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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
Today I'm joined by Matt of 

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Protagonist Games. 
How you doing this morning? 

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I'm doing very well. 
And yourself. 

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Not too bad, you know, Woke up 
on the right side of the grass 

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today, so I guess we'll take it.
We'll take those, but today 

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we're going to be playing some 
Buff this 2141. 

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We had our previous episode, 
which is probably dropping 

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immediately before this one, 
where we got to talk in depth 

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about Buff this 242141 and the 
Kickstarter and everything. 

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So today we're just going to 
play the game. 

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So why don't we just hop right 
into that? 

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Absolutely. 
OK, cool. 

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So, so obviously buff this 2141 
brutally dynamic single model 

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combat. 
What we're going to start off by

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doing is placing our models in 
opposing corners, which I think 

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we've already done. 
Real quick before we get to 

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there though, how about this 
Tabletop Simulator board? 

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Everybody. 
Anyone that's watching this, 

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it's so funny because I remember
you hopping in a discord and I'm

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being like, dude, Tabletop 
Simulator is great. 

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You should check it out. 
You're like, oh, cool. 

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And then like a day later you 
like look at these awesome 

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boards that I made for those in 
podcast land. 

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You're missing out. 
But this map is available for 

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people to play on, right? 
If you go through Tabletop 

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Simulator into the into the 
library. 

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Yeah, it is exactly, Yeah. 
Yeah, and I love. 

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So there's two options here for 
the boards. 

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One is very much of the hive. 
It's got a bunch of shipping 

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containers and stuff like 
multiple levels of that. 

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Looks very vibe fantastic. 
It's got this like holographic, 

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you know, thinking across the 
top. 

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And then the one we're going to 
be playing on, which is this is 

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gorgeous, colorful shapes, which
also feels really fantastic 

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because it just feels very 
gamey. 

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This one we played on last time.
I'm very excited. 

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So but you said we're starting 
with our models on opposite 

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sides. 
This is this is my guy here. 

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I'm playing Oz. 
We talked about the models on 

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the last one and and who are you
playing? 

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Cassius. 
Cassius, this is the cult 

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leader. 
Very, very cool. 

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So all right, sorry to interrupt
for that. 

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Just wanted to just wanted to, 
to talk about the the bore that 

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you made so beautifully. 
So so so So what do I do from 

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here? 
I, I, you're, so no worries. 

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Firstly, more than appreciated. 
So the first thing we're going 

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to do is we're going to roll off
to see he's got initiative. 

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So let's roll AD 6. 
So I've got 2. 

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So that should be fairly easy to
to beat. 

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You've seen me roll, you've seen
me rolling here before, so that 

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I'm going to take a, I'm going 
to just recolor this guy real 

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quick. 
And initiative is persistent, so

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it's maintained throughout the 
entire game. 

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There you go. 
See you can do it a free. 

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Look at that, I rolled A3 
everybody one higher, yes. 

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Yeah, it's with the initiative 
being persistent when we've only

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having one model and and for 
most games, it's one person 

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versus one person. 
Having that maintained 

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consistency allows you to be 
more strategic in how you're 

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going to what you're planning to
do. 

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And there's not really because 
of the way the game is designed,

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there's not any major downsides 
to going first or last. 

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Cool. 
So the next thing we're going to

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do is we're going to start by 
placing buff tokens on the on 

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the board. 
So we've got some little yellow 

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and green tokens here all face 
down. 

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So I'm going to take 10. 
Go on. 

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For those that that are watching
this not having yet played buff 

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this 2141, what is a buff token 
for? 

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So a buff token is for modifying
your stats. 

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So if you have a look at the 
model card, you will see 

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essentially some numbers here. 
So there's you've got your stats

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along the top row of circles and
then you've got how they are 

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being modified in the bottom 
row. 

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And effectively you will, once 
you've acquired a buff token, 

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you will flip it over. 
It has a number on it and you 

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will place it under the in the 
circle under the start. 

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Yeah, exactly. 
And so if that's got a free on 

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it, that means that when you 
roll for, you perform a strike 

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roll, you're going to modify the
result by a free. 

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And it differs between what's 
start. 

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For most of them, it's an 
addition and range, it's you're 

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multiplying. 
And for D6 it's the total 

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number. 
So when that is replaced by to 

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say that one's replaced by a 
free, you're rolling 3D6 for 

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damage. 
And did you want me to go into 

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the model card and a little bit 
more depth? 

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I think that's most mostly it. 
The only other additions are use

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AD 12 to track your condition 
points, which are health. 

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But then equally we've got what 
I call the ready zone down here,

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this little square and ready is 
a, it's a resource that you can 

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acquire throughout the game. 
You basically spend an action to

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ready and then you can use this 
to modify any role or test that 

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you want to perform as well. 
If you just want to run through 

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the stats real quick while we're
talking about the card and then 

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we'll do and then we can get 
going from there. 

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Yeah, absolutely. 
So the strike stat is used for 

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combat. 
So this is what you it's how 

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you're modifying your your 
strike role during the combat 

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phase or during a combat action.
Your condition is your health, 

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so how many health points you 
have. 

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Agility is used for the dodge 
roll during the combat action or

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agility tests. 
Range is how far you can shoot, 

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energy is how far you can move, 
and damage is the number of D6 

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that you roll. 
The the range and the energies. 

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Actually sort of I would say 
opposite to most war games as 

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well, and that's because I 
wanted to really promote 

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movement within this game. 
I'd much rather people be 

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getting close and in each of us 
faces to deal combat damage than

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the the rather than like, you 
know, sitting back and sniping. 

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So the A4 inch range is quite 
prohibitive, but with six inches

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of of movement you can you can 
get quite close. 

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Yeah, but you also have the 
range that is the only one 

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that's a multiplier instead of 
an addition. 

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So if you get 2, your range 
suddenly goes stuff to, you 

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know, 8, or if you get a three, 
it suddenly goes to 12. 

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So that's definitely a 
consideration when you pick up 

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those buff tokens. 
Yeah, yeah, absolutely. 

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I mean if you get a four and you
want to sit back and snipe at 

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people, sticking on range is the
the best way to go. 

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Yeah, absolutely. 
So you're saying we're placing 

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buff tokens? 
How many are we placing and 

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where? 
So we're placing 5 and it's 

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loose guidance. 
But really what what I like to 

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do is I've placed one in the 
middle at the highest point. 

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And what I will do now is I will
take two and place them on your 

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side of the board. 
And you will take two and place 

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them on my side of the board. 
We'll say I'm going to put one 

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brown hair and I think one hair.
Actually, oh, I think, Oh, cool.

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We, I think the last time we 
played on this board, I was on 

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the side that you're on. 
So it's cool now for me to be on

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the other side this time or. 
I think no you you are on this. 

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Side. 
Yeah, we can switch sides if you

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want. 
No, that's all right. 

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I'll take it. 
Let's make sure you have to get 

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out in the open to get this one.
There you go. 

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All right. 
Oh. 

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Oh, that's smart to. 
I went for height, but you stuck

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well, like in front of something
on low ground. 

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That's that's clever. 
That's a good one. 

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Yeah, you can be super 
vindictive with the placement of

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the tokens or or not as well. 
Yeah. 

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And then you put one in the 
middle at the highest point as 

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well. 
Yeah, exactly. 

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Cool. 
All right. 

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OK, so we've rolled off so it's 
your go. 

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So I guess you'd like to know 
what can you do? 

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So there's there's four actions 
that you can choose from. 

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So there's combat, there is 
slam, there is ready and there 

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is move. 
And within movement there's some

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number of subcategories of of 
movement type as well. 

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So if you combat that is like 
your ranged attack, you're 

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shooting somebody, throwing a 
brick at them, whatever. 

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Slam is kind of like a melee, 
except you don't necessarily 

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deal damage unless you slam 
somebody into something or off 

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of something. 
Readying is a way for you to 

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track to create a resource that 
you can use for modifying roles.

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So really it's like you're 
taking a moment to catch your 

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breath to sort of find your your
inner centre and prepare for 

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whatever you're going to do next
or in a few turns time. 

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And then movement is consisting 
of like standard movements, 

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jumps and climbing. 
The interesting thing to know 

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about jumping and climbing. 
So if you're, if you're going up

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or going down, it affects how 
much move distance you need. 

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So if you're trying to climb up 
something that's two inches 

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high, that's going to cost you 4
inches of movement. 

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00:10:02,960 --> 00:10:05,600
And if you're trying to go down 
something that's two inches 

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high, it's going to cost you one
inch of movement. 

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OK. 
And then ready. 

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What is ready do? 
Yeah. 

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So if you spent an action to 
ready, you would place this dice

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into the ready zone. 
And it's right now it's 

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indicating that you're ready 
once and say you wanted to 

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perform a strike roll before 
you, before you perform that 

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strike roll, you can say, hey, 
I'm going to use this ready and 

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I'm going to modify the result 
by one. 

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They stuck up to D6 times, so 
you can accrue them over the 

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course of the game. 
And then at the sort of pivotal 

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moment, you could turn around 
and be like, hey, OK, I'm going 

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to, I'm going to attack you for 
the final blow and I'm going to 

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00:10:51,800 --> 00:10:55,840
modify that strike roll by 6, 
which is quite formidable on a 

184
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on a post roll of two D 10s. 
OK all right, so the first thing

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I'm probably going to do is 
move. 

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00:11:07,240 --> 00:11:12,640
I feel like that's an important 
aspect of gameplay and I'm 

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actually going to put the rules 
over here too so I can read them

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while we play and remember them.
So I would like to all right, 

189
00:11:28,280 --> 00:11:33,520
looking at my card, my energy is
how far I can move, correct? 

190
00:11:34,400 --> 00:11:35,720
Exactly in inches. 
OK. 

191
00:11:36,280 --> 00:11:39,880
I can move 6 inches and is is a 
movement measure on these guys. 

192
00:11:41,600 --> 00:11:44,400
There should be, but maybe not 
actually I'll. 

193
00:11:44,400 --> 00:11:47,520
Put it there. 
All right, I'm going to. 

194
00:11:51,080 --> 00:12:02,960
I'll just move. 
So that gets me to 3 inches 

195
00:12:05,560 --> 00:12:10,320
right at the edge there and then
it's how high did we say are 

196
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these 3 inch tops here? 
2/2 and 1/2. 

197
00:12:14,120 --> 00:12:17,920
So I can't, I can't move up to 
that this turn because I don't 

198
00:12:17,920 --> 00:12:22,960
have the. 
Right this turn you can if you 

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use so so the other thing I 
admitted to mention. 

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00:12:26,720 --> 00:12:28,280
So you have two actions per 
turn. 

201
00:12:28,560 --> 00:12:29,440
That's right. 
That's right. 

202
00:12:29,440 --> 00:12:33,160
So so 2 actions. 
So you can use one action as a 

203
00:12:33,160 --> 00:12:35,600
move. 
You could use your second action

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00:12:35,600 --> 00:12:38,880
as a move to climb up to the top
of there because you've got 6 

205
00:12:38,880 --> 00:12:46,280
inches and this is 2.5 * 2. 
So it's 5 inches and that will 

206
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get you on top of the on top of 
the ledge. 

207
00:12:49,680 --> 00:12:54,320
And actually you can do any 
action twice, right? 

208
00:12:54,320 --> 00:12:57,360
So there's, there's no specific 
order that you perform the 

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actions in. 
There's no specific limit. 

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00:13:00,200 --> 00:13:04,720
And with some of their action of
the actions, there is a negative

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00:13:04,760 --> 00:13:07,960
effect if you do it twice in a 
row combat, for example. 

212
00:13:08,920 --> 00:13:12,000
But yeah, ultimately you have 
the free choice to to perform 

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00:13:12,000 --> 00:13:15,200
your actions in whatever order 
you you would like. 

214
00:13:16,320 --> 00:13:21,400
OK. 
So OK so here's my question I 

215
00:13:21,400 --> 00:13:23,480
guess. 
So I moved three inches which is

216
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half of my movement. 
So if I decide to move twice, do

217
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I get 12 inches total in any way
I want or do I have to do 6:00 

218
00:13:31,520 --> 00:13:33,960
and 6:00 so after? 
So I still have the other three 

219
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from my other one at this point,
and actually a fourth one 

220
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because I only did 5 up. 
Where? 

221
00:13:38,960 --> 00:13:41,360
Where was the? 
Where was the three inches? 

222
00:13:42,040 --> 00:13:43,760
Right there. 
That, yeah. 

223
00:13:45,200 --> 00:13:48,280
Is that not 6 inches from the? 
Because it's about halfway 

224
00:13:48,280 --> 00:13:51,920
across the board, right? 
Oh, you know what is my thing in

225
00:13:51,920 --> 00:13:54,600
that weird thing again? 
Because mine, mine's reading 

226
00:13:54,600 --> 00:13:59,680
that is 3.2. 
How did we fix that last time? 

227
00:13:59,880 --> 00:14:07,440
You might have it in. 
Hold on, it's I think it might 

228
00:14:07,440 --> 00:14:12,480
be. 
So if you go to the line, so F4I

229
00:14:12,480 --> 00:14:21,000
think if you click units, wait, 
no, that's 2D. 

230
00:14:21,000 --> 00:14:22,520
You want it in 3D. 
There it is. 

231
00:14:22,600 --> 00:14:23,640
I'll fix it now. 
You got it. 

232
00:14:23,640 --> 00:14:25,680
Yeah, yeah, yeah, yeah, yeah, 
Yeah, it is. 

233
00:14:25,680 --> 00:14:31,080
It's the units thing. 
So I was in, I was in grid, so 

234
00:14:31,080 --> 00:14:33,760
it was only showing me how many 
grid squares and how many unit 

235
00:14:33,760 --> 00:14:35,800
squares. 
So you are 100% correct. 

236
00:14:35,800 --> 00:14:39,680
That is all I can do Boom boom. 
But it doesn't take me an action

237
00:14:39,680 --> 00:14:42,160
to hit the buff token once I hit
it, I just get it right. 

238
00:14:43,240 --> 00:14:46,800
Yeah, so the way that you 
activate a buff token is by 

239
00:14:46,920 --> 00:14:50,840
ending an action within one inch
of the buff token, which you've 

240
00:14:50,840 --> 00:14:53,840
done right now. 
So I can grab that buff token, 

241
00:14:54,640 --> 00:14:59,880
flip it and let's see a two. 
Hey, I'll take a 2. 

