Hello, and welcome to the weekly.
Scroll podcast brought to you by the adventure archive, my name
is Ryan. And that is all you're getting
today. Because honor happens to be
feeling a little bit under the weather.
And I didn't really want to push this off tonight.
We're going to be reviewing up marching order, which is a solo
or Co-op game. Anyway, so you're getting me so
low, that is What's that? Well, me and my 1600 bull
because I got work a little bit. So that is what's gonna happen
tonight. And we do happen because for
those in podcast line that don't know, we do stream this on
Twitch, we do have Kremlin keep the creators of marching order
in chat right now so if I fuck something up real bad while I'm
reading through it it can correct me.
So for those that do Have not and might watch this while we're
playing. We have a huge playing reading.
I just woke up. We have a huge giveaway going on
right now. Crumbling, Keith happened to
send us literally everything that they've made for marching
order. So my green screen does not like
me in a day but we have the box set, the mud and blood Edition.
One of the core game, the Rogues handbook and Elders.
Guide'. We have masters of the Onyx
Tower which is a big old Dell for marching order and we have
currently funding on Indiegogo right now.
The quick and dirty is number one, or first edition quick and
dirty has its three, small bells for marching order.
All of this can be yours if you're live.
Because if you're listening on a podcast you fucking missed it.
Um, if you just go to our Twitter and like the tweet that
says like this tweet to win you just have to like it so that I
have a track of who you are. It's not the whole like, tweak
share thing. I fucking hate that stuff, but I
gotta track you somehow. So just like the tweet and And
you'll be entered and then at the end of the stream, you'll
get to do that. Yeah.
So let's get cracking because Hunters are not here.
We're not going to do our normal kind of fuckery.
I don't know what name he would have used today.
Sick, bully. But that is it.
So as I said last week, we've kind of not really, we're not
really doing kick. Start the podcast anymore, just
because we're both trying to save money and a little bit of
time on the show. Sometimes the biggest like 45
minutes would go over like six projects, not doing that.
Maybe will do special episode again, during Zine questers emo,
but we'll see. But we are switching to.
I don't know what to call it, Spotlight tip of the Hat, you
know, a little nod. Something that says, hey, This
is cool. You should check it out whether
it's a new project or a bit of news or something like that.
One of the projects that I wanted to talk about recently.
Is called a trespasser. Let me kick over to that window
real quick. So trespasser is a tactical,
action, old-school themed Dark Fantasy.
Tim top role-playing game, it's currently free and place test
version on itch. The Creator's name is 10
Duelists. I want to make sure that I say
that correctly, it's Tonton Dallas T UND alus.
But if you let her do the search, Trespasser each dot io
on fucking Google. You're going to find it.
This is just a really neat-looking game.
Like I said, it's still in play test and it's free, which is
ridiculous because it is in, its current form is pretty badass.
The Inspirations now just to give you a little bit rd&d
fourth edition because it does say, the cover does say Dark
Fantasy Tactics, which is interesting.
It's Dandy fourth edition Dungeon Crawl class. 6 darkest
dungeon, Dark Souls Divinity, blackhat Cairn 13th age, lot of
stuff, but just giving you a little read on what it says.
Here trespasser is a tabletop role-playing game about peanuts.
Turn Adventures carving at a safe Refuge amid.
The long collapse of their Dying World, that reminds me of Helm
just a bit. Designed for player-driven,
sandbox campaigns of survival and dungeon crawling.
Trespasser borrows themes of early tabletop and pairs them
with tactical combat system inspired by 4th edition.
I'm a fan of fourth edition. I loved that it felt like a
game. I know people at the time were a
huge fan. I think there's been a little
bit of a Renaissance towards Italy for tactics driven game.
This is definitely a Lynn's a little bit towards that if you
admire the principles of old-school gaming, but also do I
picking character options and pushing a minis around a grid.
Spencer might be for you. It says there's a lightweight
core with Rich variety less than 20 pages of combat, but it's
designed to keep the players engage and info sizes.
Party coordination abilities on the battlefield, leave behind
clouds of smoke, excuse me, lasting obstacles.
All sorts of stuff, so you can shower the field with sender.
So your ally can slide an enemy across them freezing enemy, in a
block of ice, all sorts of stuff, random character
generation, weird builds. It's just really, really
interesting document. It's pretty beefy to, and in its
current form, the layout looks beautiful as well.
Check out some of these Pages, you know, it's, it's two
columns, some public domain art, but really love the way it
looks. It's really clean.
It's got some nice page accents on it already.
It's just a really, really nice looking document.
It's only version 1.2. I don't know how long The
creator has been working on it, but goodness, if this was my
first draft of anything, I would be quite happy, but it is
downloadable. And when you do, you get the
play test version character, sheets peasant sheet stronghold,
sheets table, reference pre-made characters, tons of stuff.
So, yeah, I would definitely check this out.
If I were you. It's a really, really neat
project and I Can Only Imagine If this actually became, you
know, pay for this. I mean it should cost money.
It's a it's a decent size document and fucking cool.
I would love to see this in print.
I think that would be absolutely fantastic.
I really hope the Creator keeps going with this and that it just
doesn't stop here and that's it, that is trespasser.
So that's all we're going to Spotlight, highlight, you know,
whatever today. So we're going to get into
marching order. So, Marching order.
Let's kick right into the Review scrape not, that's not the one.
Yeah, there we go. That's the one right there.
Yeah. So marching order.
Um if you hear me delay a little bit it's to reach at since I'm
going solo today much like you can't and marching order,
sometimes I will need to pause to take a sip and a break and
hunted will be and will not be here to fill the void.
And again we dumped it at the Bob cast, you get the milk
straight from the cow. So, first off right off the bat
I absolutely love, love love The art for this, we talked about
it. Oh, also, if you're listening to
this, go to the last episode and listen to our interview.
What will my interview with the guys from coming?
Keep from crumbling? Keep James and Brad.
Super cool. Guys, it was great to talk with
him. I think re-interview lasts like
two hours which is one of the longest ones.
We've done didn't feel that way. It was really neat.
Got a lot of insight into marching order both in its
current state and the future that it holds.
But one of the things we talked about a lot was the artist And
this is and I hope I get it right.
Mustafa back here. It is the same artist that does
a lot of the art for Nia Lords of the toxic Wasteland.
So let me actually want to, um, You know what?
I will actually just real quick. Download the other cover so I
can show those that aren't in podcast land.
What? Both versions on the front look
like I'm just going to go to Del vers guide Pages.
Let's download that real quick out of the Dropbox.
So this cover your currently seeing right now is the, the
Rogues handbook. So this is basically the player
options and stuff like that. The other book that you get
with, it is a delbridge god, which is delves for you actually
play the adventures in this game are delves it's marching order
is With a tagline that James used decided Rogues fucking
around doing Rogue shit. But basically it's a
choose-your-own-adventure mixed with like darkest Dungeons.
And it really does feel that way.
So the front cover, is this really cool perspective where
you're looking over the heads of three adventurers.
Basically, like a knight kind of a Mage and another character,
they're looking down a hallway towards a group of armed Goblin.
ins, but if you actually open up the Dover's guide open it is the
other perspective. It is actually the from the
goblin side at the bottom of the page.
