Hello and welcome to the Weekly Scroll Podcast.
My name is Ryan. Today I'm joined by Matt of
Protagonist Games. How you doing this morning?
I'm doing very well. And yourself.
Not too bad, you know, Woke up on the right side of the grass
today, so I guess we'll take it. We'll take those, but today
we're going to be playing some Buff this 2141.
We had our previous episode, which is probably dropping
immediately before this one, where we got to talk in depth
about Buff this 242141 and the Kickstarter and everything.
So today we're just going to play the game.
So why don't we just hop right into that?
Absolutely. OK, cool.
So, so obviously buff this 2141 brutally dynamic single model
combat. What we're going to start off by
doing is placing our models in opposing corners, which I think
we've already done. Real quick before we get to
there though, how about this Tabletop Simulator board?
Everybody. Anyone that's watching this,
it's so funny because I remember you hopping in a discord and I'm
being like, dude, Tabletop Simulator is great.
You should check it out. You're like, oh, cool.
And then like a day later you like look at these awesome
boards that I made for those in podcast land.
You're missing out. But this map is available for
people to play on, right? If you go through Tabletop
Simulator into the into the library.
Yeah, it is exactly, Yeah. Yeah, and I love.
So there's two options here for the boards.
One is very much of the hive. It's got a bunch of shipping
containers and stuff like multiple levels of that.
Looks very vibe fantastic. It's got this like holographic,
you know, thinking across the top.
And then the one we're going to be playing on, which is this is
gorgeous, colorful shapes, which also feels really fantastic
because it just feels very gamey.
This one we played on last time. I'm very excited.
So but you said we're starting with our models on opposite
sides. This is this is my guy here.
I'm playing Oz. We talked about the models on
the last one and and who are you playing?
Cassius. Cassius, this is the cult
leader. Very, very cool.
So all right, sorry to interrupt for that.
Just wanted to just wanted to, to talk about the the bore that
you made so beautifully. So so so So what do I do from
here? I, I, you're, so no worries.
Firstly, more than appreciated. So the first thing we're going
to do is we're going to roll off to see he's got initiative.
So let's roll AD 6. So I've got 2.
So that should be fairly easy to to beat.
You've seen me roll, you've seen me rolling here before, so that
I'm going to take a, I'm going to just recolor this guy real
quick. And initiative is persistent, so
it's maintained throughout the entire game.
There you go. See you can do it a free.
Look at that, I rolled A3 everybody one higher, yes.
Yeah, it's with the initiative being persistent when we've only
having one model and and for most games, it's one person
versus one person. Having that maintained
consistency allows you to be more strategic in how you're
going to what you're planning to do.
And there's not really because of the way the game is designed,
there's not any major downsides to going first or last.
Cool. So the next thing we're going to
do is we're going to start by placing buff tokens on the on
the board. So we've got some little yellow
and green tokens here all face down.
So I'm going to take 10. Go on.
For those that that are watching this not having yet played buff
this 2141, what is a buff token for?
So a buff token is for modifying your stats.
So if you have a look at the model card, you will see
essentially some numbers here. So there's you've got your stats
along the top row of circles and then you've got how they are
being modified in the bottom row.
And effectively you will, once you've acquired a buff token,
you will flip it over. It has a number on it and you
will place it under the in the circle under the start.
Yeah, exactly. And so if that's got a free on
it, that means that when you roll for, you perform a strike
roll, you're going to modify the result by a free.
And it differs between what's start.
For most of them, it's an addition and range, it's you're
multiplying. And for D6 it's the total
number. So when that is replaced by to
say that one's replaced by a free, you're rolling 3D6 for
damage. And did you want me to go into
the model card and a little bit more depth?
I think that's most mostly it. The only other additions are use
AD 12 to track your condition points, which are health.
But then equally we've got what I call the ready zone down here,
this little square and ready is a, it's a resource that you can
acquire throughout the game. You basically spend an action to
ready and then you can use this to modify any role or test that
you want to perform as well. If you just want to run through
the stats real quick while we're talking about the card and then
we'll do and then we can get going from there.
Yeah, absolutely. So the strike stat is used for
combat. So this is what you it's how
you're modifying your your strike role during the combat
phase or during a combat action. Your condition is your health,
so how many health points you have.
Agility is used for the dodge roll during the combat action or
agility tests. Range is how far you can shoot,
energy is how far you can move, and damage is the number of D6
that you roll. The the range and the energies.
Actually sort of I would say opposite to most war games as
well, and that's because I wanted to really promote
movement within this game. I'd much rather people be
getting close and in each of us faces to deal combat damage than
the the rather than like, you know, sitting back and sniping.
So the A4 inch range is quite prohibitive, but with six inches
of of movement you can you can get quite close.
Yeah, but you also have the range that is the only one
that's a multiplier instead of an addition.
So if you get 2, your range suddenly goes stuff to, you
know, 8, or if you get a three, it suddenly goes to 12.
So that's definitely a consideration when you pick up
those buff tokens. Yeah, yeah, absolutely.
I mean if you get a four and you want to sit back and snipe at
people, sticking on range is the the best way to go.
Yeah, absolutely. So you're saying we're placing
buff tokens? How many are we placing and
where? So we're placing 5 and it's
loose guidance. But really what what I like to
do is I've placed one in the middle at the highest point.
And what I will do now is I will take two and place them on your
side of the board. And you will take two and place
them on my side of the board. We'll say I'm going to put one
brown hair and I think one hair. Actually, oh, I think, Oh, cool.
We, I think the last time we played on this board, I was on
the side that you're on. So it's cool now for me to be on
the other side this time or. I think no you you are on this.
Side. Yeah, we can switch sides if you
want. No, that's all right.
I'll take it. Let's make sure you have to get
out in the open to get this one. There you go.
All right. Oh.
Oh, that's smart to. I went for height, but you stuck
well, like in front of something on low ground.
That's that's clever. That's a good one.
Yeah, you can be super vindictive with the placement of
the tokens or or not as well. Yeah.
And then you put one in the middle at the highest point as
well. Yeah, exactly.
Cool. All right.
OK, so we've rolled off so it's your go.
So I guess you'd like to know what can you do?
So there's there's four actions that you can choose from.
So there's combat, there is slam, there is ready and there
is move. And within movement there's some
number of subcategories of of movement type as well.
So if you combat that is like your ranged attack, you're
shooting somebody, throwing a brick at them, whatever.
Slam is kind of like a melee, except you don't necessarily
deal damage unless you slam somebody into something or off
of something. Readying is a way for you to
track to create a resource that you can use for modifying roles.