242
00:15:00,440 --> 00:15:02,240
I'll take it too, so I'm going 
to. 

243
00:15:02,600 --> 00:15:11,200
All right, this is big, so range
right off the bat would be cool.

244
00:15:11,200 --> 00:15:12,920
A little bit of distance would 
be cool. 

245
00:15:14,960 --> 00:15:17,840
Agility is my defense though. 
Which is. 

246
00:15:17,840 --> 00:15:31,360
Really nice to have so shit. 
I think any good game is going 

247
00:15:31,360 --> 00:15:33,800
to pose the player with 
decisions and they should always

248
00:15:33,800 --> 00:15:36,280
be a meaningful decision as 
well, right? 

249
00:15:36,560 --> 00:15:39,040
I completely agree, choice 
design is incredibly important 

250
00:15:39,040 --> 00:15:41,640
and I think this is another 
thing I really love about the 

251
00:15:42,680 --> 00:15:47,200
buff, like character sheet 
start, like the model stab block

252
00:15:47,200 --> 00:15:49,440
that you don't start with 
anything because you literally 

253
00:15:49,440 --> 00:15:51,400
at this point go man, am I going
to go hard? 

254
00:15:51,400 --> 00:15:54,080
Am I going to go to strike right
away or am I going to go to 

255
00:15:54,080 --> 00:15:56,080
defense right away? 
Like how am I feel like I'm 

256
00:15:56,080 --> 00:15:59,600
going to play my game after 
placing my first token, I'm 

257
00:15:59,760 --> 00:16:03,440
going to go range right off the 
bat because you know, I went 

258
00:16:03,440 --> 00:16:05,160
range right off the bat. 
So that might make you think a 

259
00:16:05,160 --> 00:16:08,600
little bit about getting too 
close to me too quickly because 

260
00:16:08,600 --> 00:16:11,800
I know that other token is is 
down here where I'm going to 

261
00:16:11,800 --> 00:16:13,720
have to get into range. 
So that's what I'm going to do. 

262
00:16:13,720 --> 00:16:17,200
So that's my turn. 
I moved, I climbed, I buffed my 

263
00:16:17,200 --> 00:16:19,800
range. 
My range is now 8 and it is your

264
00:16:19,800 --> 00:16:22,880
turn. 
OK, well so just before we move 

265
00:16:22,880 --> 00:16:26,440
on, what we're going to do is 
we're going to activate a timer 

266
00:16:26,440 --> 00:16:29,600
dice, right? 
So if you take one of the green 

267
00:16:29,600 --> 00:16:42,920
dice here and roll it 5, place 
it where the buff token was and 

268
00:16:42,920 --> 00:16:46,680
effectively what this is 
indicating is there will be, 

269
00:16:46,680 --> 00:16:52,040
there needs to be 5 turn ends 
and, and at that point a new 

270
00:16:52,040 --> 00:16:53,480
buff token will come on the 
board. 

271
00:16:53,760 --> 00:16:57,240
So we use this dice to at the 
end of this turn, we will take 

272
00:16:57,240 --> 00:17:02,040
this down by 1:00 to 4:00 and on
and on and on until it gets 

273
00:17:02,120 --> 00:17:04,359
until you've got one. 
And then, yeah, you get replaced

274
00:17:04,359 --> 00:17:07,240
by a new buff token. 
So that's that's quite 

275
00:17:07,240 --> 00:17:09,400
considerable. 
Yeah, Yeah. 

276
00:17:09,480 --> 00:17:11,520
No, that's great. 
We talked about this in the in 

277
00:17:11,520 --> 00:17:14,160
the in the, you know, interview 
that we were talking about that 

278
00:17:14,200 --> 00:17:18,319
It's so cool how the game can 
change whether that's like a one

279
00:17:18,319 --> 00:17:20,760
or a six or something like that.
Because if that was a one, maybe

280
00:17:20,760 --> 00:17:23,000
I'd hang out here. 
But now that it's a five, I know

281
00:17:23,520 --> 00:17:26,240
that token is dead to me. 
I'm moving on. 

282
00:17:26,240 --> 00:17:28,960
The game will be 5 turns from 
now will be very different than 

283
00:17:28,960 --> 00:17:30,960
it is now. 
So at least good to know what my

284
00:17:31,000 --> 00:17:34,120
strategy is going forward that 
that token is is gone as far as 

285
00:17:34,120 --> 00:17:36,880
I'm concerned. 
All right, so now it is you. 

286
00:17:37,920 --> 00:17:40,680
Excellent. 
All right, so I'm going to, it's

287
00:17:40,680 --> 00:17:44,280
about half an inch. 
So these are all 2.5, aren't 

288
00:17:44,280 --> 00:17:46,320
they? 
Yeah, I'm going to use one 

289
00:17:46,320 --> 00:17:51,840
action to get up here, and I'm 
not going to reach one of those 

290
00:17:51,840 --> 00:17:53,480
buff tokens. 
So what I'm going to choose to 

291
00:17:53,480 --> 00:17:56,240
do is I'm going to ready. 
So I'm going to move this D6 

292
00:17:56,240 --> 00:18:01,600
into the ready zone, and that's 
the end of my first turn. 

293
00:18:02,120 --> 00:18:06,640
So do you want to tick down the 
green timer dice to 4? 

294
00:18:09,560 --> 00:18:13,440
Awesome. 
And we're on turn 2. 

295
00:18:14,840 --> 00:18:21,160
Two, OK, so I'm going to all 
right. 

296
00:18:33,830 --> 00:18:36,550
So it's about 3:00 to the edge. 
I have 6 inches. 

297
00:18:37,270 --> 00:18:40,710
It's 2 1/2 down, but it's it's 
half that to go down, right? 

298
00:18:41,510 --> 00:18:44,670
Yeah, I I rate you can get to 
that buff token in one move. 

299
00:18:45,830 --> 00:18:47,630
Oh cool. 
Yeah, because I just have to get

300
00:18:47,630 --> 00:18:51,160
down to within one inch. 
Yeah, yeah, yeah, exactly. 

301
00:18:51,640 --> 00:18:55,240
This is something actually I 
clarified in the the rules as I 

302
00:18:55,240 --> 00:18:58,520
was doing an editing passage, 
the fact that within one inch of

303
00:18:58,520 --> 00:19:03,480
the buff token, but on the same 
sort of platform level, if you 

304
00:19:03,480 --> 00:19:05,480
will. 
So if it's within one horizontal

305
00:19:05,480 --> 00:19:09,240
inch, but it was on this blue 
bit above you, that's that's not

306
00:19:09,240 --> 00:19:11,280
going to fly. 
Reasonable, reasonable. 

307
00:19:11,480 --> 00:19:16,440
Now is it at I have to end a 
move or I have to end a turn 

308
00:19:16,440 --> 00:19:21,520
near the buff token? 
An action, so and any action and

309
00:19:21,520 --> 00:19:22,880
you claim the buff token. 
Yeah. 

310
00:19:22,880 --> 00:19:26,040
So yeah, yeah, yeah, yeah. 
So it could be a move, it could 

311
00:19:26,040 --> 00:19:29,200
be ready, could be a combat. 
All of those are actions which 

312
00:19:29,200 --> 00:19:35,000
will have an end point. 
So I can't take it now because I

313
00:19:35,000 --> 00:19:37,280
just did a move, right? 
Yeah, exactly. 

314
00:19:37,760 --> 00:19:41,640
Boom, got both buff tokens. 
Let's see what happens. 

315
00:19:44,920 --> 00:19:46,680
Another two. 
Was it OK to flip that right 

316
00:19:46,680 --> 00:19:48,000
now, or should I wait until the 
end of the turn? 

317
00:19:48,000 --> 00:19:49,800
No, no, no, no. 
That's fine, that's good. 

318
00:19:50,040 --> 00:19:54,120
And and this is nice because it 
the result of that buff token 

319
00:19:54,120 --> 00:19:57,880
will guide what you're going to 
do with your next action for 

320
00:19:57,880 --> 00:20:01,760
this turn, right. 
But yeah, so you've got a 2. 

321
00:20:01,760 --> 00:20:04,000
So what are you thinking? 
Are you thinking strike? 

322
00:20:04,000 --> 00:20:09,640
Are you thinking agility? 
Now do buff tokens stack on top 

323
00:20:09,640 --> 00:20:11,760
of each other or do they just 
replace other ones? 

324
00:20:11,760 --> 00:20:14,440
Or once it's down, it's done 
once. 

325
00:20:14,440 --> 00:20:17,840
It's down, it's done. 
So basically you need to be 

326
00:20:18,000 --> 00:20:22,480
fairly strategic in the in the 
campaign rules or in like the 

327
00:20:22,600 --> 00:20:25,280
the additional rules that let 
you that add more depth. 

328
00:20:25,640 --> 00:20:29,760
There are some aspects which 
will let you move buff tokens or

329
00:20:29,760 --> 00:20:34,080
there's an over buff upgrade 
which allows you to an expanded 

330
00:20:34,080 --> 00:20:40,160
buff token for a a short term 
boon and that will remove it. 

331
00:20:40,160 --> 00:20:42,280
And then because there's no buff
token in the zone, you can 

332
00:20:42,280 --> 00:20:45,760
always put another one there. 
But on the base level you where 

333
00:20:45,760 --> 00:20:48,400
you put it is where it stays for
the rest of the game. 

334
00:20:49,160 --> 00:20:51,720
Yeah. 
And that means sometimes if you 

335
00:20:51,720 --> 00:20:54,280
flip A1, do you have to play a 
buff token? 

336
00:20:55,600 --> 00:20:59,920
Yeah, if you yeah, yeah, yeah. 
So if you activate a buff token,

337
00:20:59,920 --> 00:21:02,400
you need to put it somewhere. 
And again, it's it's that 

338
00:21:02,400 --> 00:21:05,440
decision because if you get a 
four on your first one, that's 

339
00:21:05,440 --> 00:21:07,320
really good. 
But where are you putting that? 

340
00:21:07,680 --> 00:21:11,120
Do you want to have like, Yeah. 
And the other thing I should 

341
00:21:11,120 --> 00:21:14,480
probably mention as well is 
within the buff pool, which is 

342
00:21:14,480 --> 00:21:17,240
what I call this little 
collection of tokens here there 

343
00:21:17,240 --> 00:21:21,040
are 6 twos, 4 threes and two 
fours. 

344
00:21:21,360 --> 00:21:24,600
So if you get a four, there's 
only ever going to be one more 

345
00:21:24,600 --> 00:21:26,960
four that can be pulled. 
So you want to think quite 

346
00:21:26,960 --> 00:21:29,000
carefully about where you're 
going to place that. 

347
00:21:29,640 --> 00:21:31,800
Yeah. 
Yeah, well, and the thing too is

348
00:21:31,800 --> 00:21:34,680
there, the pool is much bigger 
than the the number of tokens 

349
00:21:34,680 --> 00:21:37,200
you're putting on the board, at 
least to start. 

350
00:21:37,280 --> 00:21:40,280
So you could have both fours on 
the board or theoretically you 

351
00:21:40,280 --> 00:21:43,800
could never get to the fours. 
I'm hoping you pull in so. 

352
00:21:44,160 --> 00:21:46,120
So yeah, that's the other thing 
too, is like if you're really 

353
00:21:46,120 --> 00:21:48,840
hoping for a four and you pull 
it too, you know what, what are 

354
00:21:48,840 --> 00:21:51,240
you going to save it for? 
So, but I can put it on my 

355
00:21:51,240 --> 00:21:53,440
condition actually increase my 
HP beyond 12, correct? 

356
00:21:54,520 --> 00:21:56,280
So it won't. 
Increase it beyond 12. 

357
00:21:56,280 --> 00:21:59,440
But what that will allow you to 
do is any point during the game,

358
00:21:59,760 --> 00:22:03,360
you expend that buff token and 
then you will increase your 

359
00:22:03,360 --> 00:22:06,160
condition points by the number 
on the buff token. 

360
00:22:06,160 --> 00:22:09,160
So right now it's not 
beneficial, but it's like having

361
00:22:09,160 --> 00:22:10,920
a health pack. 
When you've got full health, 

362
00:22:11,160 --> 00:22:13,240
you're going to get shot and 
then you're going to use the 

363
00:22:13,240 --> 00:22:15,640
health pack. 
Yeah, yeah, yeah, yeah. 

364
00:22:16,160 --> 00:22:18,640
OK. 
So in my mind, what I'm thinking

365
00:22:18,840 --> 00:22:21,720
of is probably energy or strike.
I think strike is really 

366
00:22:21,720 --> 00:22:25,920
important. 2 is a decent token. 
It's right down the middle, but 

367
00:22:27,080 --> 00:22:31,120
for right now I'm going to stick
it on energy. 

368
00:22:34,320 --> 00:22:36,600
No. 
Because I put it on range, I'm 

369
00:22:36,600 --> 00:22:40,760
going to stick it on strike, you
know, because why not? 

370
00:22:41,240 --> 00:22:44,840
A + 2 to strike? 
Yeah, that's a good play. 

371
00:22:45,640 --> 00:22:48,720
OK. 
And then I get to oh, so I'll, 

372
00:22:48,800 --> 00:22:53,040
I'll flip another token right to
for the countdown. 

373
00:22:53,680 --> 00:22:55,280
There you go. 
Oh. 

374
00:22:55,280 --> 00:23:04,480
A1A1 so that really can adjust 
my actions too, because next 

375
00:23:04,480 --> 00:23:06,160
turn it's going to bounce right 
back, right? 

376
00:23:06,800 --> 00:23:08,080
Yeah, yeah. 
Exactly. 

377
00:23:08,400 --> 00:23:11,520
OK. 
Damn. 

378
00:23:11,600 --> 00:23:15,280
OK, so then. 
I'm just going to. 

379
00:23:15,280 --> 00:23:17,800
Ready at this point? 
Because I don't think you have. 

380
00:23:19,920 --> 00:23:21,360
I am not buffed. 
I'm not. 

381
00:23:22,160 --> 00:23:28,560
So I think like I I could 
probably get in range maybe. 

382
00:23:28,840 --> 00:23:33,440
What is it, 4 inches to you? 
That doesn't look right. 

383
00:23:36,080 --> 00:23:38,640
Yeah, my things, my measurements
doing that now. 

384
00:23:39,320 --> 00:23:41,200
So what's that? 
That's two inches. 

385
00:23:41,560 --> 00:23:44,600
So I can probably just about 
getting range. 