Looking forward towards the same party.
The three characters at the other end of the this Corridor.
So really fucking cool detail, really awesome.
Just a really nice touch between the two books in a really great
way to Kind of tie the two books together.
Stunning, beautiful are really, really enjoy the style that
Mustafa has. And as we talked about in the
interview it I can't imagine a different artist, I think this
the style of our that they use really, really fits the style of
the game incredibly well, so so yeah, again, really fun
perspective goblins facing Adventures on one of the books
and Adventures facing the same goblins on the other book.
So cool detail which can be in your hands right now.
If you just go into the giveaway, As I will be giving
both away as far as a giveaway this evening.
So go check that out. So just getting started here.
This is the mud and blood addition.
I read this in Pages not spreads, but there are some
great spreads in the book. It's just easier on the old
stream here. So that's where you're going to
get some. I'm going to split so marching
order, mud. And blood addition, as I said,
put out by the guys at crumbling keep that is James Green and
broadcast bow. So, right off the bat, a couple
of things, you know, me, I if you've watched the show at all,
I'm a huge fan of the digital Tools in PDFs, it's 2022.
I know a lot of people like reading Pages, like actual
having the things that hands. I'd really like him to things in
my hand, but I also love having it on my phone or my iPad or my
computer because this is where I'm sitting a lot of the time
and sometimes it's a lot easier for me to look at things.
Digitally because I have to have three things in front of me at a
time to get anything done. But do we have bookmarks?
We do in fact have tons of bookmarks.
And I already know that for the most part all of this is
hyperlinked as I've said over and over again.
I really want to put out a piece of merch that has.
Like, if you're if you're listening you can't tell this
but you own a computer. Probably if you scroll over a
hyperlink, your cursor, turns into a little hand, only like a
weekly scroll, you know, logo with a Sir turn into a hand so
it looks like it's hyperlinked because I love me some
hyperlinks. So again the table of contents
is completely hyperlinked which is fantastic.
Starts with a warning, you got an introductory section, you're
going to, welcome to rock bottom section, you got Quasar,
Gambling Hall, which will go over and then you go into the
how to delve section. Which covers like combat and,
and all of those kind of things. The rest phase, is there some
references in the back? We got some credit here.
Like I said, James crane, Brad, Kish bow Consulting designer,
Julie a folk character. Encumbered art is Mustafa care,
definitely didn't fuck that up. So that's great.
Some editors playtesters, really great.
There is so this is called the standoff, but I'm just off a bit
here. What is the other one called
then? Is it also called the standoff.
I don't think I actually looked Um, let's go back to the Del
Rio's, guide real quick. Scroll down, just a touch to the
credit section and this is called living in a goblins,
Paradise. That is what the developers
guide are the antithesis piece. Looks like this says, I always
thought I would die in some shithole, but I didn't think it
would be this shit hole. Shut up, said, the wizard.
Rather be at the front of this line and listen to you bitch.
For another moment that can be arranged sellsword yelled back.
His grip tightened around his sword as he stared down for
approaching goblins, their Mouse of frothing with determination.
So, one of the things that's, that's really great that the
entire book and I really love is the, The Narrative voice in the
way that James writes. It's very, I know, I said
tongue-in-cheek, but if it's tongue-in-cheek, your cheek is
shooting a right through the side of your mouth because it's
pretty T in your face fun, there's a Content warning, the
beginning which is great. Um, you know, I'm fucked up.
So I love this stuff, but if someone does happen to Peak in
this and doesn't it, it's let's just say, it might not be for
everybody. So the kind of warning says
getting serious for just a moment, marching order contains
content. That may be harmful for some
individuals while it is mostly written in a humorous tone.
The following in their texts and or may come up through play
Animal death and violence. Blood body horror corpses bones,
death drug, use drinking emotional music food, mental
illness poisoning skeleton spider swearing verbal abuse
violence, vomit and weapons. Yeah sounds like marching order.
So again it's great that this in here, you know, we're big fans
of Warnings and advisories on safety tools and things like
that. So it's really great that it is
in here whether you need it or not and if you don't just keep
scrolling. So yeah, so getting into this
and says we don't do it for Glory.
What to make sure spreads W. It says, nay.
We do not do it for love. Nor for good.
We do it. Masseur for the coin.
Will go into your dungeon, but you'll need to keep us in drink.
And in good standing with the brothels.
Welcome to marching order. I gave a dungeon crawling Rogues
backstabbing and coin, you'll take your party through cramped,
hallways and claustrophobic tunnels.
And test your mettle against the monsters in the dark.
Bring your torches and bandages. Find your place in line and try
not to die this best to keep one of your allies between you and
the hordes. So this is, as I said, it's a
solo and Co-op tabletop game so or and or and we'll get to that
in the rules a little bit. But the when we actually get to
what the marching order is and why it super make sense, it's
called marching order to really really interesting mechanic and
I really pulls in that darkest dungeon vibe.
Even though James by his own admission has never played
darkest dungeon, so to kick it off.
There is a glossary of terms. I'm not going to really get
through this. This is kind of one of those
things where, you know, if you've never really played a
tabletop game, this is really good for you to read if you
have, it's okay to skim through. It's just a little explanation
of a lot of things that you find in the game.
You know like what attack rules means, which isn't just a
regular, it's a good thing to have in the beginning because
you know there are times in the games Typically, with this one
asks, for roles versus attack roles and they are different.
So that's good to know allies active, bullshit dice, which are
fabulous. The bullshit dices are old.
We'll get to that turn later, but just know there's bullshit
dice in the game. If that tells you anything about
the game, as we continue on through this coin, hope you know
what that means. There's condition dice that are
like cool down. Dice both of which also our core
mechanics in the game and we'll go over those as As we go
through and then there's a Styles and which conditions are
written, which again will go through in a little bit.
Just know, I should keep a counter of how many times.
It says, these do not reset between and counters for
conditions and cool down Dice and stuff like that.
If I remember, that's one here. Let's have a Post-It note.
I'm going to take a pen and write this down.
So I think it's a little important to know that
considering I'm keeping a timer and I've read this book, all
right, a counter. So my creatures are things.
Delves enemies half rolls are interesting.
Sometimes a half roll is called for in this case, we roll a
6-sided die and divide. The result by 2 always rounding
up. I'm curious.
I was curious when I read that if the math works out all the
time, as opposed to just saying, you know, 1 and 2 is 1, 3 & 4 is
2. 5 & 6 is 6 or you know, etc, etc.
I guess it would have to be ramp.
So say, you have a 52 and a half.
We goes to 3 a 5 in the 6. Yeah.
Yeah, it should work. I'm fucking terrible at math.
This is why I like rules light games.
So rest phase Rogue roles stats. I think we're still in the
glossary so so we're going to go over that later.
Price physical defense Health magic, you know, so you got a
lot of I will say there are decent number of things to keep
track of but not too many traits qualities.
Flaws, all the stuff will go over a little bit but I love the
very bottom of the Kind of glossary page is a cat, but
also, a baby and it just above it.
There's like a yelling voice bubble that says boring.