So really it's like you're taking a moment to catch your
breath to sort of find your your inner centre and prepare for
whatever you're going to do next or in a few turns time.
And then movement is consisting of like standard movements,
jumps and climbing. The interesting thing to know
about jumping and climbing. So if you're, if you're going up
or going down, it affects how much move distance you need.
So if you're trying to climb up something that's two inches
high, that's going to cost you 4 inches of movement.
And if you're trying to go down something that's two inches
high, it's going to cost you one inch of movement.
OK. And then ready.
What is ready do? Yeah.
So if you spent an action to ready, you would place this dice
into the ready zone. And it's right now it's
indicating that you're ready once and say you wanted to
perform a strike roll before you, before you perform that
strike roll, you can say, hey, I'm going to use this ready and
I'm going to modify the result by one.
They stuck up to D6 times, so you can accrue them over the
course of the game. And then at the sort of pivotal
moment, you could turn around and be like, hey, OK, I'm going
to, I'm going to attack you for the final blow and I'm going to
modify that strike roll by 6, which is quite formidable on a
on a post roll of two D 10s. OK all right, so the first thing
I'm probably going to do is move.
I feel like that's an important aspect of gameplay and I'm
actually going to put the rules over here too so I can read them
while we play and remember them. So I would like to all right,
looking at my card, my energy is how far I can move, correct?
Exactly in inches. OK.
I can move 6 inches and is is a movement measure on these guys.
There should be, but maybe not actually I'll.
Put it there. All right, I'm going to.
I'll just move. So that gets me to 3 inches
right at the edge there and then it's how high did we say are
these 3 inch tops here? 2/2 and 1/2.
So I can't, I can't move up to that this turn because I don't
have the. Right this turn you can if you
use so so the other thing I admitted to mention.
So you have two actions per turn.
That's right. That's right.
So so 2 actions. So you can use one action as a
move. You could use your second action
as a move to climb up to the top of there because you've got 6
inches and this is 2.5 * 2. So it's 5 inches and that will
get you on top of the on top of the ledge.
And actually you can do any action twice, right?
So there's, there's no specific order that you perform the
actions in. There's no specific limit.
And with some of their action of the actions, there is a negative
effect if you do it twice in a row combat, for example.
But yeah, ultimately you have the free choice to to perform
your actions in whatever order you you would like.
OK. So OK so here's my question I
guess. So I moved three inches which is
half of my movement. So if I decide to move twice, do
I get 12 inches total in any way I want or do I have to do 6:00
and 6:00 so after? So I still have the other three
from my other one at this point, and actually a fourth one
because I only did 5 up. Where?
Where was the? Where was the three inches?
Right there. That, yeah.
Is that not 6 inches from the? Because it's about halfway
across the board, right? Oh, you know what is my thing in
that weird thing again? Because mine, mine's reading
that is 3.2. How did we fix that last time?
You might have it in. Hold on, it's I think it might
be. So if you go to the line, so F4I
think if you click units, wait, no, that's 2D.
You want it in 3D. There it is.
I'll fix it now. You got it.
Yeah, yeah, yeah, yeah, yeah, Yeah, it is.
It's the units thing. So I was in, I was in grid, so
it was only showing me how many grid squares and how many unit
squares. So you are 100% correct.
That is all I can do Boom boom. But it doesn't take me an action
to hit the buff token once I hit it, I just get it right.
Yeah, so the way that you activate a buff token is by
ending an action within one inch of the buff token, which you've
done right now. So I can grab that buff token,
flip it and let's see a two. Hey, I'll take a 2.
I'll take it too, so I'm going to.
All right, this is big, so range right off the bat would be cool.
A little bit of distance would be cool.
Agility is my defense though. Which is.
Really nice to have so shit. I think any good game is going
to pose the player with decisions and they should always
be a meaningful decision as well, right?
I completely agree, choice design is incredibly important
and I think this is another thing I really love about the
buff, like character sheet start, like the model stab block
that you don't start with anything because you literally
at this point go man, am I going to go hard?
Am I going to go to strike right away or am I going to go to
defense right away? Like how am I feel like I'm
going to play my game after placing my first token, I'm
going to go range right off the bat because you know, I went
range right off the bat. So that might make you think a
little bit about getting too close to me too quickly because
I know that other token is is down here where I'm going to
have to get into range. So that's what I'm going to do.
So that's my turn. I moved, I climbed, I buffed my
range. My range is now 8 and it is your
turn. OK, well so just before we move
on, what we're going to do is we're going to activate a timer
dice, right? So if you take one of the green
dice here and roll it 5, place it where the buff token was and
effectively what this is indicating is there will be,
there needs to be 5 turn ends and, and at that point a new
buff token will come on the board.
So we use this dice to at the end of this turn, we will take
this down by 1:00 to 4:00 and on and on and on until it gets
until you've got one. And then, yeah, you get replaced
by a new buff token. So that's that's quite
considerable. Yeah, Yeah.
No, that's great. We talked about this in the in
the in the, you know, interview that we were talking about that
It's so cool how the game can change whether that's like a one
or a six or something like that. Because if that was a one, maybe
I'd hang out here. But now that it's a five, I know
that token is dead to me. I'm moving on.
The game will be 5 turns from now will be very different than
it is now. So at least good to know what my
strategy is going forward that that token is is gone as far as
I'm concerned. All right, so now it is you.
Excellent. All right, so I'm going to, it's
about half an inch. So these are all 2.5, aren't
they? Yeah, I'm going to use one
action to get up here, and I'm not going to reach one of those
buff tokens. So what I'm going to choose to
do is I'm going to ready. So I'm going to move this D6
into the ready zone, and that's the end of my first turn.
So do you want to tick down the green timer dice to 4?
Awesome. And we're on turn 2.
Two, OK, so I'm going to all right.
So it's about 3:00 to the edge. I have 6 inches.
It's 2 1/2 down, but it's it's half that to go down, right?
Yeah, I I rate you can get to that buff token in one move.
Oh cool. Yeah, because I just have to get
down to within one inch. Yeah, yeah, yeah, exactly.
This is something actually I clarified in the the rules as I
was doing an editing passage, the fact that within one inch of
the buff token, but on the same sort of platform level, if you
will. So if it's within one horizontal
inch, but it was on this blue bit above you, that's that's not
going to fly. Reasonable, reasonable.
Now is it at I have to end a move or I have to end a turn
near the buff token? An action, so and any action and
you claim the buff token. Yeah.
So yeah, yeah, yeah, yeah. So it could be a move, it could
be ready, could be a combat. All of those are actions which
will have an end point. So I can't take it now because I
just did a move, right? Yeah, exactly.