386
00:23:46,240 --> 00:23:48,680
Probably just about I'll take 
it. 

387
00:23:49,080 --> 00:23:51,960
I still am going to ready 
because now you know, I am ready

388
00:23:51,960 --> 00:23:55,800
to if you get in a range and and
I got I got a little option 

389
00:23:55,800 --> 00:23:57,560
there. 
So I'm just going to do that. 

390
00:23:58,000 --> 00:24:01,880
I've done both my actions. 
I moved, got a buff token, I 

391
00:24:01,880 --> 00:24:05,600
readied, I played, I flipped the
counter. 

392
00:24:05,920 --> 00:24:08,680
So it's on you. 
Yeah, exactly. 

393
00:24:08,680 --> 00:24:13,840
So I'm going to climb up here 
with one in one action and I'm 

394
00:24:13,840 --> 00:24:17,000
not I'm nowhere, nowhere within 
one inch. 

395
00:24:17,000 --> 00:24:21,200
So I'm going to make another 
move over to here and I'm going 

396
00:24:21,200 --> 00:24:24,520
to take this buff token and. 
It's a free. 

397
00:24:26,000 --> 00:24:32,080
And I'm going to put that on my 
damage and then I'm going to 

398
00:24:32,920 --> 00:24:38,920
roll OK, I rolled 2. 
We're going to place that hair a

399
00:24:38,920 --> 00:24:42,440
dice looks. 
That dice looks massive up 

400
00:24:42,440 --> 00:24:44,120
there. 
I must have made these bigger 

401
00:24:44,360 --> 00:24:48,640
Anyway, so that's both my 
actions and that's the end of 

402
00:24:48,640 --> 00:24:52,200
the turn. 
So what we need to do at the 

403
00:24:52,200 --> 00:24:56,840
beginning of the next turn is to
tick down the dice. 

404
00:24:58,000 --> 00:25:00,400
OK, you're going to replace. 
Mine, yeah. 

405
00:25:02,280 --> 00:25:05,400
I get to stick a. 
Buff token back in here you do. 

406
00:25:05,960 --> 00:25:08,040
All right. 
Let's see which one looks good. 

407
00:25:08,360 --> 00:25:10,200
Well, no. 
You, you, you get to pick one. 

408
00:25:10,960 --> 00:25:12,760
Are you sure? 
OK, let's go. 

409
00:25:13,320 --> 00:25:15,000
All right. 
I'm going to. 

410
00:25:15,080 --> 00:25:16,600
Pick it up so you're. 
Going to know right? 

411
00:25:16,640 --> 00:25:19,280
Right, right away. 
So explain to me real quick the 

412
00:25:19,280 --> 00:25:23,920
D6 damage. 
Does that mean you're doing 3D6 

413
00:25:23,920 --> 00:25:27,720
damage now? 
No, it's roll free and pick the 

414
00:25:27,720 --> 00:25:31,680
highest. 
OK, I, I did, I did play a round

415
00:25:31,680 --> 00:25:34,880
of like increasing the amount, 
the amount of total amount of 

416
00:25:34,880 --> 00:25:38,720
damage that you can do. 
But with 12 HP, it got like 

417
00:25:38,720 --> 00:25:41,680
overpowered very quickly. 
So I figured just increase the 

418
00:25:41,680 --> 00:25:44,960
chances that you're going to do 
half of somebody's condition 

419
00:25:44,960 --> 00:25:47,200
points worth of damage. 
Perfect. 

420
00:25:47,600 --> 00:25:50,640
OK. 
So my counter roll down and in 

421
00:25:50,640 --> 00:25:52,760
order to pick up a buff token, I
have to have completed an 

422
00:25:52,760 --> 00:25:54,520
action. 
So I'm going to ready another 

423
00:25:54,520 --> 00:25:59,760
time. 
So that'll give me two, two 

424
00:25:59,760 --> 00:26:01,240
points for ready, which is 
great. 

425
00:26:01,240 --> 00:26:02,760
And then I'm going to pick up 
the buff token. 

426
00:26:03,560 --> 00:26:06,400
All right, and you picked it. 
So let's see. 

427
00:26:06,440 --> 00:26:10,640
Let's see what we got Another 
goddamn too. 

428
00:26:11,520 --> 00:26:14,560
My guy is right buffed middle of
the line on everything. 

429
00:26:14,560 --> 00:26:21,320
So I'm going to. 
What I would say. 

430
00:26:21,320 --> 00:26:24,880
Is a good place to put a 2 if 
you don't because right? 

431
00:26:24,880 --> 00:26:29,040
So the only start that you can 
actually get rid of a buff token

432
00:26:29,040 --> 00:26:31,800
is the condition, right? 
So if you get. 

433
00:26:31,800 --> 00:26:35,840
Too early on or at this point, 
that's a good place to put it if

434
00:26:35,840 --> 00:26:38,120
you're feeling a touch 
indecisive, right, because it 

435
00:26:38,120 --> 00:26:42,280
leaves the other ones open for a
free or a four, yeah. 

436
00:26:42,840 --> 00:26:46,600
I will say though, at this 
point, well, here this. 

437
00:26:48,120 --> 00:26:50,360
Now do I need to? 
Place this before I roll the 

438
00:26:50,360 --> 00:26:53,760
counter down again. 
No, it doesn't. 

439
00:26:53,800 --> 00:26:55,440
It doesn't. 
I mean, yeah, it doesn't really 

440
00:26:55,440 --> 00:26:59,040
matter. 
I mean this it it. 

441
00:26:59,040 --> 00:27:02,360
Probably does it depends who 
you're playing against With me 

442
00:27:02,520 --> 00:27:05,400
doesn't really matter, but I 
would say I think as written 

443
00:27:05,640 --> 00:27:10,560
it's you've picked up the token,
so then you will yeah, you place

444
00:27:10,560 --> 00:27:12,400
the token and then you roll the 
dice. 

445
00:27:12,920 --> 00:27:14,160
Yeah, that's. 
Raw. 

446
00:27:14,160 --> 00:27:17,720
I feel like that's because if 
you could, if I could roll 

447
00:27:17,720 --> 00:27:20,840
knowing I got another one, I 
could put this anywhere I want. 

448
00:27:21,000 --> 00:27:25,240
But if I have to put it before I
roll, then I don't know. 

449
00:27:25,240 --> 00:27:26,920
And it keeps the choice 
interesting. 

450
00:27:26,960 --> 00:27:30,920
I think what I'm going to do 
right now, I think just two D6 

451
00:27:30,920 --> 00:27:33,880
on damage is decent. 
And I don't feel like at this 

452
00:27:33,880 --> 00:27:36,720
point in the game, like maybe 
I'll get like one more buff 

453
00:27:36,720 --> 00:27:43,200
token, but I feel like. 
I'm not going to get the one. 

454
00:27:43,200 --> 00:27:48,680
Behind me and I'm not going to 
roll good twice so I'm going to 

455
00:27:48,680 --> 00:27:54,480
throw this on my 2D6 for the 
damage when I do damage and then

456
00:27:54,480 --> 00:28:00,440
I'll roll my counter and see if 
I. 2 Not terrible. 

457
00:28:00,440 --> 00:28:03,880
But that, that also means I'm, 
I'm, I might make a move before 

458
00:28:03,880 --> 00:28:06,560
coming back here. 
I'm not going to stand here for 

459
00:28:06,560 --> 00:28:08,080
two turns while you do your 
thing. 

460
00:28:08,920 --> 00:28:12,320
And so and then now I'm going to
move. 

461
00:28:19,680 --> 00:28:25,560
I definitely can't move to here.
And then get up. 

462
00:28:25,600 --> 00:28:29,920
So I'm just going to move. 
There for. 

463
00:28:29,920 --> 00:28:33,840
Now, which will just stack half 
my movement and then that'll be 

464
00:28:33,840 --> 00:28:36,400
the end of my turn. 
Yeah, yeah. 

465
00:28:36,520 --> 00:28:38,200
Why is you're in cover? 
That's good. 

466
00:28:38,200 --> 00:28:40,040
I don't have don't have line of 
sight of you. 

467
00:28:40,560 --> 00:28:45,680
So I'm going to jump across to 
this token because I think it's.

468
00:28:47,000 --> 00:28:51,760
Just under. 6 inches, I think. 
What is that measurement from 

469
00:28:51,760 --> 00:28:53,760
that? 
Yeah, it's about, yeah, it's 

470
00:28:53,760 --> 00:28:59,120
just about 6 inches. 
So to perform a jump, what I 

471
00:28:59,120 --> 00:29:01,320
need to do is pass an agility 
test. 

472
00:29:01,840 --> 00:29:07,040
So there's a different Dr. that 
I need to hit depending on 

473
00:29:07,040 --> 00:29:10,600
whether I'm jumping down, across
or up. 

474
00:29:10,960 --> 00:29:14,720
So I'm jumping down which I've 
deemed to be easier than jumping

475
00:29:14,720 --> 00:29:18,600
up. 
So it's ADR seven, across is ADR

476
00:29:18,880 --> 00:29:26,600
9 and up is ADR 11. 
So I will roll 2 D 10s. 

477
00:29:27,520 --> 00:29:29,520
And I'm looking for more. 
Than A7, which I've got, I've 

478
00:29:29,520 --> 00:29:33,440
got a 13. 
What I would do is I can also 

479
00:29:33,440 --> 00:29:36,600
modify that by my agility stat, 
but right now that is 0. 

480
00:29:36,640 --> 00:29:39,680
So I rolled a 13. 
That means I've made the jump 

481
00:29:39,680 --> 00:29:42,200
successfully. 
So I'm going to shoot on over 

482
00:29:42,200 --> 00:29:44,440
here. 
I'm going to take the buff 

483
00:29:44,440 --> 00:29:47,360
token. 
You picked good tokens for me. 

484
00:29:47,360 --> 00:29:51,560
I got a free. 
I'm going to put this on. 

485
00:29:51,760 --> 00:29:58,000
I'm going to put this on range, 
so I've got 12 inches of range, 

486
00:29:58,000 --> 00:30:01,240
which is like half the board. 
And then I'm going to roll the 

487
00:30:01,240 --> 00:30:04,200
buff to the timer dice and it's 
it's a 1. 

488
00:30:04,640 --> 00:30:07,080
So I've got 2 ones over here. 
You should come over here after 

489
00:30:07,080 --> 00:30:09,720
this turn. 
There's going to be lots of buff

490
00:30:09,720 --> 00:30:12,040
tokens and that's it. 
That's that's me. 

491
00:30:12,040 --> 00:30:16,360
So then we will so we'll take 
these down or move them. 

492
00:30:19,200 --> 00:30:27,360
Stick one here, one was up here.
Yeah. 

493
00:30:27,360 --> 00:30:30,040
There we go. 
Did you already roll this down? 

494
00:30:30,040 --> 00:30:34,520
Or no. 
No, but that's good because 

495
00:30:34,520 --> 00:30:38,480
that's that was a free and now 
that and that was a yeah, Yeah, 

496
00:30:38,480 --> 00:30:43,160
that looks right. 
Yeah. 

497
00:30:43,760 --> 00:30:48,240
You got, you just refreshed your
entire buff token stack over 

498
00:30:48,240 --> 00:30:50,560
there. 
So now and you got and you got 

499
00:30:50,560 --> 00:30:53,600
long range. 
So now I got to question my life

500
00:30:53,600 --> 00:30:58,400
choices and decide if I just 
want to backtrack and and really

501
00:30:58,400 --> 00:31:01,680
buff myself up a little bit more
or if I want to just start 

502
00:31:01,680 --> 00:31:07,240
getting in close. 
My strike is only. 

503
00:31:07,240 --> 00:31:12,920
AT22-D6 on damage. 
Can I get to you fast enough? 

504
00:31:12,920 --> 00:31:18,720
Out of cover is the question. 
If I can start moving. 

505
00:31:18,720 --> 00:31:20,480
For height, that's what I'm do. 
I'm going to start moving for 

506
00:31:20,560 --> 00:31:22,320
height. 
So we said just getting up once 

507
00:31:22,320 --> 00:31:26,160
is a whole move. 
And then? 

508
00:31:30,000 --> 00:31:31,880
So that means I can't get. 
Up to the next one because 

509
00:31:31,880 --> 00:31:36,040
there's like an extra. 
I mean, it's like it's five, 

510
00:31:36,480 --> 00:31:39,000
It's debatable. 
It's 5 inches to climb up, then 

511
00:31:39,000 --> 00:31:40,400
you've got an inch to play 
around with. 

512
00:31:40,400 --> 00:31:44,600
So like really you could be 
about hair and then you could, I

513
00:31:44,600 --> 00:31:47,360
would say you could climb up, 
but I would say you can get up 

514
00:31:47,360 --> 00:31:49,400
onto this yellow bit, but then 
you're not going to be able to 

515
00:31:49,400 --> 00:31:59,120
move around much. 
And that just is going to leave 

516
00:31:59,120 --> 00:32:06,560
me pretty exposed. 
But I feel like. 

517
00:32:07,120 --> 00:32:09,600
Are you going to go for me? 
No, because you got to you. 

518
00:32:10,560 --> 00:32:13,360
I mean, I'm going to be exposed 
kind of, but you're in a weird 

519
00:32:13,360 --> 00:32:17,240
spot to try to get to me. 
So I'm just going to, I'm just 

520
00:32:17,240 --> 00:32:22,320
going to take the risk and. 
Pop my guy up. 

521
00:32:22,320 --> 00:32:26,480
There and and see what happens. 
So that's two moves. 

522
00:32:29,000 --> 00:32:30,080
I think any buff tokens that's. 
It. 

523
00:32:30,080 --> 00:32:32,000
That's it for me, right? 
Yeah, yeah, yeah. 

524
00:32:32,000 --> 00:32:34,160
Exactly. 
And and now you've got high 

525
00:32:34,160 --> 00:32:39,200
advantage, so there are five 
combat modifiers. 

526
00:32:39,200 --> 00:32:43,400
So if you're shooting down, you 
get a + 1 to your strike. 

527
00:32:43,680 --> 00:32:46,920
If you're shooting up at 
somebody, they get a + a + 1, A 

528
00:32:46,920 --> 00:32:48,960
+2 to your strike. 
If you're shooting up at 

529
00:32:48,960 --> 00:32:51,080
somebody, they get a + 2 to 
their dodge. 