I'm a fan. So then you get into a stack of
coins and it says, starting your party enough of the word
learning, you're here to delve into the dark and get rich
Angel. Well, you know what?
They say you gotta spend coin to make coin, let's get going
again. The The Narrative voice
throughout the game is really fantastic.
I really like that. The game is written or the the
rules of the game. The, the language that the game
uses is written in a narrative voice, as opposed to just a
rules text, it feels like some grumpy old Rogue.
That's done it before is talking to you as you go through the
book kind of Lining it to you but also kind of giving you shit
the whole time too. And it's, I mean, it's a good
idea to listen. So yeah, so there are three
steps no, I'm sorry, 45. Five steps to getting set up to
get going in your party. So, the first step is setting up
your game. You should have a few components
in this package, the book you're reading, which is cool.
Rulebooks, a deck of cards. These are your little quick
reference for all the Rogues and enemies.
It's great that there are cards. One of the things I really like
about this game is that it's a fucking game.
And actually, if you Sign up for the Kremlin keep newsletter.
You will get. Not only do you get daily
content but it's like a daily. You get shit daily and I believe
I read it right before Serene today's was about games being
games that role playing games are great.
I love role-playing, it's cool. But I really like games to like
games that feel like games, like not everything has to be.
A fucking simulation, you know, like I don't care if something
doesn't make sense in reality, I have never played Monopoly and
been upset. Well, not a monopoly is not a
good thing because oligarchs to rule the world, but you know
what, I mean, I've never played a board game and been upset that
it didn't mimic reality, right? This is a game.
If you want to play simulation, just go fucking LARP.
Like There are rules for a reason. um, you know, like it's
because it's a game. Okay?
So you're not everything has to be.
Based in reality, if it makes sense in the game, just follow
the rules and keep going. So I like that, this feels like
a game, and it kind of has to because it is a solo game.
So there has to be procedures, you know, there has to be a
little bit more. Can't be as free form because
you have to be If you're just if it's just you and then you're
making up everything on the other side, too.
You're basically just playing with Barbies, right?
Like just you know because there's no process or procedure
to guide you through against yourself, right there has to be
processed is raspberry, you know, procedure has to be
gaminess to it and I really enjoyed that about this, I love
that there are cards. Odds and battle battle sheet and
all sorts of stuff. Oh, hi for those in Pakistan and
the do not remember, we do certain this live on Twitch and
one of my favorite people in the whole world.
The mother of Jedi jet a mama herself, just rated me.
Thank you so much. Did I mama papa Jedis in there
too? It has been way too long.
I appreciate the re subs and follows from all of that they
are. You wonderful people.
If you happen to be on Twitch, please go follow the mother of
Jedi and Sith daddy himself. Papa Jedi, thank you so much for
the ride guys. It has been way too long, we
definitely need to touch base and do something sooner than
later. You guys are fantastic.
Today we are going over marching order which is a solo or Co-op
dungeon delving games for robes doing Rogue shit.
So again, thank you so much really, really appreciate the
raid. So I'm back into it was I say oh
it's a game. It doesn't have to be completely
100% based on reality. Let's go from there.
So that's setting up the game. That's what you have.
So one thing I will say about some of the hyperlinks, there
are a couple of missing. And one thing that I would do in
this PDF is any of the addresses, like the URLs are not
hyperlinked. So there is a link here for the
like character sheets and says, go to crumbling keep.com /
Marcin Nurse last sheets. I would just throw a hyperlink
on that that we feel can click it and go directly to it.
But it's one of the very few spots where there's not a
hyperlink. So, not too big of a ding as far
as that goes. Step two, get your coin.
So this is fun. As I said, this is Solo or Co-op
game, it's between one and four players.
So you by Rogues and you get a certain amount of coins per the
number of players you have because you basically get for
one player you get for Rogues, right?
For four players. Each of you get one Rogue.
So there's always basically for Rogues in a party, which is a
great number. It's a classic party makeup.
Especially if you design your party around, like, you know,
controller Striker, you know, Defender bleed, or those kind of
things, doesn't it? I don't think the classes really
necessarily feed into the Those archetypes at all, and I don't
think they really need to at all, but four is classic feels
good. So for one player, you get 500
coins for for Rogues two players.
Get to 54 two Rogues. Each eats has three players get
150 each for one Rogue and for get 150.
The only thing that's a little bit different and off on this
not off, but three doesn't really divide, super great.
So buying your Rogues. Once you start you to do, to do
to do to do to do. It might be Going to buy the
most expensive or so Rogues cost money like the more badass the
Rogue is the more expensive they are but as you play and earn
more coins you can buy more rope so you can have like a pack of
them if you want the editor just a tip.
I love this stuff. Just a tip from a veteran of
delving, you might want to pick up some Anti-Venom and torches
for that first delve. It probably needs some other
things but I can't ruin all the fun.
Can I that's not the only time. The book says the first elf has
antivenom in torches so you should probably get fucking
animal. I'm in torches because not only
are you buying Rogues? You're stashing them, your
stocking them for the Delta itself, three-player game.
This is what I wanted to get to. So you got yourself a
three-player game, huh? Well, you need for Rogues and 3
doesn't divide into 4 rule. Well, rather than listen to you
all whine about who gets the extra body.
You get the construct capital c for your fourth.
Rogue instead got a problem with that.
Get another friend or tell one to get lost.
I'm too hungover for this shit. I fucking love this game.
Like again, like the The Narrative voice throughout the
whole thing. I love.
Not a lot of games are written like this as a rules text.
I think a lot of people feel very I don't say sterile, but
don't really write with the concept of like, the The
Narrative, like, as if someone's telling you, how to describe the
game instead of you reading it and I really love it, especially
this one, like I said, just tongue-in-cheek, just It's
really great. The tone is fantastic.
So yeah, so the contract work, the construct works, like a
monster when it gets to its action phase.
You roll dice and see what it does.
There's a lot of AI based on this game and I really enjoy my
personal game that I've been working on for a while.
Has a similar concept to it. So, when I read this, I was
like, yes, someone's done it before and it works.
So it really gave me inspiration to keep going with the, the part
that That's similar to something that I'm working on which is
fantastic. Not mean there's this fantastic,
I don't know it. The rest of it's turned into a
little older, look, if it dies, you get anyone when you get out
of the delft, that's it. So basically you get what
amounts to a monster on your side.
If you only have three players. So, flushing out your Rogue.
Now that you get your Rogues, it's time to flush them out.
You can name them if you want. It might be handy to have
something. Put on their Tombstone, the game
play. It doesn't feel like a funnel
but your robes going to fucking die.
I mean there's no way around it. Sorry don't get too attached.
They're gonna die. So if you want to name them,
that's fine. You know.
I can't imagine the naming conventions that people go
through because honestly if it was like Bob one Bob to Bob
three Bob for and you just kept going that way.
Its you got to like Bob 69 that would crack me the fuck up or
you know people can do what they want.
You can have Jimmy and when they die Jimmy jr.
Goes in after him, you know. But yeah um So take a look at
their actions one is labeled basic action.
That is a freebie action, you're stuck with after that.