Boom, got both buff tokens. Let's see what happens.
Another two. Was it OK to flip that right
now, or should I wait until the end of the turn?
No, no, no, no. That's fine, that's good.
And and this is nice because it the result of that buff token
will guide what you're going to do with your next action for
this turn, right. But yeah, so you've got a 2.
So what are you thinking? Are you thinking strike?
Are you thinking agility? Now do buff tokens stack on top
of each other or do they just replace other ones?
Or once it's down, it's done once.
It's down, it's done. So basically you need to be
fairly strategic in the in the campaign rules or in like the
the additional rules that let you that add more depth.
There are some aspects which will let you move buff tokens or
there's an over buff upgrade which allows you to an expanded
buff token for a a short term boon and that will remove it.
And then because there's no buff token in the zone, you can
always put another one there. But on the base level you where
you put it is where it stays for the rest of the game.
Yeah. And that means sometimes if you
flip A1, do you have to play a buff token?
Yeah, if you yeah, yeah, yeah. So if you activate a buff token,
you need to put it somewhere. And again, it's it's that
decision because if you get a four on your first one, that's
really good. But where are you putting that?
Do you want to have like, Yeah. And the other thing I should
probably mention as well is within the buff pool, which is
what I call this little collection of tokens here there
are 6 twos, 4 threes and two fours.
So if you get a four, there's only ever going to be one more
four that can be pulled. So you want to think quite
carefully about where you're going to place that.
Yeah. Yeah, well, and the thing too is
there, the pool is much bigger than the the number of tokens
you're putting on the board, at least to start.
So you could have both fours on the board or theoretically you
could never get to the fours. I'm hoping you pull in so.
So yeah, that's the other thing too, is like if you're really
hoping for a four and you pull it too, you know what, what are
you going to save it for? So, but I can put it on my
condition actually increase my HP beyond 12, correct?
So it won't. Increase it beyond 12.
But what that will allow you to do is any point during the game,
you expend that buff token and then you will increase your
condition points by the number on the buff token.
So right now it's not beneficial, but it's like having
a health pack. When you've got full health,
you're going to get shot and then you're going to use the
health pack. Yeah, yeah, yeah, yeah.
OK. So in my mind, what I'm thinking
of is probably energy or strike. I think strike is really
important. 2 is a decent token. It's right down the middle, but
for right now I'm going to stick it on energy.
No. Because I put it on range, I'm
going to stick it on strike, you know, because why not?
A + 2 to strike? Yeah, that's a good play.
OK. And then I get to oh, so I'll,
I'll flip another token right to for the countdown.
There you go. Oh.
A1A1 so that really can adjust my actions too, because next
turn it's going to bounce right back, right?
Yeah, yeah. Exactly.
OK. Damn.
OK, so then. I'm just going to.
Ready at this point? Because I don't think you have.
I am not buffed. I'm not.
So I think like I I could probably get in range maybe.
What is it, 4 inches to you? That doesn't look right.
Yeah, my things, my measurements doing that now.
So what's that? That's two inches.
So I can probably just about getting range.
Probably just about I'll take it.
I still am going to ready because now you know, I am ready
to if you get in a range and and I got I got a little option
there. So I'm just going to do that.
I've done both my actions. I moved, got a buff token, I
readied, I played, I flipped the counter.
So it's on you. Yeah, exactly.
So I'm going to climb up here with one in one action and I'm
not I'm nowhere, nowhere within one inch.
So I'm going to make another move over to here and I'm going
to take this buff token and. It's a free.
And I'm going to put that on my damage and then I'm going to
roll OK, I rolled 2. We're going to place that hair a
dice looks. That dice looks massive up
there. I must have made these bigger
Anyway, so that's both my actions and that's the end of
the turn. So what we need to do at the
beginning of the next turn is to tick down the dice.
OK, you're going to replace. Mine, yeah.
I get to stick a. Buff token back in here you do.
All right. Let's see which one looks good.
Well, no. You, you, you get to pick one.
Are you sure? OK, let's go.
All right. I'm going to.
Pick it up so you're. Going to know right?
Right, right away. So explain to me real quick the
D6 damage. Does that mean you're doing 3D6
damage now? No, it's roll free and pick the
highest. OK, I, I did, I did play a round
of like increasing the amount, the amount of total amount of
damage that you can do. But with 12 HP, it got like
overpowered very quickly. So I figured just increase the
chances that you're going to do half of somebody's condition
points worth of damage. Perfect.
OK. So my counter roll down and in
order to pick up a buff token, I have to have completed an
action. So I'm going to ready another
time. So that'll give me two, two
points for ready, which is great.
And then I'm going to pick up the buff token.
All right, and you picked it. So let's see.
Let's see what we got Another goddamn too.
My guy is right buffed middle of the line on everything.
So I'm going to. What I would say.
Is a good place to put a 2 if you don't because right?
So the only start that you can actually get rid of a buff token
is the condition, right? So if you get.
Too early on or at this point, that's a good place to put it if
you're feeling a touch indecisive, right, because it
leaves the other ones open for a free or a four, yeah.
I will say though, at this point, well, here this.
Now do I need to? Place this before I roll the
counter down again. No, it doesn't.
It doesn't. I mean, yeah, it doesn't really
matter. I mean this it it.
Probably does it depends who you're playing against With me
doesn't really matter, but I would say I think as written
it's you've picked up the token, so then you will yeah, you place
the token and then you roll the dice.
Yeah, that's. Raw.
I feel like that's because if you could, if I could roll
knowing I got another one, I could put this anywhere I want.
But if I have to put it before I roll, then I don't know.
And it keeps the choice interesting.
I think what I'm going to do right now, I think just two D6
on damage is decent. And I don't feel like at this
point in the game, like maybe I'll get like one more buff
token, but I feel like. I'm not going to get the one.
Behind me and I'm not going to roll good twice so I'm going to
throw this on my 2D6 for the damage when I do damage and then
I'll roll my counter and see if I. 2 Not terrible.
But that, that also means I'm, I'm, I might make a move before
coming back here. I'm not going to stand here for
two turns while you do your thing.
And so and then now I'm going to move.
I definitely can't move to here. And then get up.
So I'm just going to move. There for.
Now, which will just stack half my movement and then that'll be
the end of my turn. Yeah, yeah.
Why is you're in cover? That's good.
I don't have don't have line of sight of you.
So I'm going to jump across to this token because I think it's.
Just under. 6 inches, I think. What is that measurement from
that? Yeah, it's about, yeah, it's
just about 6 inches. So to perform a jump, what I
need to do is pass an agility test.
