Watch “Kingdoms Forlorn - Epic Adventure Gameplay,” a board game review for Kingdoms Forlorn: Dragons, Devils and Kings from Quackalope on BoardGameVideo.
Description provided by Quackalope on YouTube:
This video is a work in progress and I learn the prototype and share it with you the audience! It is meant to display the game, experience, and core systems - it is not a rules video and will be full of small mistakes, oversights, and changes between now and when you get your game!
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A general comment to the Clash part - the Knight pool is cleared after each Knight attack. We've prepared a reference sheet that includes the whole Knight attack sequence.
On a related note - most co-op tokens are added in the second ability window, that is after you resolve your attack. See the keywords list for details. All abilities triggered during an attack will designate when exactly they take effect.
54:16
Minor misinterpretation - Engaged means a Knight that is adjacent to any Enemy, not necessarily the one performing the attack.
56:50
When you gain Knockdown you place it (Falling down) side up, you only flip it to the (standing up) side once you skip an entire round! Don't worry though, there are quite a few ways to stand up using Knight Abilities.
1:00:07
Cantrips can turn into breaks or openings, not points of interest - a slip of the tongue most likely :)
1:01:41
Gangup does not have to be performed in a straight line. The Mob would try to move around the mini blocking its path.
1:05:18
The modifier is for precision, not power - so it makes it harder to hit, not harder to wound. On the same note, when you later attack with a broken sword, you should add its bonus to the Attack Dice, not the Power Dice. Gaining Power is not that simple - wounding an 8 AT enemy is supposed to be quite a feat.
1:07:25
A knight must be in range to be a valid target option for this targeting line. Also, Sir Sonch is actually not the closest knight - since Mobs cannot move through spaces occupied by other minis, they count distance accordingly, i.e Sonch is actually 7 spaces away, whereas Kara is 5 spaces away (and within range).
1:08:00
It should move towards the target, lowering gangup value by 1 for each space, then perform remaining gangup. This info is not on the Enemy Sheet but it is clarified in the Battle Scenario.
1:10:59
Renholder's Poor Man's Catalyst has the unwieldy ranged keyword, meaning that it can only be shot when you are in a straight line from your target.
1:15:38
This effect is supposed to increase gangup values when it is triggered, but does not cause the mobs to perform it immediately.
1:19:20
"Look at" is slightly different from "reveal". When instructed to look at a card, peek at it, then place it back unrevealed. It means that this would not stop the low level mobs from escalating, but, on the other hand, could save you from harmful effects that happen on reveal or warn you about nasty responses.
1:21:00
It seems that you forgot to roll for power. Can't say I blame you, it's easy to get excited about a potential critical hit ;). Note however that rolling a 10 only gives you a Crit chance. You must then successfuly wound for it to become a Critical.
1:21:37 Unfortunately, Knights cannot play cards outside of their turn unless the card designates a specific moment when it should be used (e.g. gain 1 heat to block is obviously mostly used in the Enemy Round which is fine, because the block keyword clearly designates that it should be used for an Evasion Roll). Similarly, a reaction card (such as Knight Roll) can be used outside of your turn, whenever you see the Window of Opporunity symbol.
But! It does not mean that you would have wasted your bonus Attack! Sir Sonch has a Hug ability on his heroic arc (level 1) that allows him to move one space (even diagonally!) provided the target space is adjacent to an enemy. This would have allowed you to move closer and attack without using any additional cards.
This video is not a sponsored video
This game was provided by the Publisher
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