530
00:32:51,920 --> 00:32:55,320
If you're shooting somebody 
within two inches, you get a + 2

531
00:32:55,320 --> 00:32:58,880
to your strike. 
If you can't see the entire 

532
00:32:58,880 --> 00:33:01,800
model, then they get a + 2 to 
their dodge. 

533
00:33:02,280 --> 00:33:05,600
And if it's the second time that
you're shooting or performing a 

534
00:33:05,600 --> 00:33:09,840
combat action and you get they 
get a + 2 to their dodge. 

535
00:33:09,840 --> 00:33:13,800
So there are some there are some
combat modifiers to tie into the

536
00:33:13,800 --> 00:33:17,560
strategy as well. 
Just shout if you want me to run

537
00:33:17,560 --> 00:33:22,280
through those again. 
So I'm going to. 

538
00:33:22,600 --> 00:33:26,640
So what do we think? 
Should I be risky because this 

539
00:33:26,640 --> 00:33:29,000
is a slightly elevated jump to 
get up here? 

540
00:33:29,120 --> 00:33:32,320
What I'm thinking is I can try 
and get this buff token and then

541
00:33:32,320 --> 00:33:36,240
shoot you, but I need to roll 
ADR 11 to get across that. 

542
00:33:36,920 --> 00:33:39,320
So you're going to. 
Grab this buff token first. 

543
00:33:39,400 --> 00:33:41,480
Oh, no, You're going to leave 
the one that you're next to. 

544
00:33:41,840 --> 00:33:44,080
Yeah, yeah. 
Well, because I'll need to use 

545
00:33:44,080 --> 00:33:47,640
an action to to take out which I
could I could ready, but then 

546
00:33:47,640 --> 00:33:49,960
I'm not going to be able to get 
a shot to you. 

547
00:33:49,960 --> 00:33:52,680
So I, I, I want to play fast and
loose. 

548
00:33:52,680 --> 00:33:56,280
So let's try and do this. 
But if you miss this jump. 

549
00:33:56,280 --> 00:33:58,920
You're going to end up splat 
down on the ground down here. 

550
00:33:59,480 --> 00:34:02,320
Yeah, it's. 
Like how many inches is that? 

551
00:34:02,920 --> 00:34:06,560
It's like 4 inches. 
So I'd take it's 4 inches and 

552
00:34:06,640 --> 00:34:10,840
four damages, one inch per one 
damage per inch that you fall. 

553
00:34:10,840 --> 00:34:12,960
So it's about a third of my 
health. 

554
00:34:13,239 --> 00:34:16,719
So it's it's substantial. 
Well, you know, nothing 

555
00:34:16,719 --> 00:34:19,239
ventured, nothing gained. 
Yeah, again. 

556
00:34:19,239 --> 00:34:22,920
This is very narrative, leaping 
across buildings, trying to like

557
00:34:22,920 --> 00:34:25,480
sneak and shoot and and get in 
on each other. 

558
00:34:25,480 --> 00:34:28,679
So yeah, that, I mean, you're 
not going to play, you're not 

559
00:34:28,679 --> 00:34:32,960
going to play it conservatively.
No, it's not me doing. 

560
00:34:32,960 --> 00:34:37,840
The jump right, so I've already 
got a busted leg, so I rolled 

561
00:34:37,840 --> 00:34:42,840
the 14 so I made it so I'm here 
so when you're rolling. 

562
00:34:42,840 --> 00:34:45,000
These skill checks I don't know 
because you rolled last time, 

563
00:34:45,000 --> 00:34:47,239
but So what are you rolling when
you're rolling the checks? 

564
00:34:47,880 --> 00:34:51,719
So I'm rolling 2. 
D 10s, so 2D tens because you 

565
00:34:51,719 --> 00:34:55,800
get a nice curve and then that 
way you can say like, OK, if you

566
00:34:55,800 --> 00:34:59,640
give the if you make the test of
DR7, it's pretty much a given 

567
00:34:59,640 --> 00:35:04,360
less somebody rolls badly. 
Dr. 11, it's 5050 chance, right?

568
00:35:04,360 --> 00:35:08,000
Although it feels substantially 
harder than a 5050 chance for 

569
00:35:08,000 --> 00:35:12,440
some reason most of the time. 
But this time I did it, which is

570
00:35:12,440 --> 00:35:15,560
a surprise because I did that 
because I normally mess it up 

571
00:35:15,600 --> 00:35:17,800
and it makes for quite a nice 
moment in the game. 

572
00:35:19,720 --> 00:35:24,000
So OK, I got 2 now. 
What I'm going to do? 

573
00:35:24,000 --> 00:35:31,080
Is pop that on my strike and I'm
going to roll a timer dice and 

574
00:35:31,080 --> 00:35:36,760
it's a free for it was going to 
be a one then and I've got my 

575
00:35:36,760 --> 00:35:39,880
second action. 
I've got 12 inches of range, 

576
00:35:40,160 --> 00:35:46,920
which you're well within. 
So I'm going to declare combat. 

577
00:35:46,960 --> 00:35:49,920
I'm going to make a strike roll.
But before I do that, I'm going 

578
00:35:49,920 --> 00:35:53,320
to announce that I'm going to 
use this ready point though this

579
00:35:53,320 --> 00:35:55,520
ready state that I stashed 
before. 

580
00:35:55,920 --> 00:36:01,440
So now my strike roll is going 
to be buffed by the two in my 

581
00:36:01,440 --> 00:36:05,360
strike buff zone and also the 
one from the ready state. 

582
00:36:05,360 --> 00:36:07,560
So it's going to be whatever I 
roll, +3. 

583
00:36:09,600 --> 00:36:16,600
So I will roll and that's good. 
So it's a 7 + 3. 

584
00:36:16,600 --> 00:36:21,040
So you've got you've got 10 to 
beat, you've got 2 ready points,

585
00:36:21,040 --> 00:36:23,080
you've got no buff to your 
agility. 

586
00:36:25,720 --> 00:36:31,320
Oh OK, so I got to be the. 10 on
2D10 I'm going to use. 

587
00:36:32,680 --> 00:36:34,640
Obviously you declare the. 
Ready points before you roll 

588
00:36:34,640 --> 00:36:36,120
with them. 
You can't decide after. 

589
00:36:36,400 --> 00:36:39,920
I'm going to go ahead and use 
one just for a little bit of a 

590
00:36:39,920 --> 00:36:44,120
buffer, so I'll rotate that down
to 1 and then I'll roll my 2D10 

591
00:36:45,800 --> 00:36:52,200
and let's see what happens. 
That's a six, right? 

592
00:36:52,480 --> 00:36:54,560
Yeah. 
That's a 7. 

593
00:36:54,560 --> 00:36:58,400
That's an. 8 So even if I'd done
both, I would have got a nine. 

594
00:36:58,400 --> 00:37:02,200
So yeah, this feels more like 
the like I I'd normally roll. 

595
00:37:02,200 --> 00:37:04,520
So you're going to hit me. 
Yeah, I'm going to hit. 

596
00:37:04,520 --> 00:37:07,400
You so and just as sort of 
clarification, so for the 

597
00:37:07,400 --> 00:37:10,040
combat, it's an opposed roll, 
right? 

598
00:37:10,040 --> 00:37:13,040
So we're just looking for who's 
rolled the highest including 

599
00:37:13,040 --> 00:37:15,560
modifiers. 
So now, because I've got a free 

600
00:37:15,560 --> 00:37:19,440
on my damage stat, I'm going to 
roll these three red dice here 

601
00:37:20,200 --> 00:37:23,600
and I'm going to pick the 
highest, which I had two sixes. 

602
00:37:23,960 --> 00:37:26,760
So I like, I don't know, I took 
off half of your kneecap or 

603
00:37:26,760 --> 00:37:28,400
something. 
Then I think, yeah, you've 

604
00:37:28,560 --> 00:37:30,440
definitely. 
Blasted me. 

605
00:37:32,400 --> 00:37:34,040
So you're going. 
To take your condition points 

606
00:37:34,040 --> 00:37:36,280
down to six. 
Perfect. 

607
00:37:36,320 --> 00:37:39,600
And we're going to say that's 
the end of the turn. 

608
00:37:40,520 --> 00:37:43,720
I've stopped tracking on this 
purple dice, but it doesn't 

609
00:37:43,720 --> 00:37:46,040
really matter. 
So now we're going to tick down 

610
00:37:46,040 --> 00:37:48,840
the time of dice at the 
beginning of the of the new 

611
00:37:48,840 --> 00:37:52,400
turn. 
So that's going to go to a 22 

612
00:37:54,120 --> 00:37:56,920
token. 
This is going to. 

613
00:37:57,000 --> 00:38:00,520
Go to. 
So that shot really changes a 

614
00:38:00,520 --> 00:38:04,840
lot of what I'm going to do 
right now, I would imagine. 

615
00:38:04,840 --> 00:38:08,920
So yeah. 
So what I'm going to do is say 

616
00:38:08,920 --> 00:38:12,760
ow, reel out and then I'm going 
to climb right back down the way

617
00:38:12,760 --> 00:38:23,400
I came, which is half of it so. 
Would that give me all the? 

618
00:38:23,400 --> 00:38:26,400
Way to here Or would I be able 
to hop down to the next one too?

619
00:38:26,400 --> 00:38:30,560
Because this is 2 1/2, so that's
2 1/2. 

620
00:38:33,440 --> 00:38:37,880
Yeah, I think it. 
Took you 22 moves to get up to 

621
00:38:37,880 --> 00:38:40,840
the top so I think it's and 
that's I think it's fair to say 

622
00:38:40,840 --> 00:38:43,640
it takes one move to get down 
right because we're effectively 

623
00:38:43,640 --> 00:38:46,880
it's twice as hard to climb up 
and it's half as hard to climb 

624
00:38:46,880 --> 00:38:50,240
down so I'm I'm quite happy with
that but I. 

625
00:38:50,240 --> 00:38:54,640
Still can't get to this buff 
token in one, so I have to do 2 

626
00:38:54,640 --> 00:38:56,760
movements anyway. 
Yeah, yeah, yeah. 

627
00:38:57,440 --> 00:39:01,760
So, but I will then take this 
buff token after my second 

628
00:39:01,760 --> 00:39:07,400
movement. 
Yeah, God, you. 

629
00:39:07,680 --> 00:39:09,200
You were. 
Really hoping for a four then, 

630
00:39:09,200 --> 00:39:10,720
weren't you? 
I was hoping for literally. 

631
00:39:10,720 --> 00:39:12,480
Anything besides yet another 
two. 

632
00:39:13,080 --> 00:39:17,600
But what I'm going to do though 
is I'm going to drop that onto 

633
00:39:17,600 --> 00:39:23,720
my health, my condition, yeah. 
And then is it later? 

634
00:39:23,720 --> 00:39:28,080
Is it an action to to spend that
just whenever? 

635
00:39:29,040 --> 00:39:30,880
So I can. 
Just could I just put it right 

636
00:39:30,880 --> 00:39:32,600
up right now? 
I could just drop it right into 

637
00:39:32,600 --> 00:39:34,440
my health. 
Yeah, exactly. 

638
00:39:34,840 --> 00:39:37,680
So I get rid of. 
That I roll this back up to 8, 

639
00:39:38,160 --> 00:39:41,320
which feels a little better, 
feels a little little little 

640
00:39:41,320 --> 00:39:44,080
booster. 
So the thing that I love about 

641
00:39:44,080 --> 00:39:46,560
this game specifically is how 
gamey it is, but how you can 

642
00:39:46,560 --> 00:39:50,120
also narrate it a little bit. 
And I definitely feel like I got

643
00:39:50,120 --> 00:39:51,880
shot. 
We'll say, yeah, maybe not my 

644
00:39:51,880 --> 00:39:54,880
kneecap, but like definitely 
blew my shoulder to bits, right?

645
00:39:55,280 --> 00:39:59,920
And I just leap down, bounce out
a couple things into the the 

646
00:39:59,920 --> 00:40:03,560
wall here to catch my breath and
quick like stuff some like maybe

647
00:40:03,560 --> 00:40:06,040
gauze I had in my pocket, 
anything just like staunch the 

648
00:40:06,040 --> 00:40:08,080
wound a little bit. 
And that's me just kind of like 

649
00:40:08,440 --> 00:40:11,160
leaning against the wall after a
big shot catching my breath. 

650
00:40:11,680 --> 00:40:13,960
It's. 
It's the scene in Predator 2 

651
00:40:13,960 --> 00:40:17,120
where it's in the the bathroom 
and it smashes up the tiles 

652
00:40:17,120 --> 00:40:20,400
right to make the the to to 
repair itself. 

653
00:40:21,080 --> 00:40:25,520
And it just important though, 
like when you expend buff token 

654
00:40:25,520 --> 00:40:28,960
from the condition zone, it goes
back in the buff pool as well. 

655
00:40:29,400 --> 00:40:33,960
So like through this should 
unless both people have got buff

656
00:40:33,960 --> 00:40:37,160
tokens in their condition zones 
and they're not using them, they

657
00:40:37,160 --> 00:40:41,040
should always be at least two 
buff tokens there to be like 

658
00:40:41,040 --> 00:40:44,560
replenishing the the the board 
as well, which is quite nice. 

659
00:40:44,880 --> 00:40:47,160
Makes sense? 
Yeah, and I did roll A1. 

660
00:40:48,000 --> 00:40:51,160
Very nice. 
So you spoil for choices after 

661
00:40:51,160 --> 00:40:55,440
this term, Yeah. 
Because I don't think. 

662
00:40:56,640 --> 00:41:00,440
That I'll be able. 
To no, I might be able to get to

663
00:41:00,520 --> 00:41:03,560
this one in one go next time 
because I only have to get 

664
00:41:03,560 --> 00:41:05,600
within an inch, so I might be 
able to pick up both next time 

665
00:41:05,920 --> 00:41:09,200
No, I can only pick up one No, I
can pick up both we'll see all 

666
00:41:09,280 --> 00:41:12,360
right it depends it. 
Depends what this buff token is 

667
00:41:12,360 --> 00:41:14,960
and where you put it, right? 
If you take this one first, 

668
00:41:15,040 --> 00:41:18,320
that's on the floor, because if 
it's a four or even a three or 

669
00:41:18,320 --> 00:41:21,960
even A2 actually, and you stick 
it on your energy, then yeah, 

670
00:41:21,960 --> 00:41:24,840
quite possibly. 
Yeah, because otherwise. 