So there's a different Dr. that I need to hit depending on
whether I'm jumping down, across or up.
So I'm jumping down which I've deemed to be easier than jumping
up. So it's ADR seven, across is ADR
9 and up is ADR 11. So I will roll 2 D 10s.
And I'm looking for more. Than A7, which I've got, I've
got a 13. What I would do is I can also
modify that by my agility stat, but right now that is 0.
So I rolled a 13. That means I've made the jump
successfully. So I'm going to shoot on over
here. I'm going to take the buff
token. You picked good tokens for me.
I got a free. I'm going to put this on.
I'm going to put this on range, so I've got 12 inches of range,
which is like half the board. And then I'm going to roll the
buff to the timer dice and it's it's a 1.
So I've got 2 ones over here. You should come over here after
this turn. There's going to be lots of buff
tokens and that's it. That's that's me.
So then we will so we'll take these down or move them.
Stick one here, one was up here. Yeah.
There we go. Did you already roll this down?
Or no. No, but that's good because
that's that was a free and now that and that was a yeah, Yeah,
that looks right. Yeah.
You got, you just refreshed your entire buff token stack over
there. So now and you got and you got
long range. So now I got to question my life
choices and decide if I just want to backtrack and and really
buff myself up a little bit more or if I want to just start
getting in close. My strike is only.
AT22-D6 on damage. Can I get to you fast enough?
Out of cover is the question. If I can start moving.
For height, that's what I'm do. I'm going to start moving for
height. So we said just getting up once
is a whole move. And then?
So that means I can't get. Up to the next one because
there's like an extra. I mean, it's like it's five,
It's debatable. It's 5 inches to climb up, then
you've got an inch to play around with.
So like really you could be about hair and then you could, I
would say you could climb up, but I would say you can get up
onto this yellow bit, but then you're not going to be able to
move around much. And that just is going to leave
me pretty exposed. But I feel like.
Are you going to go for me? No, because you got to you.
I mean, I'm going to be exposed kind of, but you're in a weird
spot to try to get to me. So I'm just going to, I'm just
going to take the risk and. Pop my guy up.
There and and see what happens. So that's two moves.
I think any buff tokens that's. It.
That's it for me, right? Yeah, yeah, yeah.
Exactly. And and now you've got high
advantage, so there are five combat modifiers.
So if you're shooting down, you get a + 1 to your strike.
If you're shooting up at somebody, they get a + a + 1, A
+2 to your strike. If you're shooting up at
somebody, they get a + 2 to their dodge.
If you're shooting somebody within two inches, you get a + 2
to your strike. If you can't see the entire
model, then they get a + 2 to their dodge.
And if it's the second time that you're shooting or performing a
combat action and you get they get a + 2 to their dodge.
So there are some there are some combat modifiers to tie into the
strategy as well. Just shout if you want me to run
through those again. So I'm going to.
So what do we think? Should I be risky because this
is a slightly elevated jump to get up here?
What I'm thinking is I can try and get this buff token and then
shoot you, but I need to roll ADR 11 to get across that.
So you're going to. Grab this buff token first.
Oh, no, You're going to leave the one that you're next to.
Yeah, yeah. Well, because I'll need to use
an action to to take out which I could I could ready, but then
I'm not going to be able to get a shot to you.
So I, I, I want to play fast and loose.
So let's try and do this. But if you miss this jump.
You're going to end up splat down on the ground down here.
Yeah, it's. Like how many inches is that?
It's like 4 inches. So I'd take it's 4 inches and
four damages, one inch per one damage per inch that you fall.
So it's about a third of my health.
So it's it's substantial. Well, you know, nothing
ventured, nothing gained. Yeah, again.
This is very narrative, leaping across buildings, trying to like
sneak and shoot and and get in on each other.
So yeah, that, I mean, you're not going to play, you're not
going to play it conservatively. No, it's not me doing.
The jump right, so I've already got a busted leg, so I rolled
the 14 so I made it so I'm here so when you're rolling.
These skill checks I don't know because you rolled last time,
but So what are you rolling when you're rolling the checks?
So I'm rolling 2. D 10s, so 2D tens because you
get a nice curve and then that way you can say like, OK, if you
give the if you make the test of DR7, it's pretty much a given
less somebody rolls badly. Dr. 11, it's 5050 chance, right?
Although it feels substantially harder than a 5050 chance for
some reason most of the time. But this time I did it, which is
a surprise because I did that because I normally mess it up
and it makes for quite a nice moment in the game.
So OK, I got 2 now. What I'm going to do?
Is pop that on my strike and I'm going to roll a timer dice and
it's a free for it was going to be a one then and I've got my
second action. I've got 12 inches of range,
which you're well within. So I'm going to declare combat.
I'm going to make a strike roll. But before I do that, I'm going
to announce that I'm going to use this ready point though this
ready state that I stashed before.
So now my strike roll is going to be buffed by the two in my
strike buff zone and also the one from the ready state.
So it's going to be whatever I roll, +3.
So I will roll and that's good. So it's a 7 + 3.
So you've got you've got 10 to beat, you've got 2 ready points,
you've got no buff to your agility.
Oh OK, so I got to be the. 10 on 2D10 I'm going to use.
Obviously you declare the. Ready points before you roll
with them. You can't decide after.
I'm going to go ahead and use one just for a little bit of a
buffer, so I'll rotate that down to 1 and then I'll roll my 2D10
and let's see what happens. That's a six, right?
Yeah. That's a 7.
That's an. 8 So even if I'd done both, I would have got a nine.
So yeah, this feels more like the like I I'd normally roll.
So you're going to hit me. Yeah, I'm going to hit.
You so and just as sort of clarification, so for the
combat, it's an opposed roll, right?
So we're just looking for who's rolled the highest including
modifiers. So now, because I've got a free
on my damage stat, I'm going to roll these three red dice here
and I'm going to pick the highest, which I had two sixes.
So I like, I don't know, I took off half of your kneecap or
something. Then I think, yeah, you've
definitely. Blasted me.
So you're going. To take your condition points
down to six. Perfect.
And we're going to say that's the end of the turn.
I've stopped tracking on this purple dice, but it doesn't
really matter. So now we're going to tick down
the time of dice at the beginning of the of the new
turn. So that's going to go to a 22
token. This is going to.
Go to. So that shot really changes a
lot of what I'm going to do right now, I would imagine.
So yeah. So what I'm going to do is say
ow, reel out and then I'm going to climb right back down the way
I came, which is half of it so. Would that give me all the?