Take a look at the other ones, there are really cool but you
only get to pick one to start with you.
Put a little check mark in the box next to the name so you can
remember which one you have. If you want more of them, you
can pay to get trained once you have some coin.
So, there is some character progression within the Rogues.
You have basic stuff and then you get to kind of buy into more
abilities as you play through the game.
And the next you're going to take take care of your trait.
You don't get to pick these whatever God, your Rogue
believes in gifted or curse them of the abilities of birth.
No one ever said that dungeon life was fair.
So you roll a dice for your qualities which ever one.
You get right it in the bottommost Box in your bullshit
section again I fucking love that.
There's a bullshit mechanic in this game.
It feels very true to the to the marching order.
Put that one in the top most box in your bullshit out your flaw
So, flaws with the top six or flaws, one are qualities, right?
Like the traits like it goes, top to bottom.
I think, I'm, I think I'm right on that James in here, but we'll
get to him. Go the character sheet as well.
And then congrats, you made a rope.
Good job. Next is shopping.
You get to do a whole shopping episode, right?
When you start this is it after this stuff, you're ready to go.
So there is a I'm sorry. James says it.
I'm fucking wrong and it is reversed flaws.
Go bottom, good stuff goes top. So Shop Rock Bottom.
So Rock Bottom is a within marching order.
There is an evolved not an evolving and expanding World
lure. One of the core places, kind of
like your base, right? Is Rock Bottom.
It's this town. The way James described it
earlier. Again, you know, listen to the
interview in the previous episode is basically You know,
war was near to Rock Bottom. So they hired a ton of
mercenaries to come to the town to make sure that it didn't
spill over into their Town. It never spilled over.
But the town spent all their calling.
On these mercenaries, The Mercenaries ended up settling in
the town kind of fucking around. And then the next generation of
these mercs were their spawn, if you will kind of grew up in This
in rock, bottom with not a whole lot to do or going on and they
ended up as Rogues and Ruffians and and general rakes and rest
about. So I guess so that is where you
are, what you are, and things like that.
So how do you get coin to potentially get out of town or
do something different? You go delve for stuff.
So that is Rock Bottom. Which again, the delves are are
interesting. They're fun but As more coming
out, it's going to keep expanding the lower of the
world, which is really fucking cool.
I really enjoy that. I love that.
It's not just some like massive lure dump right off the bat and
whether it was intentional or not, I really like that.
They get the game started relatively, I don't to say
simply but like you get what you need to play the game and enough
Lord, I kind of get you invested but as the delves are going and
future delves, that we talked about they're getting Or more
complicated. So it kind of feels like if you
play it, you know, as things come out it gets slowly more and
more, not complicated, but like in depth.
So out of, you know, once you get through the Devers
developers guide then you move into our next hour.
It's a more in-depth kind of complicated but on a bad way
delve then you get a quick and dirty as and there's some other
delves that are coming out they're going to be more like
procedurally generated and and bigger GE and have a lot more,
you know, paths within them. Because as I said, it's kind of
Choose Your Own Adventure style. I really, really enjoy that you.
There's like a ramp up of kind of everything added rules, added
lure, expansions everything. So if you start from the
beginning, you get this kind of like slow increase.
And it feels like it's digestible, you know, so that
you aren't overwhelmed right at the beginning with, you know, a
600 page, book with 300 pages, of it being more.
You don't need it. You don't need it for this game,
but it's fun to get it over time.
So it's really, it's really nice.
I really enjoy that. So you do this shit for coin,
right? Coin is another story though.
Coin belongs to a player, not a rogue players, can spend coins
on any of the roads or used to buy new rogue all together.
It might not be fair, but hey, that's life.
The other thing, I can't remember the game that we talked
about About it, may I think it was maybe Sacrifice from black
oath. Technically it can be a two
player game or more, but the Way It Was Written right at the
beginning where it says like two-player game throughout the
rest of it. And I think some of the language
was it's kind of based on I think the first edition open
gaming license. So party is used a lot.
So it kind of, I mean, the rules Which tells you how to play the
game and can infer a lot of things.
So as I was reading that one there's Parts, where you just
like, where you kind of feel like party is the way to go,
even though it does seem the beginning.
That like, it's honestly meant for just two people like, you're
supposed to be a lone Warrior. You're basically fucking gut the
way that this one's written, though.
I don't feel like it, does it nearly as much.
It doesn't really talk about party as much.
I'm a really just as Rogue and Rogues and player separate,
because, again, they can be a solo game and you can Can you
can be the characters, you can be the robes if you want, or you
can just be controlling the Rogues.
So, it's well delineated in the way that this is written.
Um, so one of the other things I really love is and this is a big
one in line. Hyperlinks chefs, kiss James,
and Brad, they are wonderful. I think I can't remember.
I think there was a page where one was missing and I should
have wrote it down for you. But for the most part, if it
says you can find the rose on page 62, you can click on that
and it will take You to page 62, which is in a PDF, the ability
to navigate, especially at the table.
Quickly, again, this one's a little different cause it's a
solo game. You're not, you don't have a
bunch of players waiting on you and even if you are playing with
other players, you're all players.
There's no DM. It's still in a really, really
great way to navigate the PDF, and I really enjoy that a lot.
There's so the other thing throughout the book is there's
our right? So Mustafa bachir did the cover
art and again that feels very I'm scrolling too fucking much.
I'm gonna get people sick. It feels very Marching order as
I said, then there's a lot of other art illustrations
throughout the book from either. I think it's public domain or
various other sources, so there is a little bit of variety, but
maybe I don't necessarily call it inconsistency in some of the
art styles used in the book but it is a little bit different
sometimes with Pages Pages or like this.
Right here with like a piece of art, the back that I believe
looks computer-generated. I could be wrong, but it is a
darker. So, we're opening into another
section. That says, welcome to Rock
Bottom. As I said before, this is kind
of the core base of Operations for Rogues within marching
order. So rot bottom Services.
You're itching to get into the dungeon.
I get it. Trust me after you, leave it,
you'll keep itching for weeks. There won't be a bath or a
sawbones that can fix it. But I digress before you go,
you'll need equipment. Thankfully rock-bottom General
store has all the things, an adventurer needs and a good few.
They don't I got a tip that there might be some dark rooms
and venomous creatures on your first Delphi shop appropriately.
I believe. Is the second time.
That very clearly in the rules tax, it says get Anti-Venom and
get torches. So again probably do that.
I like the way that it's reinforced, another piece of art
here, a looks like a wizard say, just looking person with a
roguish looking person, drinking beer over some food and then you
got a lot of services here in Rock Bottom.
There's this, there's a table of service cost and descriptions so
you Things like recoup, which heals 1 D6, Health between
adventures and restores all spent luck.
Basically. This is a way to reset.
If you survive get out you want to recoup, does it cost you
anything you just get to hang out and get drinks it in?
You can get room at it in all these things give you different.
Healing drinks, is 1 D6 of health room.
At the end is to D6. FL if you get some training some
life coaching carousing, you can even resurrect a character for
500 coins. I mean, if you're high enough
level, after you've done enough delves That it would be kind of
shitty to start over from scratch.