671
00:41:24,840 --> 00:41:26,960
It's it's like only gets like 
here. 

672
00:41:27,000 --> 00:41:31,280
So all right, that is both my 
actions, my weight. 

673
00:41:32,600 --> 00:41:35,040
Yes, it took two moves. 
To get to there, I I took a 

674
00:41:35,040 --> 00:41:39,600
token, I redid the roll, you are
up and I am hopefully in some 

675
00:41:39,600 --> 00:41:41,160
cover. 
OK. 

676
00:41:42,960 --> 00:41:47,480
Yes, very much so. 
So I'm going to jump across 

677
00:41:47,480 --> 00:41:52,200
here. 
So this is ADR 9 agility test, 

678
00:41:52,600 --> 00:41:55,000
so it could all go horribly 
wrong now son. 

679
00:41:56,680 --> 00:41:58,080
Of a bitch. 
I roll. 

680
00:41:58,320 --> 00:42:06,480
Probably Willie Wilson, a 16. 
A 16 SO. 6 gets me about here, 

681
00:42:07,360 --> 00:42:10,800
and then I'm going to use my 
second action to move up to the 

682
00:42:10,800 --> 00:42:13,840
top and to take this one up 
here. 

683
00:42:16,520 --> 00:42:19,360
It's a four son of a bitch. 
I didn't. 

684
00:42:19,360 --> 00:42:21,800
I didn't. 
Load these buff tokens, I 

685
00:42:21,800 --> 00:42:25,840
promise what? 
Do I want to put? 

686
00:42:25,840 --> 00:42:28,600
That on I'm going to stick that 
on energy so I can like 

687
00:42:28,600 --> 00:42:32,320
absolutely run you down and then
we're going to roll the time of 

688
00:42:32,360 --> 00:42:34,560
ice. 
That's I don't think I've ever 

689
00:42:34,560 --> 00:42:39,240
put a four on energy, but I 
think that's I should have made 

690
00:42:39,240 --> 00:42:42,560
comment for me for sure. 
Yeah, comment for me for sure. 

691
00:42:45,480 --> 00:42:46,840
So that's the end of that turn, 
right? 

692
00:42:47,160 --> 00:42:48,800
Yeah, yeah, yeah. 
And these bad boys. 

693
00:42:48,800 --> 00:42:50,680
Down. 
So I'm going to have two tokens 

694
00:42:50,680 --> 00:42:55,480
here. 
All right, there's. 

695
00:42:55,760 --> 00:42:58,280
Still 14. 
Right, so there's like a 5050 

696
00:42:58,280 --> 00:43:01,680
chat. 
No, not quite. 25% chance. 

697
00:43:01,680 --> 00:43:03,120
Yeah, a little bit less. 
Pretty much, yeah. 

698
00:43:03,200 --> 00:43:05,320
Yeah, 20. 
Percent chance, OK, so. 

699
00:43:08,240 --> 00:43:10,920
In order to get both. 
I need to do 2 actions. 

700
00:43:13,920 --> 00:43:16,720
But I can't. 
Get both because. 

701
00:43:18,400 --> 00:43:21,800
OK, so I'm. 
Going to the what I can do is if

702
00:43:21,800 --> 00:43:26,760
I take this and stick it in my 
energy with at least a two, I 

703
00:43:26,760 --> 00:43:29,160
should be able to get the next 
one, which then no matter what 

704
00:43:29,160 --> 00:43:31,880
it is, I can put it in my health
and at least get some of that 

705
00:43:31,880 --> 00:43:33,560
back. 
I think it's a smart move to try

706
00:43:33,560 --> 00:43:36,760
to get to both right now. 
The other option is to pick this

707
00:43:36,760 --> 00:43:40,880
one up, move part way and then I
just feel like I'm going to be 

708
00:43:40,880 --> 00:43:42,520
kind of in the open that way. 
So what I'm going to do is I'm 

709
00:43:42,520 --> 00:43:47,680
ready, which will give me back a
little bit of a little bit of a 

710
00:43:47,680 --> 00:43:49,640
buffer. 
I'm going to take this token and

711
00:43:49,640 --> 00:43:52,960
let's see what it is. 
That's hey, shock everybody out 

712
00:43:52,960 --> 00:43:54,400
there in podcast land and 
watching. 

713
00:43:54,600 --> 00:43:57,000
Guess what it is? 
What could it possibly be? 

714
00:43:57,680 --> 00:43:59,680
That's right. 
It is my fourth too. 

715
00:44:00,440 --> 00:44:03,280
I will stick this on to my 
energy. 

716
00:44:03,920 --> 00:44:07,760
I think that it's the only way I
can get to the second token. 

717
00:44:08,080 --> 00:44:12,760
I think that should be enough to
get me to the next one. 

718
00:44:13,880 --> 00:44:16,960
Yeah, it is. 
It is because you've got ID B, 

719
00:44:17,760 --> 00:44:20,440
yeah. 
So that'll get me I. 

720
00:44:22,360 --> 00:44:24,840
Think maybe? 
Maybe behind some cover too at 

721
00:44:24,840 --> 00:44:26,760
least. 
At least to get a modifier. 

722
00:44:28,120 --> 00:44:30,160
And then since I moved, I'll 
pull this one. 

723
00:44:30,160 --> 00:44:32,440
And what's your guess that it's 
a 2? 

724
00:44:32,680 --> 00:44:34,200
What's your guess that it's it's
my I feel good. 

725
00:44:34,200 --> 00:44:36,520
I think it's. 
Oh, oh, that's. 

726
00:44:36,520 --> 00:44:40,200
Right, that's right everybody. 
It is my 5th 2. 

727
00:44:40,880 --> 00:44:45,680
How many twos are in the pool? 
6 So you've got all my. 

728
00:44:48,040 --> 00:44:52,440
The fact that I. 
Pulled five of the six twos is 

729
00:44:52,440 --> 00:44:58,880
mathematically unlikely but here
we are so I'm going to just pump

730
00:44:58,880 --> 00:45:04,400
that right into my health yeah 
and then we can just kind of 

731
00:45:05,080 --> 00:45:07,520
shuffle these around a little 
bit I was going to say if you. 

732
00:45:07,520 --> 00:45:10,680
Wanted you could leave that one 
out while you place the other 

733
00:45:10,680 --> 00:45:15,200
two tokens so I know. 
So I don't get it again. 

734
00:45:15,240 --> 00:45:17,840
Oh, because I have to I have to 
put tokens backed on both of 

735
00:45:17,840 --> 00:45:20,480
these spots, but I. 
Do get to heal. 

736
00:45:20,480 --> 00:45:24,880
Back up to A10 which does feel 
good and let me roll. 

737
00:45:26,360 --> 00:45:30,280
The first one is a 2 and the 
second one is a three. 

738
00:45:30,280 --> 00:45:36,680
OK, so the two was down here, 
the three is right here and then

739
00:45:36,680 --> 00:45:40,560
that'll be the end of my turn. 
You are UPS. 

740
00:45:42,840 --> 00:45:46,160
OK, where can I get, where do I 
need to get to to get an angle 

741
00:45:46,160 --> 00:45:48,120
on you? 
You're tucked quite nicely 

742
00:45:48,120 --> 00:45:51,760
behind that, so I think you. 
Could get, I think. 

743
00:45:52,360 --> 00:45:55,560
Wait, what have I got for? 
I've got like 10 inches of range

744
00:45:55,560 --> 00:45:57,240
of an eye. 
You got like 12. 

745
00:45:57,240 --> 00:46:02,800
Inches of range, don't you? 
Yeah, 12 of range, sorry 9:50 of

746
00:46:02,800 --> 00:46:07,320
energy. 
So I. 

747
00:46:09,240 --> 00:46:11,480
It's very difficult to see. 
Line of sight on this. 

748
00:46:12,000 --> 00:46:16,720
So actually, that's all right. 
Yeah, I can see your head. 

749
00:46:17,320 --> 00:46:24,280
So you'd get a + 2 to dodge, but
I'd get a + 2 to to strike 

750
00:46:24,280 --> 00:46:25,960
because I'm shooting down at 
you. 

751
00:46:26,400 --> 00:46:28,840
So I've seen you, I've seen you 
go through all of that. 

752
00:46:28,840 --> 00:46:32,280
I've seen you health up. 
You're within 12 inches. 

753
00:46:32,280 --> 00:46:35,960
So I'm going to make a combat, 
I'm going to make a strike. 

754
00:46:36,520 --> 00:46:44,280
So let's go. 
So I got a. 5 + a two so I 

755
00:46:44,320 --> 00:46:48,080
rolled A7 so beat A7 OK. 
And then I'm. 

756
00:46:48,920 --> 00:46:54,920
Beating that with my. 
Agility Agility 1 of. 

757
00:46:54,920 --> 00:46:57,840
The only things I don't have 
anything in right now, not even 

758
00:46:57,840 --> 00:46:59,520
a 2. 
I will give. 

759
00:46:59,520 --> 00:47:03,240
My just wait. 
I'm sure I'll pull the two that 

760
00:47:03,240 --> 00:47:06,560
I just put back in there. 
I'm I will rotate. 

761
00:47:07,640 --> 00:47:11,480
I will give myself a buffer of 
1, watch this be the time that I

762
00:47:11,480 --> 00:47:13,520
roll like a 12 or something and 
completely wasted that. 

763
00:47:14,880 --> 00:47:17,600
So I just need to be to seven. 
So this is 2 D 10 + 1. 

764
00:47:18,040 --> 00:47:22,400
Let's see what happens. 
OK, of course it is. 

765
00:47:22,400 --> 00:47:24,640
The time that I do that, I 
rolled a 13 + 1. 

766
00:47:24,640 --> 00:47:29,280
That's a 14. 
So you miss Nice I I. 

767
00:47:29,280 --> 00:47:33,880
Miss and you get a free move or 
ready action now as well. 

768
00:47:38,000 --> 00:47:41,080
Oh, that's right. 
After if you succeed on a 

769
00:47:41,080 --> 00:47:44,040
defense you get a free movement 
and we did talk about having 

770
00:47:44,040 --> 00:47:47,160
ready be in action because that 
makes sense and sometimes yeah 

771
00:47:47,160 --> 00:47:49,560
I. 
Implemented that because it and 

772
00:47:49,680 --> 00:47:52,480
I so so two things from the last
time we played actually so 

773
00:47:52,840 --> 00:47:54,640
ready. 
So you get the choice when you 

774
00:47:54,640 --> 00:47:58,640
get this free action after 
dodging and then also slam. 

775
00:47:58,640 --> 00:48:00,960
So you know I had the move plus 
slam action. 

776
00:48:01,280 --> 00:48:04,760
So I scrapped that. 
But what I did was I rather than

777
00:48:04,760 --> 00:48:08,080
being needing to be in base to 
base combat to declare a slam, 

778
00:48:08,400 --> 00:48:11,640
it's be within two inches. 
So it gives you that like you 

779
00:48:11,640 --> 00:48:14,680
don't need to get quite as far 
and then when you declare it, 

780
00:48:14,680 --> 00:48:17,600
you move into base to base, 
which seems to make it a bit 

781
00:48:17,600 --> 00:48:19,880
more streamlined. 
So thank you for that. 

782
00:48:20,280 --> 00:48:25,720
But yeah, ready or move, OK. 
I feel like. 

783
00:48:30,640 --> 00:48:33,360
I don't what I would like. 
To do is talk back here, but I 

784
00:48:33,360 --> 00:48:35,560
feel like maybe you'd still be 
able to see my head a little 

785
00:48:35,560 --> 00:48:46,000
bit. 
I don't, I mean. 

786
00:48:47,080 --> 00:48:49,840
If you so the I think the only 
place I'm going to really 

787
00:48:49,840 --> 00:48:52,080
struggle for like so I've still 
got an action right. 

788
00:48:52,360 --> 00:48:54,720
So and I'll be upfront. 
I'm going to take another shot 

789
00:48:54,720 --> 00:48:55,720
at you. 
Yeah, no, that's. 

790
00:48:56,040 --> 00:48:58,440
Why? 
I'm debating if this is enough 

791
00:48:58,440 --> 00:49:02,520
cover right here? 
No, well, not there. 

792
00:49:03,440 --> 00:49:06,920
I think you. 
Probably want to go over, I 

793
00:49:06,920 --> 00:49:09,960
don't know, this big yellow 
block like let me look. 

794
00:49:11,400 --> 00:49:14,040
No, I think. 
I think because of the mini, 

795
00:49:14,040 --> 00:49:16,000
obviously in real life, what I 
would do is duck down. 

796
00:49:16,240 --> 00:49:19,440
But I think Mini's game, you're 
right, I think I do need to jump

797
00:49:19,440 --> 00:49:25,560
across to here and that means I 
need to do a roll or it's enough

798
00:49:25,560 --> 00:49:26,920
inches that I don't need to do a
roll. 

799
00:49:27,680 --> 00:49:29,240
No, you still. 
Need to roll because you're 

800
00:49:29,240 --> 00:49:33,400
jumping horizontally, but it's 
just ADR 9 that you need to that

801
00:49:33,400 --> 00:49:37,280
you need to check Dr. Nine with 
my agility, right? 

802
00:49:37,320 --> 00:49:39,400
Yeah, yeah, yeah. 
Exactly, my agility is. 

803
00:49:39,440 --> 00:49:41,320
Zero. 
Yeah, Let's see what we got 

804
00:49:41,320 --> 00:49:43,960
here. 
That'll be a 15. 

805
00:49:44,560 --> 00:49:45,520
Nice. 
There you go. 

806
00:49:46,160 --> 00:49:47,600
So. 
I do. 

807
00:49:49,920 --> 00:49:53,160
You know, I I'm, I'm. 
Bleeding, I climb up, you see me

808
00:49:53,160 --> 00:49:58,280
stumble across the way to to to 
that buff token. 

809
00:49:58,280 --> 00:50:02,480
You take a shot, it chips off 
the top of the wall and I feel 

810
00:50:02,480 --> 00:50:05,080
the the I feel like kind of like
hit me with like a little bit of

811
00:50:05,080 --> 00:50:08,160
the debris. 
So I just take off, jump across 

812
00:50:08,160 --> 00:50:10,320
this thing and tuck back against
the wall now. 

813
00:50:11,600 --> 00:50:12,920
Ready for your next? 
Shot. 