Way to here Or would I be able to hop down to the next one too?
Because this is 2 1/2, so that's 2 1/2.
Yeah, I think it. Took you 22 moves to get up to
the top so I think it's and that's I think it's fair to say
it takes one move to get down right because we're effectively
it's twice as hard to climb up and it's half as hard to climb
down so I'm I'm quite happy with that but I.
Still can't get to this buff token in one, so I have to do 2
movements anyway. Yeah, yeah, yeah.
So, but I will then take this buff token after my second
movement. Yeah, God, you.
You were. Really hoping for a four then,
weren't you? I was hoping for literally.
Anything besides yet another two.
But what I'm going to do though is I'm going to drop that onto
my health, my condition, yeah. And then is it later?
Is it an action to to spend that just whenever?
So I can. Just could I just put it right
up right now? I could just drop it right into
my health. Yeah, exactly.
So I get rid of. That I roll this back up to 8,
which feels a little better, feels a little little little
booster. So the thing that I love about
this game specifically is how gamey it is, but how you can
also narrate it a little bit. And I definitely feel like I got
shot. We'll say, yeah, maybe not my
kneecap, but like definitely blew my shoulder to bits, right?
And I just leap down, bounce out a couple things into the the
wall here to catch my breath and quick like stuff some like maybe
gauze I had in my pocket, anything just like staunch the
wound a little bit. And that's me just kind of like
leaning against the wall after a big shot catching my breath.
It's. It's the scene in Predator 2
where it's in the the bathroom and it smashes up the tiles
right to make the the to to repair itself.
And it just important though, like when you expend buff token
from the condition zone, it goes back in the buff pool as well.
So like through this should unless both people have got buff
tokens in their condition zones and they're not using them, they
should always be at least two buff tokens there to be like
replenishing the the the board as well, which is quite nice.
Makes sense? Yeah, and I did roll A1.
Very nice. So you spoil for choices after
this term, Yeah. Because I don't think.
That I'll be able. To no, I might be able to get to
this one in one go next time because I only have to get
within an inch, so I might be able to pick up both next time
No, I can only pick up one No, I can pick up both we'll see all
right it depends it. Depends what this buff token is
and where you put it, right? If you take this one first,
that's on the floor, because if it's a four or even a three or
even A2 actually, and you stick it on your energy, then yeah,
quite possibly. Yeah, because otherwise.
It's it's like only gets like here.
So all right, that is both my actions, my weight.
Yes, it took two moves. To get to there, I I took a
token, I redid the roll, you are up and I am hopefully in some
cover. OK.
Yes, very much so. So I'm going to jump across
here. So this is ADR 9 agility test,
so it could all go horribly wrong now son.
Of a bitch. I roll.
Probably Willie Wilson, a 16. A 16 SO. 6 gets me about here,
and then I'm going to use my second action to move up to the
top and to take this one up here.
It's a four son of a bitch. I didn't.
Load these buff tokens, I
promise what? Do I want to put?
That on I'm going to stick that on energy so I can like
absolutely run you down and then we're going to roll the time of
ice. That's I don't think I've ever
put a four on energy, but I think that's I should have made
comment for me for sure. Yeah, comment for me for sure.
So that's the end of that turn, right?
Yeah, yeah, yeah. And these bad boys.
Down. So I'm going to have two tokens
here. All right, there's.
Still 14. Right, so there's like a 5050
chat. No, not quite. 25% chance.
Yeah, a little bit less. Pretty much, yeah.
Yeah, 20. Percent chance, OK, so.
In order to get both. I need to do 2 actions.
But I can't. Get both because.
OK, so I'm. Going to the what I can do is if
I take this and stick it in my energy with at least a two, I
should be able to get the next one, which then no matter what
it is, I can put it in my health and at least get some of that
back. I think it's a smart move to try
to get to both right now. The other option is to pick this
one up, move part way and then I just feel like I'm going to be
kind of in the open that way. So what I'm going to do is I'm
ready, which will give me back a little bit of a little bit of a
buffer. I'm going to take this token and
let's see what it is. That's hey, shock everybody out
there in podcast land and watching.
Guess what it is? What could it possibly be?
That's right. It is my fourth too.
I will stick this on to my energy.
I think that it's the only way I can get to the second token.
I think that should be enough to get me to the next one.
Yeah, it is. It is because you've got ID B,
yeah. So that'll get me I.
Think maybe? Maybe behind some cover too at
least. At least to get a modifier.
And then since I moved, I'll pull this one.
And what's your guess that it's a 2?
What's your guess that it's it's my I feel good.
I think it's. Oh, oh, that's.
Right, that's right everybody. It is my 5th 2.
How many twos are in the pool? 6 So you've got all my.
The fact that I. Pulled five of the six twos is
mathematically unlikely but here we are so I'm going to just pump
that right into my health yeah and then we can just kind of
shuffle these around a little bit I was going to say if you.
Wanted you could leave that one out while you place the other
two tokens so I know. So I don't get it again.
Oh, because I have to I have to put tokens backed on both of
these spots, but I. Do get to heal.
Back up to A10 which does feel good and let me roll.
The first one is a 2 and the second one is a three.
OK, so the two was down here, the three is right here and then
that'll be the end of my turn. You are UPS.
OK, where can I get, where do I need to get to to get an angle
on you? You're tucked quite nicely
behind that, so I think you. Could get, I think.
Wait, what have I got for? I've got like 10 inches of range
of an eye. You got like 12.
Inches of range, don't you? Yeah, 12 of range, sorry 9:50 of
energy. So I.
It's very difficult to see. Line of sight on this.
So actually, that's all right. Yeah, I can see your head.
So you'd get a + 2 to dodge, but I'd get a + 2 to to strike
because I'm shooting down at you.
So I've seen you, I've seen you go through all of that.
I've seen you health up. You're within 12 inches.
So I'm going to make a combat, I'm going to make a strike.
So let's go. So I got a. 5 + a two so I
rolled A7 so beat A7 OK. And then I'm.
Beating that with my. Agility Agility 1 of.
The only things I don't have anything in right now, not even
a 2. I will give.
My just wait. I'm sure I'll pull the two that
I just put back in there. I'm I will rotate.
I will give myself a buffer of 1, watch this be the time that I
roll like a 12 or something and completely wasted that.
So I just need to be to seven. So this is 2 D 10 + 1.
Let's see what happens. OK, of course it is.
The time that I do that, I rolled a 13 + 1.
That's a 14. So you miss Nice I I.
Miss and you get a free move or ready action now as well.