I would say, go ahead and resurrect.
But if you're low level man, just I mean, Rogues are fucking
Expendable clearly. But these are a lot of these are
fun. He's training as 50 coin.
Gives you another action type on your character sheet.
That's what he said about advancement.
This is definitely a game of everything is quite.
The whole point is to go in the dungeon to get to get coin.
So there's not XP per se. But clearly coin is, what gives
you advancement, right? Life coaching gets rid of a
negative trait and training, lets you add actions.
So this is kind of the way in which you can advance your
character. It's all about, It's All About
the Benjamins. There is to it, I believe this
is the carousing table. No, no, what which table is
this. This is a crafting table.
Oh, I'm an idiot. So I'm looking at it in spreads
so Corral no, no, I'm not. Yeah, it's a Crossing table.
I'm just looking at in spreads like a jackass.
So, um, you got to. Let's just scroll down to the
crossing cable roll the dice three times and add them
together for your carousing result.
So, let's randomly, let's go with 13, so the doctor left
their bag unattended, when they get up to piss, gain to healing
potions. Number 17, I think I'm in love
fellows. Gain the following quality.
The quality is for my David Dean the condition inspired plus 2 in
Brackets and a 3 in parentheses, when we go over conditions, I'll
explain what that means. If you already have this quality
gain for D6 coin instead and on that other page, if you roll a
three, how much did I drink? You?
Lose an additional 1 D6 coins for, he was a fine way but he
gave me the itch lose to health. Hey, mayor son 20 months.
Dude, thank you so much for the resub.
I think you'd get a kick out of this game marching order from
Kremlin. Keep so a rock-bottom general
store this is more of things you can buy.
Alchemist fire plus 2 to physical attacks.
That's 25 coins. Oh, there's also slot values for
things. How much space they take up
anti-venom? I think you should get that
early on removes a poison, condition single-use Cal trips,
healing potions. Holy water pickaxes, Tinkers
tools. Oh look a torch, probably get
some of those. They're pretty important and
they don't last super long so you light your way in the dark.
You should grab some of those Quasar Gambling Hall.
So there's some fun games, like gambling games within within the
system, which honestly I would have been disappointed if there
weren't because it's kind of a 1000, fuck around town full of
Rogues with a potentially a bunch of coin when they When
they finish a delve and I mean, Rogues aren't necessarily.
I don't think they're putting in the 401K, they're going to get
it, they're going to spend it right, and then they're going to
go do it again. So if you run a Gambling Hall, I
think you're doing pretty well. What better way for a road to
spend their hard-earned coin than gambling, it away in a
smoky Denville of seedy characters.
This is a place where folks like yourself come to throw Dice and
swap stories. If you're lucky, they'll leave
without a knife in their ribs. I think there's just a little
bit of a dialects which up here a little bit.
This is a place where folks like yourself, but then says, if
they're lucky they'll leave I guess it could have been.
If you're lucky, you'll leave. But I digress and nitpick.
There are three games play, there's hack and slash there's
piss on your Graves and then there is delivers dice.
Um, which one do I want? I'm just going to go over.
Of them. Let's see.
Let's go. The first one let's hack and
slash so a player may play this game once during any rest phase
and the cost of play is 10 coins to play this game.
You'll need six dice of one color and 6 of another pick one
set of dice is your hacked ice and the other as your / dice
roll. All of your hack dice, take any
sixes, you roll and put them aside, they're worth coin for
need ice. That rolls a one.
You'll add one of your / dice into the mix to be rolled next
round. Each six-year-old is worth five
coins. You can choose to cash out and
take your money or try again for even more.
If you decide to try again, you must roll any / dice that you've
put into the mix. If you're /, dice roll a one.
It's over for you. You're leaving without any coin.
There's good news. However, you can spend a lot
point to re-roll. One of your dice, might be a
risky proposition to be spending luck, right?
For the Nextel. But who am I to tell you how to
live keep rolling until you either?
Get all sixes on your hacked. I get a one in your size die or
decide to cash out. Super simple straightforward and
easy peasy. Way to do that, I really enjoy
the game. Give me one second folks, like
it's got to do one thing real quick.
Never mind. and then, I'm back, we're good.
I really love that. I all three games are really,
really great. The piss on your Graves is 5 to
25 coins, and you can play as many times as you want me to
arrest phases and the Devers dice cost, ten coins and you can
play it once during interphase. So there's three games to play
at the Quasar Gambling Hall and I this is something that's going
to come up in future delves and things to I believe especially
There's an expansion to Rock Bottom.
So this is delving and how to play the games.
We're getting into the, the nitty-gritty here of how to do
this and old, what to do. Yeah.
So you made some Rogues. You did some shopping now.
You're almost ready for your first.
Delve. We got to get some things
straight first, Mark, just like cards and dice.
You got to know the rules of the game to play so Marching 100
spaces. So each creature takes up one
space creature dies, a space goes away, there are no blanks,
that'll be important. For example, The Archers basic
know when counting spaces, fractions each creature, be a
friend or Foe counts as one space.
For example, archers basic attack targets, an enemy 5 to 6.
This is a way to figure out that distance, count each creature in
front of you when you reach the fifth creature, that's the first
one that may be targeted. So set your marching orders so
there's a graphic here. That makes us make a little more
sense as far as a marching order and then you go okay.
I've played darkest dungeon some of us have basically the way it
works is the comet is flat, right?
It's it doesn't take place in a three dimensional space, right?
There's no left right up down all, that kind of stuff.
It's literally pretty. It's just left to, right?
So it says, if you're looking at like a side-scroller video game
or again, the best way to describe, Is like darkest
dungeon, right? So on the left side, you have
your for Rogues stacked from back to front, right?
We'll say all the way back is, is For and the next one to the
right of that is 3, the next aren't to right of that is 2.
And then you have one, the Rogue in the front and then there is a
battle line, right? And then to the right of that,
you have four bad guys or however, many bad guys and they
go, you know, one, two, three, four.
So, it's imagine exactly a cramped dungeon Corridor.
You can't really line up if it's a very narrow space.
You're basically In a row, right?
But lay that sideways right? So you're looking at it from
from the side. So you have four guys in a row,
a line and then four bad guys in a row.
Sideways eight pi b. I I can't say sideways that many
more fucking times who this Rebels hidden.
So that is and the order in which those characters are laid
out is called the marching order.
See how it's all coming together now.
Si si are, we were putting two and two together here, and it's
fantastic, and it's super makes sense.
Considering that's basically the core of the entire game, that
it's called marching order. So, but see someone who actually
wrote the game, describe it a lot better than I can.
There's a nice little chart below.
Yeah, you may end up adding more, could just your marching
orders during a Dell. You may not have more than six
creatures in your marching order at one time.
And if a creature, would be added to your marching order,
and you already have six creatures in it either remove
one of the creatures. Already in it or don't add the
creature. Find the car that corresponds in
the Rogue because again you get a, a deck of all of the
different Rogues and monsters and stuff right in beginning
when you buy the game. So go do that.
Um and now cooperate with your fellow players to decide what
your initial marching order is. Can't cooperate rolled Dice and
let the high roll. Decide place.