814
00:50:14,160 --> 00:50:17,080
I'm just like, where's he? 
Gone like I swear I just shot at

815
00:50:17,080 --> 00:50:21,000
him and like, you see, see the 
mortal, the mortar pinging off. 

816
00:50:21,440 --> 00:50:27,080
I, I mean, in that instance, I 
think what now it's whether I'm 

817
00:50:27,080 --> 00:50:29,800
going to be cool and calm and 
collected or whether I've got 

818
00:50:29,800 --> 00:50:33,560
the blood lust and I'm just 
going to start to try and get 

819
00:50:33,560 --> 00:50:37,680
right across because I so what's
that today? 

820
00:50:37,720 --> 00:50:45,480
So it's like 2 1/2 to the edge 
of there and then a jump is 3 

821
00:50:45,480 --> 00:50:48,440
inches, so you're back here from
the bottom. 

822
00:50:49,640 --> 00:50:52,000
Yeah, because I want to. 
Know what is the Yeah, yeah. 

823
00:50:52,000 --> 00:50:55,560
Because I want to see the 
horizontal and then so it's so 

824
00:50:55,560 --> 00:51:00,920
the jump is going to be right. 
So like 3 inches to there and 

825
00:51:00,920 --> 00:51:05,160
then that is going to be 1.25 S 
4.25. 

826
00:51:05,160 --> 00:51:07,920
I mean, I've got 10 inches. 
I'm going to try and jump 

827
00:51:07,920 --> 00:51:09,640
across. 
It's probably not the wisest 

828
00:51:09,640 --> 00:51:13,880
thing, but I like it. 
You're going to hop off the red.

829
00:51:13,880 --> 00:51:15,680
To the yellow and then leap 
across the yellow. 

830
00:51:15,680 --> 00:51:17,520
You're just going to no, no, no.
No. 

831
00:51:17,520 --> 00:51:20,120
So I'm going to come to the edge
of the red and then I'm going to

832
00:51:20,280 --> 00:51:26,360
jump across the yellow. 
So the maximum horizontal jump 

833
00:51:26,360 --> 00:51:29,800
this what is it actually because
I changed this because it was 

834
00:51:29,800 --> 00:51:40,800
really odd of a minute. 
Move should know this, shouldn't

835
00:51:40,800 --> 00:51:44,800
I? 
The old version was 4 inches. 

836
00:51:44,800 --> 00:51:46,280
I don't know what that current 
version is. 

837
00:51:46,440 --> 00:51:51,840
Yeah, I. 
Think that's right, I think 

838
00:51:53,200 --> 00:51:54,800
yeah. 
So I think that's maybe a bit 

839
00:51:54,800 --> 00:51:56,960
too close so, but still. 
So what's that? 

840
00:51:56,960 --> 00:51:59,560
So that's free. 
I think I can do it climbing 

841
00:51:59,560 --> 00:52:00,960
down as well. 
So I'll do that. 

842
00:52:01,280 --> 00:52:06,120
I'll climb down, so that's like 
4 and then I just want to jump 

843
00:52:06,120 --> 00:52:07,520
across there. 
So that's free. 

844
00:52:07,920 --> 00:52:17,960
So let's roll for higher than 
ADR 9 and it's a nine. 

845
00:52:18,360 --> 00:52:19,680
What did I write? 
Is it? 

846
00:52:19,800 --> 00:52:28,800
Is it higher or equal to? 
My favorite part of my game 

847
00:52:28,800 --> 00:52:33,960
design is how designers, as 
doing it, design myself too. 

848
00:52:33,960 --> 00:52:35,880
When I play my own game, I'm 
like, fuck, what did I do? 

849
00:52:35,880 --> 00:52:37,480
Like what did I write? 
I wrote these. 

850
00:52:37,480 --> 00:52:39,600
How do I not know this? 
But it's just like, no, it 

851
00:52:39,600 --> 00:52:41,320
doesn't matter. 
Doesn't matter who you are, 

852
00:52:41,840 --> 00:52:44,360
doesn't matter if you wrote it, 
you're gonna forget rules. 

853
00:52:46,440 --> 00:52:48,160
So you're just talking about, 
like, your base skill. 

854
00:52:48,160 --> 00:52:50,080
Is it like, equal to or greater 
than, Right. 

855
00:52:50,600 --> 00:52:53,920
Yeah, yeah. 
Yeah, yeah, it's so, well, OK, 

856
00:52:53,920 --> 00:52:57,160
so I just wrote you must pass 
ADR 9 agility test. 

857
00:52:57,520 --> 00:52:59,440
So I haven't even specified 
that. 

858
00:52:59,440 --> 00:53:02,600
So that's maybe something that I
need to catch the Dr. the 

859
00:53:02,600 --> 00:53:05,240
difficulty. 
Rating is 9, not greater than 9.

860
00:53:05,240 --> 00:53:07,120
I would say it's 9 or above. 
Yeah. 

861
00:53:07,120 --> 00:53:08,000
OK. 
All right. 

862
00:53:08,000 --> 00:53:12,480
Fine, so let's go DC-15. 
And D&D, it's a 15 and and you 

863
00:53:12,480 --> 00:53:14,880
know, higher. 
So I think you you just make it.

864
00:53:14,880 --> 00:53:18,920
Yeah, I'm. 
Over thinking OK, so let's go 

865
00:53:18,920 --> 00:53:24,400
here. 
And that's the end of my turn, 

866
00:53:24,400 --> 00:53:26,200
right? 
I took an action. 

867
00:53:26,200 --> 00:53:28,720
You got a free action. 
I took my second action. 

868
00:53:29,160 --> 00:53:32,360
So yeah, we're good. 
We just need to take down some 

869
00:53:33,840 --> 00:53:34,760
time. 
Advice. 

870
00:53:35,680 --> 00:53:38,680
Yeah, so. 
This one's going to come off. 

871
00:53:39,040 --> 00:53:42,440
I will let you pick the token to
put over here if you want. 

872
00:53:44,640 --> 00:53:46,520
OK, cool. 
And they're both going to tick 

873
00:53:46,520 --> 00:53:48,360
down, aren't they? 
Yeah. 

874
00:53:48,400 --> 00:53:49,840
And then this one. 
Up here, I'll tick down. 

875
00:53:49,840 --> 00:53:55,960
Yeah, Nice. 
OK, All right, so my health. 

876
00:53:55,960 --> 00:54:06,160
Isn't the worst ever? 
And if I. 

877
00:54:06,160 --> 00:54:10,160
So okay, so if I and how close 
do I have to be to hit you 022 

878
00:54:10,160 --> 00:54:14,040
inches for a slam, you said? 
Yeah, within two inches for a 

879
00:54:14,040 --> 00:54:16,120
slam. 
The same, the same thing as the 

880
00:54:16,120 --> 00:54:19,320
buff token, right. 
So it needs to be two inches in 

881
00:54:19,320 --> 00:54:22,040
on the the same level, if you 
will. 

882
00:54:22,040 --> 00:54:26,400
Okay, I'm going. 
To hear you leap because you 

883
00:54:26,400 --> 00:54:29,440
basically just like like 
catapulted off the top, hit the 

884
00:54:29,440 --> 00:54:32,200
edge of the ledge and just like 
leaped across like a psychopath,

885
00:54:32,200 --> 00:54:38,320
like an animal and. 
And now we're. 

886
00:54:38,320 --> 00:54:39,440
Yeah. 
We're we're. 

887
00:54:40,440 --> 00:54:42,320
We're right up in each other's. 
Businesses here. 

888
00:54:45,200 --> 00:54:46,920
That's a decent drop from there 
as well. 

889
00:54:46,920 --> 00:54:49,160
That's like 5 inches. 
Yeah, it's just going to. 

890
00:54:49,160 --> 00:54:54,440
Be a mini replay of last time 
where you you deflect me the 

891
00:54:54,480 --> 00:54:57,080
other way. 
So I would like to just 

892
00:54:57,080 --> 00:55:00,840
basically jump up, grab the 
ledge, pull myself up, and then 

893
00:55:00,840 --> 00:55:03,560
immediately like get my feet 
underneath me and launch at you 

894
00:55:03,640 --> 00:55:05,360
and just try to like shove you 
right off. 

895
00:55:05,360 --> 00:55:08,640
This building sounds good. 
And. 

896
00:55:08,640 --> 00:55:13,480
I'm going to use my ready die, 
so that'll be a plus one. 

897
00:55:14,200 --> 00:55:18,000
That is a strike stat, right? 
It is a strike. 

898
00:55:18,000 --> 00:55:24,480
Stat, so that'll be a plus. 2 So
I get +3 to this disconnected 

899
00:55:25,760 --> 00:55:32,880
OH. 
From Steam or it's a 

900
00:55:32,880 --> 00:55:34,200
disconnected. 
From the lobby. 

901
00:55:35,640 --> 00:55:37,280
Oh, that's weird. 
Yeah, OK. 

902
00:55:37,280 --> 00:55:40,560
Let me just invite you back in. 
Oh. 

903
00:55:40,960 --> 00:55:46,040
Oh, is that me? 
Yeah, it would have been. 

904
00:55:47,960 --> 00:55:49,920
Hold on. 
Let me just make sure I can. 

905
00:55:50,760 --> 00:55:53,520
Yeah, that's weird. 
OK, hold on. 

906
00:55:54,840 --> 00:55:57,160
All right. 
He should should have saved. 

907
00:55:57,160 --> 00:56:00,200
So we should be good, But at 
what point it saves? 

908
00:56:00,200 --> 00:56:03,680
Pretty regularly. 
So you can just reload the most 

909
00:56:03,680 --> 00:56:05,400
recent one. 
And if we have them tweak a 

910
00:56:05,400 --> 00:56:08,120
couple things, we will. 
Yeah, this one should. 

911
00:56:08,120 --> 00:56:10,400
Be good, OK? 
OK. 

912
00:56:10,400 --> 00:56:12,320
And then? 
Let's get you back one moment. 

913
00:56:12,320 --> 00:56:19,280
People. 
Well, that's weird. 

914
00:56:19,280 --> 00:56:23,720
Is that steamed So I only see 
one person online? 

915
00:56:25,880 --> 00:56:28,240
Oh no, there we go. 
That's good. 

916
00:56:28,240 --> 00:56:30,840
You should have got an invite. 
Now I got it. 

917
00:56:31,600 --> 00:56:34,040
All right, we'll wait this for 
it to load back in and we'll get

918
00:56:34,040 --> 00:56:36,240
right back into it. 
That's Tabletop Simulator for 

919
00:56:36,240 --> 00:56:40,160
you everybody. 
It looks good. 

920
00:56:40,160 --> 00:56:42,200
It looks like we're in the 
position we were in. 

921
00:56:42,520 --> 00:56:44,400
I think even the time of dice 
are ticked down. 

922
00:56:46,720 --> 00:56:49,160
Yeah, the top one was. 
A three, yeah, we are in the 

923
00:56:49,160 --> 00:56:52,760
perfect position. 
So brief pause everybody just 

924
00:56:52,760 --> 00:56:56,880
for the suspense. 
So I have a + 3 to roll these 

925
00:56:56,880 --> 00:57:00,960
two guys right here. 
Go fuck. 

926
00:57:01,040 --> 00:57:04,680
Right off, so that is. 
It's A7. 

927
00:57:05,840 --> 00:57:08,720
Plus one A + 3 is, so it's only 
a 10. 

928
00:57:09,040 --> 00:57:12,680
It's only a 10, so let's hope 
that you roll worse than I 

929
00:57:12,760 --> 00:57:14,520
thought that I thought that. 
One was a seven. 

930
00:57:14,800 --> 00:57:15,360
OK. 
Yeah. 

931
00:57:15,360 --> 00:57:18,840
So. 
It's just a straight up dice. 

932
00:57:18,840 --> 00:57:26,200
Roll day just just 11. 
OK, so it is like a little bit 

933
00:57:26,200 --> 00:57:29,920
like last time. 
So I'm going to, I'm going to 

934
00:57:29,920 --> 00:57:36,360
free you 2 inches behind me. 
So yeah, although I've changed 

935
00:57:36,360 --> 00:57:38,960
that to three inches as well, 
actually say, but it doesn't 

936
00:57:38,960 --> 00:57:41,480
make much difference in in this 
instance. 

937
00:57:41,480 --> 00:57:45,520
So you've fallen, So you've 
fallen 5 inches. 

938
00:57:46,480 --> 00:57:50,040
Yeah. 
So you will take 5 damage. 

939
00:57:51,360 --> 00:57:58,800
Thick, awesome, wonderful, 
literally by by one that hurts 

940
00:57:58,800 --> 00:58:02,280
me deeply. 
I just kind. 

941
00:58:02,360 --> 00:58:04,480
Of I didn't even. 
I just moved. 

942
00:58:04,680 --> 00:58:08,600
Slightly out of the way. 
Yeah, yeah, Stuck your foot out.

943
00:58:08,600 --> 00:58:11,520
So I just like, tripped off the 
edge and it was like Wilhelm 

944
00:58:11,520 --> 00:58:13,920
screamed for like, you know, the
50 feet I just dropped. 

945
00:58:16,280 --> 00:58:19,880
Man, if only I had put a 2IN 
agility or no, I put a 2IN 

946
00:58:19,880 --> 00:58:20,480
strike. 
Damn. 

947
00:58:22,560 --> 00:58:25,800
That's a terrible rule. 
OK, so that's me on the ground 

948
00:58:26,480 --> 00:58:32,240
fallen. 
And there's no like prone or 

949
00:58:32,240 --> 00:58:34,480
anything, right? 
Like I'm just narratively I'm, 

950
00:58:34,520 --> 00:58:38,400
I'm, I fall in it. 
Yeah, there's no, yeah, because 

951
00:58:38,400 --> 00:58:42,720
I know in a lot of games, yeah, 
you get like prone or you're, 

952
00:58:42,760 --> 00:58:45,160
you're down, right. 
And then you can use an you have

953
00:58:45,160 --> 00:58:50,160
to use an action to get up. 
That's too too too much of A 

954
00:58:50,160 --> 00:58:53,520
simulated approach for for what 
I wanted to achieve with this. 

955
00:58:54,960 --> 00:59:01,040
OK, well, with. 
There's nowhere. 

956
00:59:01,160 --> 00:59:04,880
There's nowhere I can go where I
can get cover from you. 

957
00:59:07,600 --> 00:59:09,880
You've got, so you've got 8 
inches, right? 