Oh, that's right. After if you succeed on a
defense you get a free movement and we did talk about having
ready be in action because that makes sense and sometimes yeah
I. Implemented that because it and
I so so two things from the last time we played actually so
ready. So you get the choice when you
get this free action after dodging and then also slam.
So you know I had the move plus slam action.
So I scrapped that. But what I did was I rather than
being needing to be in base to base combat to declare a slam,
it's be within two inches. So it gives you that like you
don't need to get quite as far and then when you declare it,
you move into base to base, which seems to make it a bit
more streamlined. So thank you for that.
But yeah, ready or move, OK. I feel like.
I don't what I would like. To do is talk back here, but I
feel like maybe you'd still be able to see my head a little
bit. I don't, I mean.
If you so the I think the only place I'm going to really
struggle for like so I've still got an action right.
So and I'll be upfront. I'm going to take another shot
at you. Yeah, no, that's.
Why? I'm debating if this is enough
cover right here? No, well, not there.
I think you. Probably want to go over, I
don't know, this big yellow block like let me look.
No, I think. I think because of the mini,
obviously in real life, what I would do is duck down.
But I think Mini's game, you're right, I think I do need to jump
across to here and that means I need to do a roll or it's enough
inches that I don't need to do a roll.
No, you still. Need to roll because you're
jumping horizontally, but it's just ADR 9 that you need to that
you need to check Dr. Nine with my agility, right?
Yeah, yeah, yeah. Exactly, my agility is.
Zero. Yeah, Let's see what we got
here. That'll be a 15.
Nice. There you go.
So. I do.
You know, I I'm, I'm. Bleeding, I climb up, you see me
stumble across the way to to to that buff token.
You take a shot, it chips off the top of the wall and I feel
the the I feel like kind of like hit me with like a little bit of
the debris. So I just take off, jump across
this thing and tuck back against the wall now.
Ready for your next? Shot.
I'm just like, where's he? Gone like I swear I just shot at
him and like, you see, see the mortal, the mortar pinging off.
I, I mean, in that instance, I think what now it's whether I'm
going to be cool and calm and collected or whether I've got
the blood lust and I'm just going to start to try and get
right across because I so what's that today?
So it's like 2 1/2 to the edge of there and then a jump is 3
inches, so you're back here from the bottom.
Yeah, because I want to. Know what is the Yeah, yeah.
Because I want to see the horizontal and then so it's so
the jump is going to be right. So like 3 inches to there and
then that is going to be 1.25 S 4.25.
I mean, I've got 10 inches. I'm going to try and jump
across. It's probably not the wisest
thing, but I like it. You're going to hop off the red.
To the yellow and then leap across the yellow.
You're just going to no, no, no. No.
So I'm going to come to the edge of the red and then I'm going to
jump across the yellow. So the maximum horizontal jump
this what is it actually because I changed this because it was
really odd of a minute. Move should know this, shouldn't
I? The old version was 4 inches.
I don't know what that current version is.
Yeah, I. Think that's right, I think
yeah. So I think that's maybe a bit
too close so, but still. So what's that?
So that's free. I think I can do it climbing
down as well. So I'll do that.
I'll climb down, so that's like 4 and then I just want to jump
across there. So that's free.
So let's roll for higher than ADR 9 and it's a nine.
What did I write? Is it?
Is it higher or equal to? My favorite part of my game
design is how designers, as doing it, design myself too.
When I play my own game, I'm like, fuck, what did I do?
Like what did I write? I wrote these.
How do I not know this? But it's just like, no, it
doesn't matter. Doesn't matter who you are,
doesn't matter if you wrote it, you're gonna forget rules.
So you're just talking about, like, your base skill.
Is it like, equal to or greater than, Right.
Yeah, yeah. Yeah, yeah, it's so, well, OK,
so I just wrote you must pass ADR 9 agility test.
So I haven't even specified that.
So that's maybe something that I need to catch the Dr. the
difficulty. Rating is 9, not greater than 9.
I would say it's 9 or above. Yeah.
OK. All right.
Fine, so let's go DC-15. And D&D, it's a 15 and and you
know, higher. So I think you you just make it.
Yeah, I'm. Over thinking OK, so let's go
here. And that's the end of my turn,
right? I took an action.
You got a free action. I took my second action.
So yeah, we're good. We just need to take down some
time. Advice.
Yeah, so. This one's going to come off.
I will let you pick the token to put over here if you want.
OK, cool. And they're both going to tick
down, aren't they? Yeah.
And then this one. Up here, I'll tick down.
Yeah, Nice. OK, All right, so my health.
Isn't the worst ever? And if I.
So okay, so if I and how close do I have to be to hit you 022
inches for a slam, you said? Yeah, within two inches for a
slam. The same, the same thing as the
buff token, right. So it needs to be two inches in
on the the same level, if you will.
Okay, I'm going. To hear you leap because you
basically just like like catapulted off the top, hit the
edge of the ledge and just like leaped across like a psychopath,
like an animal and. And now we're.
Yeah. We're we're.
We're right up in each other's. Businesses here.
That's a decent drop from there as well.
That's like 5 inches. Yeah, it's just going to.
Be a mini replay of last time where you you deflect me the
other way. So I would like to just
basically jump up, grab the ledge, pull myself up, and then
immediately like get my feet underneath me and launch at you
and just try to like shove you right off.
This building sounds good. And.
I'm going to use my ready die, so that'll be a plus one.
That is a strike stat, right? It is a strike.
Stat, so that'll be a plus. 2 So I get +3 to this disconnected
OH. From Steam or it's a
disconnected. From the lobby.
Oh, that's weird. Yeah, OK.
Let me just invite you back in. Oh.
Oh, is that me? Yeah, it would have been.
Hold on. Let me just make sure I can.
Yeah, that's weird. OK, hold on.
All right. He should should have saved.
So we should be good, But at what point it saves?
Pretty regularly. So you can just reload the most
recent one. And if we have them tweak a
couple things, we will. Yeah, this one should.
Be good, OK? OK.
And then? Let's get you back one moment.
People. Well, that's weird.
Is that steamed So I only see one person online?
Oh no, there we go. That's good.
You should have got an invite. Now I got it.
All right, we'll wait this for it to load back in and we'll get
right back into it. That's Tabletop Simulator for
you everybody. It looks good.
It looks like we're in the position we were in.
I think even the time of dice are ticked down.
Yeah, the top one was. A three, yeah, we are in the
perfect position. So brief pause everybody just
for the suspense. So I have a + 3 to roll these
two guys right here. Go fuck.
Right off, so that is. It's A7.
Plus one A + 3 is, so it's only a 10.