A card of your first row to the farthest.
Right? Which means the closest to the
bad guys. And the battle line and place a
card for the second Rogue in the marching order to the left of
that. And so on, I wouldn't expect to
stay where you are Mark, the delves get chaotic.
So, yeah, you move around within that system and then reading a
delve entry. So as I've said a couple of
times, the delves are written as kind of Choose Your Own
Adventure, like game book style things, and this is a great way
to this is a great entry. This page in the description
that comes with it. So marching orders made up of a
series of delve injuries. If you've ever read one of them,
one of them book things that let you choose your own path, you're
ahead of the curve here. Each entry can give you things
to fight things to explore choices to make.
And let's take a look at one. So there is a graphic here of a
nine square room, right? Three across three down, it's
got an object in the middle. It's got one door to the bottom
with an e, on top of it. It and there you go.
So one, it says H, all right, and if we scroll down and says
this is the letter of the entry you are currently reading.
So this is entry H. So number 2 on it says of course
this wouldn't be a Dell without some Vermin.
What it time to get to work, something looks weird about that
one rat though. And number two, it says
describes a scene room or action of the entry.
Okay, let's go. Let's go with the explain our
first, then I got it. So, number three, you got to do
whatever is Listia right away. Normally, if you're in the dark
that involves marching off, some marking off some torches, see
light and darkness below. And for in this entry, number
three says, mark off one box on your torch.
Okay number four. It says there are some baddies
in the room. The number listed here right
away Norm. Oh no.
The number listed afterwards the capital E TN is how hard it is
to run away from them before you get to do anything else.
You're going to have to fight see Combat on page 45 with eye,
blinks for all the details. So in number for up top on this
entry, it says giant rat diseased, rat trap, spider
zombie rat, etn to All right. Now are 5.
It says now it's time to do some reading.
If the room contains anything other than ruthless brutes
trying to cut your throat, it'll be listed here.
Might also want to, you might also get to make some decisions.
So this says want to open the casket.
Go to em. All right, there's a little bit
better. Explainer a little bit more.
Explanation are says, according to the texture is a casket here
to interact with. If you decide to open it, you
can go to passage, I believe this is a typo.
I saw that in it, so this is go to passage in But on the Delta
here, it says go to em on the example valve.
So go to passage in or M to find out what happened is, no one is
forcing you to do it. If you got a bad feeling in your
gut and you're sure it's not from the swill that the tavern
calls ale, you can ignore it altogether.
It's what I do with most of my problems and it turns out fine.
If you do just stay where you are.
And then number six, it says, once you're ready to move on,
you got to choose which way to go.
If you notice on the map the passage way out of this place.
Is labeled with the letter if you're smart Rogue.
You probably realize these letters, correspond to other
entries, some countries, have multiple passages.
So this one as I said before, there's an e on the door so then
you would go to E on the entry make sense, right?
So getting into the nitty-gritty of the dice mechanics and things
like that, you we have roles whenever a role is called for
you roll. A 6-sided dice.
Generally the role be modified by something, a physical role
will add your physical step. A magic role, will add your
magic stat. And so on make sense, roles will
often be phrased in the following way.
Quote, make a physical role versus the targets defense in
This means you roll a 6-sided dice and add your physical step
if it ties or is above the targets defense.
It is successful. If it is less than the target
defense, that action fails other times a role we made against a
static Target number instead of a status will be abbreviated as
T in Rolling against T. In 3, for example, would be the
result of your role would have to equal or exceed three to
succeed. If a role does not call for
statute or 186. And at any modifiers of
mentions, making a + b roll, for example.
I mean, you roll one, D 6 and add to no statute involved.
Easy-peasy straightforward. It's He just basically a D6 roll
over system that it really straightforward.
It's not a D20. What's interesting about?
So I you know, if you know me at all, if you listen to the show
at all, you know, to D6 is my favorite because there is a bell
curve which I really enjoy 1. D6 is a really, really
interesting mechanic for this game because of how small the
margin Margins are right. Like, think about it.
The difference between a 2, and a 4 on a D20 is like what ten
percent like that's, I mean, that's like the difference
between like a 15 and 17, right? But in this game, the difference
between a 2 and a 4 is fucking massive, you know, I mean
basically each one is worth my mouth fucking type like 15 16
percent per number, right? I mean let's pull out a
calculator and do. Math.
If you take, I guess it'd be 100 divided by 6.
Is that how you math, 16.6? I'm not completely stupid.
So every single Number on, the die is worth almost 17 percent,
right? That's how big this Wing is
again, on a D20. Every number is five percent.
So that tells you that basically like every single one of these
is worth like three on a T20. If that helps your mind a little
bit, probably making more confused because I think I just
fucked myself up at that one but long story short, it's such a
smaller margin of success or failure which is really
interesting during the interview.
Brand names. Talked a bunch about like we're
all like one a bunch of times, I mean, statistically it is going
to happen, I'll fuck load more. That's why things like usage die
work, right? Like the smaller, the dye, the
higher possibility of rolling ones or failures because it's
such a more narrow Success or failure margin so that right off
the bat just as a rules text reading that you have to go,
damn, okay. Like if this was a D20 system
there's a lot more margin for error right for success and
failure. You're going to fail a lot in
this game, which means you're going to die a lot, which is
fun. Let your characters die attack
roles. Whatever roles are very specific
type of role that work. They work like the roles
mentioned above, but important differences, attack roles do
damage again. If it just says roll something,
it doesn't do damage if it says attack rolls right?
You do damage. So attack rolls will often be
phrased in the following way to make a physical attack role
versus the targets defense. In the case of an attack roll,
the trait is still added to the roll of the dice.
The Target number in this case, is it targets defent, it's in
subtracted from the result at this number is a positive
number. The target suffers that much
damage to their health, in addition to any other condition
listed in the ability. So, let's run through that
again, right, well, so let's say physical attacker all versus
targets defect, okay? So if the targets defense is to
write and you roll a For total on your physical attack roll.
Okay, you take the amount of Positive numbers above what you
rolled, right? So, you roll for, they have a
defense to that leaves you with two points over their defense,
right? So they take two points of
damage. Seems reasonable.
I enjoy that. It reminds me a little bit of
things like like tunnel goons for example, or Maize rats major
routes does a similar thing with, like to D6 where
basically, you roll. All your two dice together.
And however, I mean see exact same thing, it's just to D6
instead. However, many points, it's above
the targets armor that somebody damage.
It takes basically whatever's left over at your damage super
clean, super easy like doesn't over Complicated by any stretch
of the imagination. It's a really great way for this
game because you're using such a small dive, just a D6 to not
have to roll damaged ice and stuff like that.
Some people love rolling tons of dice, I really enjoy.
Not real. Attended ice.
I like not having to her old damaged ice on top of the thing
that you already rolled. So this is just 1 D6 everything
right there. You get whether you hit or not
and you get the damage that you do clean, simple, easy, moving
on. Half rolls.
We talked about that before you just, you know you just you know
divided by 2 and Roundup mapping.
So look, I don't tell you how to live your life.
I get it. Sometimes you in a rush to get
the money ain't looking to do more paperwork smart row.
