Watch “Tutorial & Solo Playthrough of The Plum Island Horror - Part One,” a how-to-play guide for The Plum Island Horror on BoardGameVideo.
Description provided by Tabletop For One on YouTube:
In this video, I teach and play through the solo mode of The Plum Island Horror by Hermann Luttmann and GMT Games. In The Plum Island Horror, you lead a faction of survivors to rescue civilians and keep the horrors at bay. In the solo mode, you control at least two factions. This is part one of a two-part video tutorial series. Please see this description or the pinned comment for rules corrections and clarifications.
Disclaimer: I purchased this game myself through GMT's p500 system. My opinions are my own.
Publisher Link:
https://www.gmtgames.com/p-940-the-plum-island-horror.aspx
BGG Link:
https://boardgamegeek.com/boardgame/341166/plum-island-horror
Corrections and Clarifications:
Emphasis: After each close combat with a Horrors unit, add one Biohazard cube to the bag.
Correction: A Shield roll during a ranged attack only does damage if the target is in a Field. If the target is in a building or forest, a Shield roll is considered a Miss.
Clarification: A unit that survives a last stand moves one space from that location, but cannot move north. If it cannot move, it cannot perform a last stand.
Correction: I had mentioned that the Exhausted Location markers get removed at the end of the round. They get removed at the end of the day (end of each night round).
Correction: When using the medi-vac helicopter, it must be not be disabled and must be in the hospital area (uncompromised). The unit you want to heal must be in an area with a heli-pad that is not compromised.
Clarification: Healing always heals one hit cube, unless an ability says otherwise.
Correction: When an enemy spawns in a location with a faction/npc/civilian unit and unless otherwise noted, that enemy unit immediately conducts a close combat attack.
Clarification: The Horror +1/+2 tokens only get removed when their effects are applied on a Horror unit. If a lane that has one of these tokens gets activated, but there are no horrors on that lane, the token remains in that lane's spawn zone.
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Music by Paul Shapera
00:00 Introduction
00:12 Overview
01:47 Setup
08:49 Rules Reference Locations
11:08 How to Win or Lose
11:51 Hunger Phase
12:24 Activity Phase
12:36 Fate Turn Token - Spawning Horrors
13:43 Activating Horror Tracks
19:16 Doom Turn Token - Event Cards
20:38 Mutation Faction Board
21:22 Faction Turn Token
21:26 Unit Token Anatomy
22:53 Crisis Adrenaline Move
23:20 Faction Actions
23:45 Move Action
24:57 Combat Action - Close Combat
26:38 Ranged Combat
27:34 Applying Hits
27:51 Last Stand Explained
28:50 Compromised Areas
29:10 Crowd Control Action
30:16 Evacuate Action
32:12 Repair Action
33:27 Build Compound Action
34:50 Location Actions
35:11 Forage Action
35:43 Search Action
36:39 Decontaminate Action
37:02 Heal Action
37:36 Faction Special Action
37:58 Follow Action
38:48 Reposition Action - Follow Action
39:21 Using NPC Units
39:39 End of Round Rules
40:08 Biohazard Step of End of Round
41:26 Start of Gameplay
42:11 Ranged Attack
43:11 Follow Actions - Repair and Search
45:22 Fate Token Drawn
47:31 Follow Action - Build Compound
48:43 Fate - Activation Results in Combat
50:37 Vehicular Movement
51:40 Event Card Penalty from Follow Action
53:19 Reanimated Spawn Card
54:29 Not all Search Cards are good
57:11 Doom Token Drawn
58:07 End of Round 1
58:46 Final Notes on the Video
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