It's only a 10, so let's hope that you roll worse than I
thought that I thought that. One was a seven.
OK. Yeah.
So. It's just a straight up dice.
Roll day just just 11. OK, so it is like a little bit
like last time. So I'm going to, I'm going to
free you 2 inches behind me. So yeah, although I've changed
that to three inches as well, actually say, but it doesn't
make much difference in in this instance.
So you've fallen, So you've fallen 5 inches.
Yeah. So you will take 5 damage.
Thick, awesome, wonderful, literally by by one that hurts
me deeply. I just kind.
Of I didn't even. I just moved.
Slightly out of the way. Yeah, yeah, Stuck your foot out.
So I just like, tripped off the edge and it was like Wilhelm
screamed for like, you know, the 50 feet I just dropped.
Man, if only I had put a 2IN agility or no, I put a 2IN
strike. Damn.
That's a terrible rule. OK, so that's me on the ground
fallen. And there's no like prone or
anything, right? Like I'm just narratively I'm,
I'm, I fall in it. Yeah, there's no, yeah, because
I know in a lot of games, yeah, you get like prone or you're,
you're down, right. And then you can use an you have
to use an action to get up. That's too too too much of A
simulated approach for for what I wanted to achieve with this.
OK, well, with. There's nowhere.
There's nowhere I can go where I can get cover from you.
You've got, so you've got 8 inches, right?
So oh, that's right, I have. 8 inches now, Yeah, I have 8
inches now I can get to you can tuck around.
A corner, yeah. I'm gonna get to let me get to
there, all right. Your turn.
After I threw myself off a building.
You're up. Oh shit, I forgot to switch back
to the map. So for everybody.
I got here. And then fell down and then ran
back here. Sweet, so I'm going to.
I'm going to be. Able to see?
I think I can see you. If I jump onto this little
yellow bit, it's fine. I might fall now, so it's
jumping down South ADR 7. I fall, so I fall.
I fall right here and I trip over the same little bit of.
Of a rock or something that was right on the edge that I just
tripped over. So you finally take damage,
first damage of the game, and it happens to be your own fault.
Wonderful. Yeah.
It's fault damage is brutal in this.
So I'm going to, I'm just going to ready now.
I think I think that's the most sensible thing I can do at this
point. So there we go.
So that's both of my actions concluded.
We take this stuff down. All right, this.
Becomes a token. This becomes a one.
What are you going to do? That that could be a four.
Underneath it could be a four. And too bad I didn't.
I I took my strike in my range and everything is all.
But what I'm going to do is I'm definitely going to run to that
token and I'm move. I'm going to move.
And pick this up, it's a four. Baby.
All right, so all right, this is, this is, this is.
I could stick it in my. Health and get back up to 9,
which would be big, but if I stick it in agility, that is my
defense for everything. Having a + 4 for my defense, for
everything, for jumping, for everything feels huge.
Yeah, and you're not that much better off than me.
You're only at A7 right now, so I'm not.
But it's D6. Damage.
You could kill me in one turn. If I get through.
Yeah, if and I can't. Kill you in one turn because
even if I roll 6, no. I I.
Can't. And if you shoot me twice, it's
game over, Yeah. Yeah.
But I get to. Do agility every time.
So I'm going to stick the four and agility and and, and really
wish I still had my strike open because and now what's even more
important, let's see what happens here.
It's a 2. Speak The real question is do I
hit you right now or do I run away from you because at the
very least you would have to chase after me, which would get
rid of one of your actions. So that's what I'm going to do
is I'm going to get up to here and on the next turn I'll have
yet another buff token near me. But what's, what's the way
that'll? But you have enough movement to.
Get to me no matter what. But you have to get to me.
I have to use. One action?
Yeah, exactly. So unless you Max.
Unless you Max. Role damage and I lose my
agility role. You can't kill me this turn.
So that's what I'm going to do. I'm going to.
I'm going to do that. I finally got my 92 on my board.
I was almost hoping to get 6 twos like I I can't though.
I think you got one, didn't you? Yeah.
You ruined Yeah. But that's.
Me that's. Me seeing you fall down, I race
back up to get more of these resource management and try to
get away from you because at this point if we say on flat
ground, you know you're going to run me down anyway.
You're an animal. You're.
We'll see. So I've got 10 inches of
movement, so I think that gets me up here.
So I'm within two inches, but that's important, not because
I'm going to perform a slam, but because it's going to give me a
+ 2 to my strike role. So I'm going to declare combat.
I'm going to use one of my, I'm going to use my only ready, and
I'm going to do a strike roll. So I've got a + 2 combat
modifier. I've got a + 2 from my strike
stat, and I've got a + 1 from my ready.
So whatever I roll is going to be plus five.
Wait a minute, I have a. Question.
Yeah. Did I get a plus?
2 for my SLAM no. Because you're always within two
inches when you do a slam. So it's all right.
So it's, it's a combat modifier. So that's why the range attack
is called combat. So it's if I could introduce
like slam modifiers, but I didn't really see the necessity.
So I. Could have just done.
I could have just got up and shot you realized point blank
instead of trying to slam you. That would have been a.
That would have been better because, yeah, that would have
been a much smarter move than trying to slam you.
That was stupid, but not as fun. Nowhere near as fun, you're
right. Now I'm bleeding and dying and
this is way more fun. Yeah, you're OK.
So. So you get what?
Plus 5 right now? Yeah, yeah, yeah.
Yeah, it's like, yeah, exactly. 2 from the strike modifier, 2
from combat, one from the ready. And I really like roll a fucking
5, roll A10. Ten OK, so I just have to meet
or beat that, right? Or do I need to beat A10?
You need to. Beat it, otherwise we'd re roll.
OK, all right, so I don't want to re roll because this is the
worst you're going to roll. So I just need to roll at least
a 7 because I get a + 4 modifier and I get.
No defenses or. Anything for this?
Because we're level and nothing matters, all right?
All right, you can do it. Nine.
Yeah, you. DID plus 4 is 13.
Look at that. Yeah, good job.
And I get a free action. Yeah.
Yeah, and what are the actions I get?
To do again, either ready or move.
So they're defen, yeah, because they're dodging.
It's like they're defensively based, yeah.
I'm actually like dodging and reading myself to do my next
move, like basically crouching or, you know, some marvel
whatever move so great. So I'm going to ready.
So that'll give me a a point back here.
So that's what I'll do. And then that's both of your
actions, right? Yeah, I moved and I shot, so
that's the end of this. So.
We wind everything down so this becomes a token.
I'll roll this one. Down to 1.
Does this did you? Already roll this one on the top
down. Yeah, yeah, yeah.