Whoever is going to make a map as they go.
A really smart Rogue probably isn't going to go on a delve in
the first place. Again, I fucking love the way.
This is written like just the tone throughout the entire
thing. You either.
I feel like this is gonna be one of the things you really love or
you don't right on think. There's a lot of Middle Ground
on this. If you read this and you're not
a fan of the way that it's written.
He probably like, I mean, by the game spend more money, but it
just might not be for you because I feel like the like,
the Mustafa bachir art, the mechanics of the game, the lore
of the game, and the way in which the game is written, is so
intrinsically the linked to the experience that if you're not a
fan of any of those parts that might be a little hard for you
to be a fan of the game in general, maybe I'm just, maybe
maybe not. I mean, for me like I said, it
feels like it's really interesting.
Physically linked. And I feel like if any of those
parts were a little bit different, it wouldn't give you
quite the experience that you get from this.
So, it makes a really great total package.
So you grab some grid paper. Map it up, you go.
Matt bed should go. And there's two reasons for this
first. You might want to get out of the
Dublin. Hurry, no, English.
A of the go can help. Secondly, it's a lot easier to
keep track of where you've been. If you've already killed the
monsters in a room, you don't have to kill them again.
A mapping, some notes. So I get the second part, right?
Basically, like You know where you've gone be nowhere.
You can go back to if you need to write my question though, and
we'll get to this, the the Escape rules and stuff.
Later is, I don't the first one to me, doesn't seem applicable
right like first, you might want to get out of the delve in a
hurry but I believe and tell me, I mean, I could be completely
wrong. The rules to get out of the
delve. Basically, say, if you all
decide to leave, you just leave and take to D6 damage, so
mapping in order to find your way out.
If you can just say, So we're leaving and you take your damage
and go. Maybe that's just when it goes
dark from a torch But I don't, that's just if your torch die.
So if you just want to walk out, you can just walk out or I guess
theoretically, if you really just want to leave, you could
just let your torch die, take you to D6 image and leave.
So but I guess, yeah. If you just want to like walk
out of the delve, it makes sense that you would have to to track
out of the do as well. So, all right, this is why it's
great to have the creators of the game in a chat with So, if
you want to get extra fancy, you can do this all on dry-erase
map, blah, blah, blah, blah. Use minis.
If you want. Instead of the cards, I think
it'd be interesting to actually have minis set up in front of
you and the kind of have the cards laying down on the table
beside it. That'd be an interesting
different like way to do it. I love many as I have way too
many of them, but I think that'd be fun and interesting, just
make sure you've done it a break at what I've trained while
you're at it. Send us a Picture of your setup
at crumbling keep at gmail.com or post them in the marching
order, Facebook group. This is another one where there
is, I guess a URL, like an email address that could benefit from
a hyperlink as well. Thank you so much Juno.
So, light and darkness, another big important part of the game
here. It's a good idea to take a few
torches with you in case you end up in the dark.
Hey, that's like the third time that, that's come up.
Probably have torches right? When you buy a torch draw for
small boxes by it, or keep track on your Nifty character sheets,
or use a four-sided dice. If you want, if you go into a
room that doesn't have light, the entry will tell you to Mark
the Box off your torch once all four boxes are marched up.
You'll have to start on another torch.
Only one Rogue needs to mark off, needs to March off of Bach.
Mark off a box. When this happens, we don't need
to double up on the Myrna buhl's.
So basically torches. Don't last very long and every
time you go into a dark space, you use a torch.
So it's kind of like I'm it's not quite like usage dies but in
a very real way it is, so you start with 4 right?
And then you go into a dark room and it becomes 3, you go into
another dark room, becomes to go into another dark room.
Becomes one. You want to have light, have
torches, super clean. Easy way to do it.
For is not very many. Um, I'm curious about the design
choice in for specifically, as opposed to 6 or 3 or something
like that. It doesn't really matter, but I
think six would be again we've talked about 16% and stuff like
that. If you had six instead of four,
you know, that's like a 32% increase in the amount of time
that you have with your torch for feels like you're not
necessarily fucked, but you To keep track like you really have
to be diligent. And I really, really enjoy that.
It's a great mechanic. It's it definitely adds into the
choice. The choice is in the game.
As we said in the interview earlier.
There's a lot of choice design in this game.
That's really, really enjoyable. A lot of resource management.
Now versus later choices, things like that and this is one of
those ones really early on even just by reading this you know,
when Look at the game design aspect of it.
It really sets a tone for how far you can delve, how many
torches you think you're going to need all those kind of
things. And again, the resource
management aspect, it really need to keep in the front of
your mind. It's not like, you know, a
popular game about Dungeons and sometimes dragons where
realistically you can carry a thousand pounds of bullshit
because who doesn't give their players Um, a bag of holding
within the first three sessions, I always do.
Cause I don't want to deal with inventory management file of
inventory management. I really do have said it on the
show before I'm gonna say it again, Inventory management.
For some reason really tweaks, my fancy five torches.
Deep is a game. Somebody sent me that I still
need to dig through a 5e hack if you will, but this is really
interesting. I really like it a lot.
So continuing on, sometimes you go to a different Section in the
delve when exploring a room, if one of the tech sections returns
you to the room description and you haven't actually left the
room, you do not have to mark to mark off another box.
On the torch. If you leave the room and come
back to it, however, you will mark off another box.
So again, be cautious with your light source, keep light, I mean
again low-level dungeon delving games are basically fucking
horror games and that's what this realistically is.
I can't imagine like if you really let set in reality for a
second, it's a game. Let's hit the simulation, right?
You're down in corridors, that are so cramped.
You have to walk single file. With a set number of torches,
right? And monsters down there that can
kill you. I would make very fucking sure
that I had a shitload of torches because the only thing worse
than being down there in the first place is being down there
in the dark. So keep that mind.
So now what happens if you're on a light, I talked about this
earlier, you're going to lose to D6 helper Rogue as you flee, the
dove, I love this, it's a great mechanic, right?
It doesn't make you fuck around. It doesn't make you you know try
to figure some stuff out as make you stumble through the thing.
And spend an hour, you know, doing whatever you just leave,
right? And every World takes to D6
damage on the way out to account for all the things in the Work
trying to hit you as you leave, right.
That's actually really I don't say gracious.
Like that's kind. It's one of the most kind things
honestly in the rule set for you is you actually are allowed to
just leave if to D6, wouldn't kill you because in the dark,
it's going to be hard to get out.
Right? So just being like, sure.
You can just get out, you just get a bunch of damage on the
way. You're welcome.
Okay, going into combat. This is another graphic for
Pages. So we got I'm gonna scroll
through 97 man. I'm only about halfway.
I gotta talk faster. You can back to where we were.
Okay, so um, combat, here it is. This is what you've been waiting
for. There's a great graphic here
that again, lays out the whole like eight characters, right?
Battle line in the Middle. Full, robes on one side, for
enemies, on the other backs are the farthest from the battle
line in the middle. Front, are the closest to the
battle line in the middle. This is how it works, right?
First you're going to line up enemies and your marching
orders. Are they going to be placed to
the right of the Rogues and then the Rogues are going to Place to
the left. So you literally get at eight
creatures in a row from left to. Right, right.