958
00:59:09,880 --> 00:59:14,040
So oh, that's right, I have. 8 
inches now, Yeah, I have 8 

959
00:59:14,040 --> 00:59:18,240
inches now I can get to you can 
tuck around. 

960
00:59:18,240 --> 00:59:23,920
A corner, yeah. 
I'm gonna get to let me get to 

961
00:59:23,920 --> 00:59:29,920
there, all right. 
Your turn. 

962
00:59:30,320 --> 00:59:32,560
After I threw myself off a 
building. 

963
00:59:34,640 --> 00:59:37,200
You're up. 
Oh shit, I forgot to switch back

964
00:59:37,200 --> 00:59:39,080
to the map. 
So for everybody. 

965
00:59:41,440 --> 00:59:44,640
I got here. 
And then fell down and then ran 

966
00:59:44,640 --> 00:59:49,280
back here. 
Sweet, so I'm going to. 

967
00:59:51,200 --> 00:59:53,000
I'm going to be. 
Able to see? 

968
00:59:53,080 --> 00:59:55,520
I think I can see you. 
If I jump onto this little 

969
00:59:55,520 --> 01:00:02,800
yellow bit, it's fine. 
I might fall now, so it's 

970
01:00:03,440 --> 01:00:13,920
jumping down South ADR 7. 
I fall, so I fall. 

971
01:00:13,920 --> 01:00:17,240
I fall right here and I trip 
over the same little bit of. 

972
01:00:17,640 --> 01:00:20,360
Of a rock or something that was 
right on the edge that I just 

973
01:00:20,360 --> 01:00:23,680
tripped over. 
So you finally take damage, 

974
01:00:23,680 --> 01:00:26,120
first damage of the game, and it
happens to be your own fault. 

975
01:00:26,120 --> 01:00:27,320
Wonderful. 
Yeah. 

976
01:00:27,600 --> 01:00:29,520
It's fault damage is brutal in 
this. 

977
01:00:30,760 --> 01:00:35,160
So I'm going to, I'm just going 
to ready now. 

978
01:00:35,160 --> 01:00:38,240
I think I think that's the most 
sensible thing I can do at this 

979
01:00:38,240 --> 01:00:39,520
point. 
So there we go. 

980
01:00:40,920 --> 01:00:43,480
So that's both of my actions 
concluded. 

981
01:00:44,360 --> 01:00:48,000
We take this stuff down. 
All right, this. 

982
01:00:48,000 --> 01:00:51,720
Becomes a token. 
This becomes a one. 

983
01:00:57,600 --> 01:01:00,600
What are you going to do? 
That that could be a four. 

984
01:01:00,720 --> 01:01:03,440
Underneath it could be a four. 
And too bad I didn't. 

985
01:01:03,560 --> 01:01:07,000
I I took my strike in my range 
and everything is all. 

986
01:01:07,000 --> 01:01:10,080
But what I'm going to do is I'm 
definitely going to run to that 

987
01:01:10,080 --> 01:01:13,240
token and I'm move. 
I'm going to move. 

988
01:01:18,720 --> 01:01:24,520
And pick this up, it's a four. 
Baby. 

989
01:01:24,520 --> 01:01:29,360
All right, so all right, this 
is, this is, this is. 

990
01:01:30,600 --> 01:01:32,760
I could stick it in my. 
Health and get back up to 9, 

991
01:01:33,520 --> 01:01:36,880
which would be big, but if I 
stick it in agility, that is my 

992
01:01:36,880 --> 01:01:40,680
defense for everything. 
Having a + 4 for my defense, for

993
01:01:40,680 --> 01:01:44,240
everything, for jumping, for 
everything feels huge. 

994
01:01:44,880 --> 01:01:47,360
Yeah, and you're not that much 
better off than me. 

995
01:01:47,360 --> 01:01:49,600
You're only at A7 right now, so 
I'm not. 

996
01:01:50,480 --> 01:01:51,800
But it's D6. 
Damage. 

997
01:01:51,840 --> 01:01:56,240
You could kill me in one turn. 
If I get through. 

998
01:01:56,240 --> 01:02:00,280
Yeah, if and I can't. 
Kill you in one turn because 

999
01:02:00,440 --> 01:02:02,920
even if I roll 6, no. 
I I. 

1000
01:02:02,920 --> 01:02:06,520
Can't. 
And if you shoot me twice, it's 

1001
01:02:06,520 --> 01:02:09,480
game over, Yeah. 
Yeah. 

1002
01:02:10,920 --> 01:02:13,520
But I get to. 
Do agility every time. 

1003
01:02:13,880 --> 01:02:17,880
So I'm going to stick the four 
and agility and and, and really 

1004
01:02:17,880 --> 01:02:23,680
wish I still had my strike open 
because and now what's even more

1005
01:02:23,680 --> 01:02:25,480
important, let's see what 
happens here. 

1006
01:02:27,680 --> 01:02:33,360
It's a 2. 
Speak The real question is do I 

1007
01:02:33,360 --> 01:02:38,480
hit you right now or do I run 
away from you because at the 

1008
01:02:38,480 --> 01:02:42,000
very least you would have to 
chase after me, which would get 

1009
01:02:42,000 --> 01:02:45,280
rid of one of your actions. 
So that's what I'm going to do 

1010
01:02:45,560 --> 01:02:49,880
is I'm going to get up to here 
and on the next turn I'll have 

1011
01:02:49,880 --> 01:02:57,160
yet another buff token near me. 
But what's, what's the way 

1012
01:02:57,160 --> 01:03:02,960
that'll? 
But you have enough movement to.

1013
01:03:02,960 --> 01:03:05,480
Get to me no matter what. 
But you have to get to me. 

1014
01:03:05,880 --> 01:03:07,440
I have to use. 
One action? 

1015
01:03:07,520 --> 01:03:09,400
Yeah, exactly. 
So unless you Max. 

1016
01:03:09,400 --> 01:03:11,920
Unless you Max. 
Role damage and I lose my 

1017
01:03:11,920 --> 01:03:14,360
agility role. 
You can't kill me this turn. 

1018
01:03:14,360 --> 01:03:15,880
So that's what I'm going to do. 
I'm going to. 

1019
01:03:16,480 --> 01:03:20,360
I'm going to do that. 
I finally got my 92 on my board.

1020
01:03:20,680 --> 01:03:24,560
I was almost hoping to get 6 
twos like I I can't though. 

1021
01:03:24,560 --> 01:03:25,800
I think you got one, didn't you?
Yeah. 

1022
01:03:26,200 --> 01:03:28,680
You ruined Yeah. 
But that's. 

1023
01:03:28,720 --> 01:03:35,360
Me that's. 
Me seeing you fall down, I race 

1024
01:03:35,360 --> 01:03:37,680
back up to get more of these 
resource management and try to 

1025
01:03:37,680 --> 01:03:39,720
get away from you because at 
this point if we say on flat 

1026
01:03:39,720 --> 01:03:41,680
ground, you know you're going to
run me down anyway. 

1027
01:03:41,680 --> 01:03:43,200
You're an animal. 
You're. 

1028
01:03:44,120 --> 01:03:46,800
We'll see. 
So I've got 10 inches of 

1029
01:03:46,800 --> 01:03:48,840
movement, so I think that gets 
me up here. 

1030
01:03:51,400 --> 01:03:54,960
So I'm within two inches, but 
that's important, not because 

1031
01:03:54,960 --> 01:03:57,640
I'm going to perform a slam, but
because it's going to give me a 

1032
01:03:57,640 --> 01:04:03,480
+ 2 to my strike role. 
So I'm going to declare combat. 

1033
01:04:04,160 --> 01:04:10,240
I'm going to use one of my, I'm 
going to use my only ready, and 

1034
01:04:10,240 --> 01:04:13,360
I'm going to do a strike roll. 
So I've got a + 2 combat 

1035
01:04:13,360 --> 01:04:16,360
modifier. 
I've got a + 2 from my strike 

1036
01:04:16,360 --> 01:04:19,840
stat, and I've got a + 1 from my
ready. 

1037
01:04:19,840 --> 01:04:22,160
So whatever I roll is going to 
be plus five. 

1038
01:04:22,560 --> 01:04:24,640
Wait a minute, I have a. 
Question. 

1039
01:04:25,120 --> 01:04:27,920
Yeah. 
Did I get a plus? 

1040
01:04:27,920 --> 01:04:31,960
2 for my SLAM no. 
Because you're always within two

1041
01:04:31,960 --> 01:04:34,480
inches when you do a slam. 
So it's all right. 

1042
01:04:34,640 --> 01:04:40,160
So it's, it's a combat modifier.
So that's why the range attack 

1043
01:04:40,160 --> 01:04:43,840
is called combat. 
So it's if I could introduce 

1044
01:04:43,920 --> 01:04:48,440
like slam modifiers, but I 
didn't really see the necessity.

1045
01:04:48,920 --> 01:04:50,800
So I. 
Could have just done. 

1046
01:04:50,800 --> 01:04:53,680
I could have just got up and 
shot you realized point blank 

1047
01:04:53,680 --> 01:04:56,160
instead of trying to slam you. 
That would have been a. 

1048
01:04:56,760 --> 01:04:59,440
That would have been better 
because, yeah, that would have 

1049
01:04:59,440 --> 01:05:01,320
been a much smarter move than 
trying to slam you. 

1050
01:05:01,560 --> 01:05:06,040
That was stupid, but not as fun.
Nowhere near as fun, you're 

1051
01:05:06,040 --> 01:05:08,120
right. 
Now I'm bleeding and dying and 

1052
01:05:08,120 --> 01:05:09,800
this is way more fun. 
Yeah, you're OK. 

1053
01:05:09,800 --> 01:05:11,040
So. 
So you get what? 

1054
01:05:11,040 --> 01:05:13,680
Plus 5 right now? 
Yeah, yeah, yeah. 

1055
01:05:13,720 --> 01:05:16,800
Yeah, it's like, yeah, exactly. 
2 from the strike modifier, 2 

1056
01:05:16,800 --> 01:05:23,120
from combat, one from the ready.
And I really like roll a fucking

1057
01:05:23,120 --> 01:05:29,800
5, roll A10. 
Ten OK, so I just have to meet 

1058
01:05:29,800 --> 01:05:32,040
or beat that, right? 
Or do I need to beat A10? 

1059
01:05:32,480 --> 01:05:34,760
You need to. 
Beat it, otherwise we'd re roll.

1060
01:05:35,520 --> 01:05:38,920
OK, all right, so I don't want 
to re roll because this is the 

1061
01:05:38,920 --> 01:05:42,560
worst you're going to roll. 
So I just need to roll at least 

1062
01:05:42,640 --> 01:05:46,720
a 7 because I get a + 4 modifier
and I get. 

1063
01:05:46,720 --> 01:05:48,160
No defenses or. 
Anything for this? 

1064
01:05:48,160 --> 01:05:51,040
Because we're level and nothing 
matters, all right? 

1065
01:05:52,080 --> 01:05:57,840
All right, you can do it. 
Nine. 

1066
01:05:57,840 --> 01:05:59,600
Yeah, you. 
DID plus 4 is 13. 

1067
01:05:59,600 --> 01:06:02,240
Look at that. 
Yeah, good job. 

1068
01:06:02,800 --> 01:06:04,960
And I get a free action. 
Yeah. 

1069
01:06:05,160 --> 01:06:06,360
Yeah, and what are the actions I
get? 

1070
01:06:06,360 --> 01:06:10,880
To do again, either ready or 
move. 

1071
01:06:11,920 --> 01:06:14,520
So they're defen, yeah, because 
they're dodging. 

1072
01:06:14,520 --> 01:06:17,480
It's like they're defensively 
based, yeah. 

1073
01:06:17,800 --> 01:06:21,280
I'm actually like dodging and 
reading myself to do my next 

1074
01:06:21,280 --> 01:06:24,720
move, like basically crouching 
or, you know, some marvel 

1075
01:06:24,720 --> 01:06:27,280
whatever move so great. 
So I'm going to ready. 

1076
01:06:27,520 --> 01:06:29,520
So that'll give me a a point 
back here. 

1077
01:06:34,880 --> 01:06:37,320
So that's what I'll do. 
And then that's both of your 

1078
01:06:37,320 --> 01:06:41,280
actions, right? 
Yeah, I moved and I shot, so 

1079
01:06:41,280 --> 01:06:42,880
that's the end of this. 
So. 

1080
01:06:43,080 --> 01:06:46,240
We wind everything down so this 
becomes a token. 

1081
01:06:47,800 --> 01:06:49,680
I'll roll this one. 
Down to 1. 

1082
01:06:51,080 --> 01:06:53,000
Does this did you? 
Already roll this one on the top

1083
01:06:53,000 --> 01:06:54,240
down. 
Yeah, yeah, yeah. 

1084
01:06:54,280 --> 01:06:56,120
I did that one. 
OK, Dang. 

1085
01:06:56,120 --> 01:06:58,520
Next turn, every token is back 
on the board. 

1086
01:06:59,600 --> 01:07:00,840
Yeah, yeah, yeah, yeah. 
Not. 

1087
01:07:01,360 --> 01:07:06,320
Not that it matters. 
Now I can do an. 

1088
01:07:06,320 --> 01:07:14,360
Action So here's my question. 
This is this is how. 

1089
01:07:14,360 --> 01:07:15,360
Bad. 
This could go. 

1090
01:07:15,360 --> 01:07:21,640
I could try to shoot you, you 
dodge, get a move, move around 

1091
01:07:21,640 --> 01:07:26,720
me and pick up the token. 
Can you pick up a token at the? 

1092
01:07:26,760 --> 01:07:30,160
End of a Move on, not your turn,
Yeah. 

1093
01:07:30,240 --> 01:07:34,720
Yeah, so, so yes, right. 
If you have a free move action 

1094
01:07:35,320 --> 01:07:38,960
and you and you end that free 
move action because you've ended

1095
01:07:38,960 --> 01:07:41,080
an action next to a buff token, 
you get it. 

1096
01:07:41,360 --> 01:07:45,840
But The thing is for me to get 
to start my free move action, 

1097
01:07:45,880 --> 01:07:49,680
you've needed to complete your 
combat action first, right? 

1098
01:07:49,920 --> 01:07:54,000
So if you shoot me right, we 
roll, we, we declare the out, 

1099
01:07:54,080 --> 01:07:57,360
decide what the outcome is. 
At that point, your action is 

1100
01:07:57,360 --> 01:07:59,080
over and so you will get the 
buff token. 