I did that one. OK, Dang.
Next turn, every token is back on the board.
Yeah, yeah, yeah, yeah. Not.
Not that it matters. Now I can do an.
Action So here's my question. This is this is how.
Bad. This could go.
I could try to shoot you, you dodge, get a move, move around
me and pick up the token. Can you pick up a token at the?
End of a Move on, not your turn, Yeah.
Yeah, so, so yes, right. If you have a free move action
and you and you end that free move action because you've ended
an action next to a buff token, you get it.
But The thing is for me to get to start my free move action,
you've needed to complete your combat action first, right?
So if you shoot me right, we roll, we, we declare the out,
decide what the outcome is. At that point, your action is
over and so you will get the buff token.
So there's no so if you miss and I if I dodge my action still.
Ends before your move action starts.
Yeah, yeah, yeah, yeah. Yeah, OK, exactly.
So then I would like. To try to shoot you then wise.
Very wise, right in the face. I dodged out of your shot, pull
up my gun and I'm trying to blast you and I'm not going to
try to slam anymore ever again. So I get a + 2 to strike, I get
a + 2 because you are within two inches of me, and I get a + 1
because I'm going to use that ready.
OK, OK. So I get +5 same as last time to
mine and let's see what happens. I roll 6 + 5 is 11 + 5 is 1616 I
don't think. I'm going to be able to roll a
straight up anything higher than a 16 because I've got no
modifiers. So let's listen, let's see, I
thought too. I.
Thought for a second too. When I saw the ten hit first, I
was like so they roll the 12, roll the 12 so I can just shoot
you right in the face. I get to roll 2D sixes, yeah.
I'm going to take these two. Red guys right here.
I'm actually just going to throw them since I picked them up.
Fuck off. So that's three.
That's three. Yeah, yeah.
Three damage, nice, and I pick up the.
Buff token because my combat turn ended, yeah.
And I stick. Three points right back into my
health, so that'll roll me back up to 8 and then with my second
action, I pull the trigger again.
That's OK, so. If you do a second combat
action, you're going to, I'm going to get a + 2 to my dodge
troll this time. Yeah, well, I.
Mean what? What am I going to do otherwise?
Am I going to just ready and stand in front of you so you can
kill me next turn, man. So what are you down to?
You're down to four. You're down.
Yeah, I'm slamming you. You can throw me off the back
again. No.
So. So you get a + 2 or I get a -, 2
I get a. +2 to my dodge. OK, so I.
Still have a + 4. You just now get a + 2.
Yeah, yeah, yeah. Exactly and you have nothing.
In your agility still too, right?
No. Yes.
Yes.
OK. All right, OK.
We're doing this, people. All right, I if I hit you and
roll at least a four-game over. You left after me, left after me
and I'm bleeding running away from you.
Catch you right on the edge and put 2 bullets in you or I miss.
Or I miss. And you immediately murk the
shit out of me. So all right, so I get plus 4
because two inches and two points for strike.
Let's see what we got. That is going to be an 11 + 4 is
15. I thought that was going to roll
to A7 and it just ticked over. So that is a 15 and you get a +
2 on yours. OK, let's.
See. No, not higher at all.
OK. That's that's 10, that's 10.
All right, so I get 2D6 and if I roll at least a four-game over.
So you know I'm going. To roll.
A3 and A2, you know that's what's going to happen.
You know that's how it happens. I'm not even going to look.
I'm just going to hear your reaction.
OK. Did it actually roll?
No. It's still a one and a three.
OK, I thought. I was like, wait, did I roll it
again? All right?
Oh no, thank goodness it didn't roll all right.
OK, I'm just going to. Toss it because our button was
not working. Here we go.
It's four and a one. Baby.
Four and a one. Very nice.
Boom.
So yeah. You were you from the very first
shot. I'm back leg the rest of the
entire time. You basically blast my shoulder.
I'm bleeding all over the map, running away from you.
You're leaping after me, trailing after me.
You know, I try to, I stumble towards you to push you off the
building. You knock me.
I I fly off the back of the building.
You keep chasing me down, chasing me down.
You finally have me cornered on this edge here.
You shoot for me, miss 2 bullets and you done done this is.
I was hungry, I was hungry for the kill and it was my downfall.
I, I quite, I quite like the fact that I've played a lot of
this game now and you rarely know which way it's going to go
until you get down to those last few turns, which is I think
it's, I think it's nice. It keeps you engaged.
Yeah, absolutely. I'm just going to shove your
body off the edge and then hop down.
Pull out a cigarette. An E cig, a a low stick,
whatever, light it up and then just like walk off the board
into the darkness, the steam. Yeah, yeah, yeah.
Yeah, and then that's game and that is buff this 2141 the one
V1. What what are the what's the
tagline? Brutal.
Brutally. Dynamic single model combat.
Fantastic. So, so narrative, so every
single action, every single buff token is is is a tough choice.
Every single time, every role. I feel like everything we did
was always on edge the entire time.
Very so I love this game it's fantastic.
Again, if you can, if you're watching this, it's probably
live on Kickstarter or it was and you should still go pick it
up. I'll make sure all the links to
find it are below the TTS board that we are currently playing
on. I'll pop it back real quick.
This right now is on Tabletop Simulator.
All you have to do is go into Tabletop Simulator, go to the
workshop, browse and I, I assume search buff this 2141 and you'll
be able to find it. You got the color version, and
then you got the more realistic kind of like crate version.
All the dice, everything you need to play the game, a ton of
different minis and everything are already set up there.
I think you even have the rule book in there too.
Yeah. I do.
Everything you need to play right now is is out there.
And then obviously, you know, grab the grab the game from
either the Kickstarter or I assume sometime in the future
the PDF will be released after the Kickstarter on to it or
someplace that people will be able to find it.
Yeah, I need to. Figure out how to the same with
the physical books as well. Like they will be available.
So it's just figuring out how and yeah, how really how to
distro. Get that figured out.
Yeah, yeah, yeah. The easy stuff you.
Know but all right, Matt, thank you so much for for playing
again. If you watch this episode, make
sure you go check out the previous episode, which is a
long conversation and Matt and I had about, you know, tips up
gaming and and more information on buff this really appreciate
you coming on again and great fun buff buff.
This is awesome. I'm very glad you made it.
I can't wait to to get it in hand.
Thank. You so much for having me on.
Thank you for the kind words. It was a it was a pleasure as
always. Yeah, absolutely.
This will not be the last time you see Matt here on the Weekly
Scroll. Again, thank you so much and we
will see you all later. Have a good one everybody.
Bye.