baseline defence dice, and possibly other things.
though the idea of the game getting easier with more players is a bit upside down, since the intended difficulty is to be at 3 to 4 players, not 1 to 2, so adding players doesn't really make the game easier, but rather closer to what is intended a baseline experiance, that get's harder as the player number gets lower.
Also after gouing through the rulesbook again with more then a skim, as i did after 1st watching the video just to reinforce what i understood form the video, so i didn't at first even notice the modification ideas at the bottom, and i was also under the impression that you were only talking/refering to the combat of the game in the game, which for the most part is individual aside from bosses, and possibly potions, though potions seem to be a pretty late-game resorce and or rare naturally, so the over all effect of having more players on pure combat is minimal. but yes as a whole the game is easier with 3 to 4 players as that's the inteded difficulty, when compared to 1 to 2 players, where the game still should for the most part play fine but resorces and inventory will be a bigger problem.
It's so much fun and very nice to have some one that can hold an actual conversation and i can share ideas and thoughts with. : )
Looks amazing, I love the look and feel of the game. Another one? (Also, what's with the random anvil in the background?)
Lol, just noticed the anvil. I sometimes placed my crafting stations outside, so it kind of makes sense.
I wanted to see the board, not the hoomans
So I was correct in my assumption from the words people spoke about the game, and the very limited number of images. Too many systems in place that don't vibe. Looks like a pain in the backside to set up, play, and pack up. Sounds like a first time designer's attempt of a game that didn't do enough work to solve the problems this challenge has presented.
This would be better as a video game to remove a large chunk of clunkiness... oh wait it already is. My bad. This is wouldn't fix the mechanics implemented.
Really needs some reconsideration on elements to streamline the gameplay.
You've got a game driven by actions from a random deck with random results of dice rolls, token hell, and a giant spread of cards on the table.
The game gives me a minecraft/terraria feeling and I really like that aspect of the game. I just suspect that the game is to random cause of the dice rolling. I really feel it should have used some kind of euro combat, where your equipment plays a bigger part in how combat is resolved. To me the randomness of the combat is the deal breaker. I am also probably not backing Sirens for the exact same reason.
@@Nozdormu1982 Sirens? Gotta look that up.
Ugh.. ok there's more than one game with Sirens for a title. Which one did you mean 😂 One that is just called Sirens, or did you mean Sirens: The Deep Sea?
Pppllllleeeeease add sky tiles!!!!!! A lot of good loot in those sky temples and new enemies like wyverns and harpies
I'm trying to watch this for the gameplay, but it's so zoomed out all the time, I can barely see the cards (except for the half second when they're blown up). The cuts are so quick that it's easy to lose track of the game state. Too much footage of people's faces, which we REALLY don't need. You need to learn from professional how-to-play videos.
dude i can't wait to play this!
Slime king
El juego de mesa se podra comprar en tiendas o solo se podra comprar en linea??🧐
the second this game is on amazon im buying it as fast as possible
and i would rather just take this version if it was available
Looking good.
I love terraria 😊
I kinda watched this 3 times (no joke but I did watch it 3 times even tho I know theres not going to be another playthrough video, just excited to play it badly) I also did back the kickstarter the hell pledge (But not the worldmap mat, sadly its a one time that won't resell but oh well) thats all I can say :>
This seems way to cumbersome and fiddly
Interesting to see dudes playing without a rulebook. That’s impressive...
the game looks nice but the characters dont match the tone of the game, i hope they'll change them for the release.
To spend all that time and effort recreating the art, exploration, and feel of Terraria you actually thought A ROLL OFF was the best idea for a combat system?
Can you even name a single board game in the last 30 years where pure luck in combat wasn't absolutely trashed in reviews (and sales.) Please please PLEASE tell me the combat system is subjet to change.
I somewhat agree. On one hand, it is kind of meh and I do wish it was implemented differently, on the other - what else? I mean, if they add health bars and attack values to EVERY enemy, it will become extremely complicated. This video was about 1/7 day-night cycles, if I understood the rules correctly, and there were moment where 3-4 enemies were on the map. Imagine day 4 with most of the map unlocked and 4 players. You count your health, their health, your combined attack (armor + minion + card + item), their attack + effects, movement... It is enough numbers, we definitely do not need much more.
Foursouls
What happened to Dungeons and Dragons? that's played alot, and if i remember correctly, thats played with almost alot of dice.
D&D has a LOT more than a roll off. There's modifiers, things like advantage, and other forms of mitigation/powering.
That's a FAR stretch from in "I roll 2 dice, you roll 2 dice. I beat you for how many I roll above yours" or something.
@Dyskresiac I'm pretty sure it's to represent the combat as a whole. Since you only have 5 HP instead of 100. Not an amazing representation but it's to represent how the fight goes, dodging and armor
Yikes ..
Holy crap, a million little decks and tiles, long setup, RANDOM dice combat, this looks terrible, how tf is it at 1.5 mil? Sheeple backers
Eww... I get you tried to make it a faithful adaptation but man... that looks fiddly as hell to setup and teardown. not to mention a lot less fun and way more expensive than just getting terraria itself and just playing that.
Well, it is a board game, it will be more expensive and fiddly than the videogame (in the videogame, you don't have to count stuff and move enemies, for example). I do agree that the price is more than I would have liked, though.
We appreciate it may not be for everyone! The Game trayz system will ensure that set up and teardown is streamlined : )
Yes but it's like D&D. There's a steep learning curve but once you get the hang of it all, it's brilliant. Also if you watched the entire video you would have seen an excellent system put in place to make it as "Non-fiddly" as possible. The labeled boxes, the card holders and the bestiary make this game look cleaner than most board games.
@@blackconundrum2696 I did watch the entire video. They took the most boring parts of terraria and made that the gameplay. Uncover a random creature? Find its biome, time of day. Put it on the marker. Walk into a new tile, figure out what biome goes next to it, place the tile, do all this stuff that the computer game does automatically so you can actually PLAY the board game
@@ivanho9541 It sounds like this kind of board game just isn't for you man, everyone has different preferences.
The apparent refusal to show off the different character sheet art and the weird painted nails leads me to believe this isn't worth my time.
1.) The game isnt' finalized.
2.) painted nails???