1101
01:07:59,280 --> 01:08:05,000
So there's no so if you miss and
I if I dodge my action still. 

1102
01:08:05,320 --> 01:08:07,360
Ends before your move action 
starts. 

1103
01:08:07,360 --> 01:08:09,160
Yeah, yeah, yeah, yeah. 
Yeah, OK, exactly. 

1104
01:08:09,160 --> 01:08:13,200
So then I would like. 
To try to shoot you then wise. 

1105
01:08:13,760 --> 01:08:17,920
Very wise, right in the face. 
I dodged out of your shot, pull 

1106
01:08:17,920 --> 01:08:22,880
up my gun and I'm trying to 
blast you and I'm not going to 

1107
01:08:22,880 --> 01:08:29,279
try to slam anymore ever again. 
So I get a + 2 to strike, I get 

1108
01:08:29,279 --> 01:08:37,000
a + 2 because you are within two
inches of me, and I get a + 1 

1109
01:08:37,000 --> 01:08:38,640
because I'm going to use that 
ready. 

1110
01:08:39,880 --> 01:08:45,000
OK, OK. 
So I get +5 same as last time to

1111
01:08:45,000 --> 01:08:58,399
mine and let's see what happens.
I roll 6 + 5 is 11 + 5 is 1616 I

1112
01:08:58,399 --> 01:09:00,000
don't think. 
I'm going to be able to roll a 

1113
01:09:00,000 --> 01:09:03,720
straight up anything higher than
a 16 because I've got no 

1114
01:09:03,720 --> 01:09:09,560
modifiers. 
So let's listen, let's see, I 

1115
01:09:09,560 --> 01:09:10,240
thought too. 
I. 

1116
01:09:10,240 --> 01:09:12,600
Thought for a second too. 
When I saw the ten hit first, I 

1117
01:09:12,600 --> 01:09:15,200
was like so they roll the 12, 
roll the 12 so I can just shoot 

1118
01:09:15,200 --> 01:09:19,960
you right in the face. 
I get to roll 2D sixes, yeah. 

1119
01:09:21,399 --> 01:09:23,439
I'm going to take these two. 
Red guys right here. 

1120
01:09:25,120 --> 01:09:26,760
I'm actually just going to throw
them since I picked them up. 

1121
01:09:27,520 --> 01:09:29,520
Fuck off. 
So that's three. 

1122
01:09:30,040 --> 01:09:31,120
That's three. 
Yeah, yeah. 

1123
01:09:31,399 --> 01:09:33,640
Three damage, nice, and I pick 
up the. 

1124
01:09:33,640 --> 01:09:36,520
Buff token because my combat 
turn ended, yeah. 

1125
01:09:38,840 --> 01:09:41,279
And I stick. 
Three points right back into my 

1126
01:09:41,279 --> 01:09:48,479
health, so that'll roll me back 
up to 8 and then with my second 

1127
01:09:48,479 --> 01:09:51,000
action, I pull the trigger 
again. 

1128
01:09:51,760 --> 01:09:54,080
That's OK, so. 
If you do a second combat 

1129
01:09:54,080 --> 01:09:56,680
action, you're going to, I'm 
going to get a + 2 to my dodge 

1130
01:09:56,680 --> 01:09:58,800
troll this time. 
Yeah, well, I. 

1131
01:09:58,800 --> 01:10:00,520
Mean what? 
What am I going to do otherwise?

1132
01:10:00,520 --> 01:10:02,760
Am I going to just ready and 
stand in front of you so you can

1133
01:10:02,760 --> 01:10:05,160
kill me next turn, man. 
So what are you down to? 

1134
01:10:05,280 --> 01:10:06,760
You're down to four. 
You're down. 

1135
01:10:06,840 --> 01:10:09,440
Yeah, I'm slamming you. 
You can throw me off the back 

1136
01:10:09,440 --> 01:10:10,600
again. 
No. 

1137
01:10:10,600 --> 01:10:15,000
So. 
So you get a + 2 or I get a -, 2

1138
01:10:15,720 --> 01:10:18,400
I get a. +2 to my dodge. 
OK, so I. 

1139
01:10:18,400 --> 01:10:22,000
Still have a + 4. 
You just now get a + 2. 

1140
01:10:22,480 --> 01:10:24,960
Yeah, yeah, yeah. 
Exactly and you have nothing. 

1141
01:10:24,960 --> 01:10:26,320
In your agility still too, 
right? 

1142
01:10:26,960 --> 01:10:27,720
No. 
Yes. 

1143
01:10:27,960 --> 01:10:29,240
Yes. 
Yes. 

1144
01:10:29,240 --> 01:10:31,040
OK. 
All right, OK. 

1145
01:10:31,120 --> 01:10:34,720
We're doing this, people. 
All right, I if I hit you and 

1146
01:10:34,720 --> 01:10:38,640
roll at least a four-game over. 
You left after me, left after me

1147
01:10:38,640 --> 01:10:40,280
and I'm bleeding running away 
from you. 

1148
01:10:40,280 --> 01:10:43,760
Catch you right on the edge and 
put 2 bullets in you or I miss. 

1149
01:10:45,080 --> 01:10:47,000
Or I miss. 
And you immediately murk the 

1150
01:10:47,000 --> 01:10:50,240
shit out of me. 
So all right, so I get plus 4 

1151
01:10:50,240 --> 01:10:52,680
because two inches and two 
points for strike. 

1152
01:10:53,720 --> 01:11:01,040
Let's see what we got. 
That is going to be an 11 + 4 is

1153
01:11:01,040 --> 01:11:02,880
15. 
I thought that was going to roll

1154
01:11:02,880 --> 01:11:06,920
to A7 and it just ticked over. 
So that is a 15 and you get a + 

1155
01:11:06,920 --> 01:11:09,160
2 on yours. 
OK, let's. 

1156
01:11:09,160 --> 01:11:13,840
See. 
No, not higher at all. 

1157
01:11:13,880 --> 01:11:18,160
OK. 
That's that's 10, that's 10. 

1158
01:11:18,480 --> 01:11:22,920
All right, so I get 2D6 and if I
roll at least a four-game over. 

1159
01:11:23,440 --> 01:11:24,640
So you know I'm going. 
To roll. 

1160
01:11:24,640 --> 01:11:26,720
A3 and A2, you know that's 
what's going to happen. 

1161
01:11:26,720 --> 01:11:29,760
You know that's how it happens. 
I'm not even going to look. 

1162
01:11:29,760 --> 01:11:31,320
I'm just going to hear your 
reaction. 

1163
01:11:36,560 --> 01:11:38,120
OK. 
Did it actually roll? 

1164
01:11:39,120 --> 01:11:41,080
No. 
It's still a one and a three. 

1165
01:11:41,600 --> 01:11:43,480
OK, I thought. 
I was like, wait, did I roll it 

1166
01:11:43,480 --> 01:11:44,560
again? 
All right? 

1167
01:11:44,640 --> 01:11:47,200
Oh no, thank goodness it didn't 
roll all right. 

1168
01:11:49,640 --> 01:11:51,560
OK, I'm just going to. 
Toss it because our button was 

1169
01:11:51,560 --> 01:11:52,320
not working. 
Here we go. 

1170
01:11:55,640 --> 01:11:57,600
It's four and a one. 
Baby. 

1171
01:11:57,920 --> 01:12:00,600
Four and a one. 
Very nice. 

1172
01:12:01,200 --> 01:12:02,640
Very nice. 
Boom. 

1173
01:12:02,640 --> 01:12:05,120
So yeah. 
You were you from the very first

1174
01:12:05,120 --> 01:12:07,120
shot. 
I'm back leg the rest of the 

1175
01:12:07,120 --> 01:12:09,440
entire time. 
You basically blast my shoulder.

1176
01:12:09,440 --> 01:12:11,520
I'm bleeding all over the map, 
running away from you. 

1177
01:12:11,720 --> 01:12:14,040
You're leaping after me, 
trailing after me. 

1178
01:12:14,320 --> 01:12:17,920
You know, I try to, I stumble 
towards you to push you off the 

1179
01:12:17,920 --> 01:12:19,040
building. 
You knock me. 

1180
01:12:19,480 --> 01:12:21,040
I I fly off the back of the 
building. 

1181
01:12:21,040 --> 01:12:22,560
You keep chasing me down, 
chasing me down. 

1182
01:12:22,760 --> 01:12:24,760
You finally have me cornered on 
this edge here. 

1183
01:12:25,120 --> 01:12:29,760
You shoot for me, miss 2 bullets
and you done done this is. 

1184
01:12:29,840 --> 01:12:33,080
I was hungry, I was hungry for 
the kill and it was my downfall.

1185
01:12:34,560 --> 01:12:38,560
I, I quite, I quite like the 
fact that I've played a lot of 

1186
01:12:38,560 --> 01:12:42,560
this game now and you rarely 
know which way it's going to go 

1187
01:12:42,560 --> 01:12:45,520
until you get down to those last
few turns, which is I think 

1188
01:12:45,520 --> 01:12:48,440
it's, I think it's nice. 
It keeps you engaged. 

1189
01:12:50,600 --> 01:12:54,720
Yeah, absolutely. 
I'm just going to shove your 

1190
01:12:54,720 --> 01:12:57,880
body off the edge and then hop 
down. 

1191
01:12:59,240 --> 01:13:02,680
Pull out a cigarette. 
An E cig, a a low stick, 

1192
01:13:02,680 --> 01:13:07,040
whatever, light it up and then 
just like walk off the board 

1193
01:13:07,520 --> 01:13:11,960
into the darkness, the steam. 
Yeah, yeah, yeah. 

1194
01:13:13,080 --> 01:13:18,480
Yeah, and then that's game and 
that is buff this 2141 the one 

1195
01:13:18,480 --> 01:13:20,160
V1. 
What what are the what's the 

1196
01:13:20,160 --> 01:13:21,960
tagline? 
Brutal. 

1197
01:13:22,160 --> 01:13:24,800
Brutally. 
Dynamic single model combat. 

1198
01:13:26,040 --> 01:13:29,840
Fantastic. 
So, so narrative, so every 

1199
01:13:29,840 --> 01:13:35,640
single action, every single buff
token is is is a tough choice. 

1200
01:13:35,640 --> 01:13:39,040
Every single time, every role. 
I feel like everything we did 

1201
01:13:39,040 --> 01:13:42,520
was always on edge the entire 
time. 

1202
01:13:42,920 --> 01:13:46,280
Very so I love this game it's 
fantastic. 

1203
01:13:47,520 --> 01:13:51,080
Again, if you can, if you're 
watching this, it's probably 

1204
01:13:51,080 --> 01:13:54,160
live on Kickstarter or it was 
and you should still go pick it 

1205
01:13:54,160 --> 01:13:55,920
up. 
I'll make sure all the links to 

1206
01:13:55,920 --> 01:13:59,920
find it are below the TTS board 
that we are currently playing 

1207
01:13:59,920 --> 01:14:01,160
on. 
I'll pop it back real quick. 

1208
01:14:01,160 --> 01:14:03,920
This right now is on Tabletop 
Simulator. 

1209
01:14:04,320 --> 01:14:06,440
All you have to do is go into 
Tabletop Simulator, go to the 

1210
01:14:06,440 --> 01:14:10,120
workshop, browse and I, I assume
search buff this 2141 and you'll

1211
01:14:10,120 --> 01:14:12,560
be able to find it. 
You got the color version, and 

1212
01:14:12,560 --> 01:14:16,080
then you got the more realistic 
kind of like crate version. 

1213
01:14:16,360 --> 01:14:20,040
All the dice, everything you 
need to play the game, a ton of 

1214
01:14:20,040 --> 01:14:23,680
different minis and everything 
are already set up there. 

1215
01:14:23,680 --> 01:14:27,200
I think you even have the rule 
book in there too. 

1216
01:14:27,760 --> 01:14:29,240
Yeah. 
I do. 

1217
01:14:29,880 --> 01:14:32,720
Everything you need to play 
right now is is out there. 

1218
01:14:32,920 --> 01:14:36,760
And then obviously, you know, 
grab the grab the game from 

1219
01:14:36,760 --> 01:14:39,880
either the Kickstarter or I 
assume sometime in the future 

1220
01:14:39,880 --> 01:14:42,960
the PDF will be released after 
the Kickstarter on to it or 

1221
01:14:42,960 --> 01:14:44,240
someplace that people will be 
able to find it. 

1222
01:14:44,880 --> 01:14:47,040
Yeah, I need to. 
Figure out how to the same with 

1223
01:14:47,040 --> 01:14:50,040
the physical books as well. 
Like they will be available. 

1224
01:14:50,040 --> 01:14:54,320
So it's just figuring out how 
and yeah, how really how to 

1225
01:14:54,320 --> 01:14:55,680
distro. 
Get that figured out. 

1226
01:14:55,920 --> 01:14:57,960
Yeah, yeah, yeah. 
The easy stuff you. 

1227
01:14:57,960 --> 01:15:02,400
Know but all right, Matt, thank 
you so much for for playing 

1228
01:15:02,400 --> 01:15:04,040
again. 
If you watch this episode, make 

1229
01:15:04,040 --> 01:15:07,320
sure you go check out the 
previous episode, which is a 

1230
01:15:07,320 --> 01:15:11,000
long conversation and Matt and I
had about, you know, tips up 

1231
01:15:11,000 --> 01:15:14,280
gaming and and more information 
on buff this really appreciate 

1232
01:15:14,280 --> 01:15:17,280
you coming on again and great 
fun buff buff. 

1233
01:15:17,280 --> 01:15:18,760
This is awesome. 
I'm very glad you made it. 

1234
01:15:18,760 --> 01:15:20,240
I can't wait to to get it in 
hand. 

1235
01:15:21,400 --> 01:15:23,000
Thank. 
You so much for having me on. 

1236
01:15:23,000 --> 01:15:25,880
Thank you for the kind words. 
It was a it was a pleasure as 

1237
01:15:25,880 --> 01:15:27,680
always. 
Yeah, absolutely. 

1238
01:15:27,720 --> 01:15:29,920
This will not be the last time 
you see Matt here on the Weekly 

1239
01:15:29,920 --> 01:15:31,840
Scroll. 
Again, thank you so much and we 

1240
01:15:31,840 --> 01:15:33,800
will see you all later. 
Have a good one everybody. 

1241
01:15:34,080 --> 01:15:34,400
Bye.