There's an area between the right Mouse Rogue and leftmost
enemy. This is the battle Line.
This is where it's a greediest and the real damage happens.
Any condition or effect that causes the crew to go forward
will always send them towards the battle line and backwards
goes away from the battle line. Now, that you've set them up.
See who goes first roll, one dice for the Rogues, and one
dice for the enemy. It doesn't matter who rolls it.
I trust you to figure it out. Whichever side rolls higher.
I assume. That's just a D6.
It doesn't say it. Innately.
But there's really no other dice in the fucking game.
All the creatures on the active side, will take a turn after
that. All the creatures on the other
side, will go you. Repeat this stuff happens,
right? So let's talk about a rogue's
turn. We're getting into when our two
Rogues turn. They're going to go through
three phases right? They're going to go through
conditions cooldowns actions and bullshit, right?
Super straightforward conditions cooldowns, you resolve any
ongoing conditions that are affecting the Rogue and reduce
their corresponding die. I buy one for instance, if your
Rogue is on fire, right example, you'll take the damage now and
reduce any dye that is keeping track of how long you're on fire
floor. You'll also reduces cooldown
died at the same time. So this is the second time.
It says, there are no reset, but these do not reset between
encounters. See what our cooldowns
conditions on page 48. We'll get to that.
The second step is action. This is your bread butter, each
row gets to take one action in this phase.
Unless they have some type of condition, any row can either
move use an item Focus or Escape.
If a rogue moves, they can switch places with a rogue who
is in front of them or behind them.
It's up to the Rogue, whose turn it is the Rogue.
They're exchanging places with doesn't get a set.
You just move up and down in the marching order, right?
If the Rogue wants to use an item erase item from your sheet
and do what it says, simple enough, the item doesn't specify
targets description. It can be either a You can be
either used on a rogue or it can either be used on the road
themselves or on an adjacent rope.
I like that. There's a couple little spots
where I'm like I wonder if this came up and play testing this
feels like a fringe case but it's really well described.
Like you don't have to write every single time exactly what
it can do. If you just say once in the
rules, this is what it does. If it doesn't say that, right?
So if it specifies, that something that it can do, Do do
go with the specificity. If it doesn't, it can be used on
yourself or an adjacent person, that's it, that's fantastic.
Any Rogue that wishes to focus May reduce all other cooldown
diced by one? Is it catch their breath with
all that shouting in clanging? Sometimes you need a second
great little rule. I love the concept of Focus,
right? Especially if you're like, you
can choose to move farther back and marching order to get away
from the damage and then say, you are on fire and you have,
you know, conditions cooldowns and stuff like that or you have
an ability. You want to use.
That's on a cool down. You can just Take a breather,
take a second, reduce them all. Buy one, get closer to getting
your stuff back and then move farther back up the line.
Like I like that you can kind of not high but like you can you
can move back farther in the line and regroup which is nice.
Frogs in the back. Most space of the marching
order. They can attempt to escape make
an escape role versus the target.
Number listed in the encounter description.
So earlier when we talked about, I think it's etn, I assume
that's the Escape Target number. So that's the number.
You have to roll in order to get away.
So if you're the very farthest left Rogue and you want to just
bounce and I think the etn earlier was to you just overall
higher than a to and your Road can run away.
Leaving fewer robes for the bad guys, though, which means some
of them will get targeted more. Each time, some runs away.
So when there's one rope left and four bad guys, that really
sucked them throws exceeds their taken out of combat, safe and
sound at the road wins. There are if the road wins and
there no enemies left, the rug return to the end of the
marching order at the location, the going to happen, blah blah,
if all the Rogues leave combat either because they escaped
their died and there are still enemies left the living robes
Retreat to the previous location.
Other than the actions list above each Road, also has
character specific actions looked on the character sheet.
They're all can, and often will choose one of those instead
ejection explained. Why it works.
So, basically, it sounds like you can't move and do an action
at the same time because moving is one of your actions and then
you also have action specific things.
I think I probably would have put that little little writer
higher Even listed it as like another bolded like section in
here. So it would say like in Iraq,
neither Moves In Action. Focus Escape or, you know, use a
rogue specific action. So that you're not, you know,
kind of being like, Oh like I can do these things await.
I can't do what we're attacks. Like we're attacks.
Yeah. So what are cool downs and
conditions. So we talked about this before,
it's Condition is something bad for you and a cool down is like
your abilities and things like that.
So, if a creature has an ongoing condition write it on your
character sheet, then put a dice next to it in the can in the
convenient box. However, many rounds at last
for, is what the dye should read.
So, for example, if you read an ability that would give a
creature defenseless bracket 2 for 2 rounds, you'd write
defenseless bracket to on their sheet and place a die next to
it. Showing the number two You look
back at the conditions section 46, you'll see how that works.
So cool down works the same way. If you use an ability and has a
cool down period place a dice on that ability with the
appropriate number shown as listed in the abilities
description at the condition and cool down, phase in a condition
called on phase. You'll count all these dice down
by one. If you have a Dyson, chosen
number two, it'll change to 1 etcetera.
These do not reset between a counters, that's the third time.
This comes up. Yeah, dice counters are really
smart way to do this. So reactions some characters
have actions that are labeled as reactions.
These very special type of action as a happen, not on the
roads turn. No, actually James.
If I, scroll up a little bit right here in big bold letters,
with the third time it says these do not reset between
encounters. Probably something.
If it's the third time halfway through the book there it says
this probably really important people bullshit.
Love the bullshit, let's look at this.
So everything, look at everything in a Dell was going
to go as planned. Hallmark of Rogues life is
copious amounts of bullshit. Either for them or the enemies
they face at the end of Round. You're going to roll the
bullshit Dice and see what bullshit may come.
So you roll a die and look at the Rogues traits to see if one
corresponds with what you rolled if it does.
It takes effect immediately. Read the trait be a quality or
flaw and do what it says. Maybe just got Lucky.
Chances Are though it's more bullshit.
You get this so far. Good.
Go to the next creature in order and repeat all these steps
again. Once every creature on the
active side is taking a turn. The other side becomes active.
So One. Do all your conditions
cooldowns. If anything is affecting you, it
affects you now. Take the damage.
Now, do all of that stuff, roll down all your condition and cool
down, die, right? Step one, do all of that to you,
take an action, right? Whatever it is.
Move attack, whatever. It's going to be.
You do that thing three role that bullshit, right?
If it says to do something, do it.
Oh, that's your turn. Goes to the next Rogue.
You do those three steps again for all four?
And then it jumps over to the enemies and all the enemies get
to do all of their turns and then goes back and forth and
back and forth. It's pretty straightforward
right enemies. Turn works like the Rogues, turn
each and me, as a collection of number two actions.
There's a van, like, AI to the enemies.
Will talk about a little bit later.
So, basically, when they roll a lot of them, get an action.
If you're all one, two, three, an action, if you're all four to
six and some of them, get a different action, if you roll
like, like a six, right? So, one, two, three, four to
five and six. All right, you'll get Different
actions. So there's like a built-in AI,
which makes sense. There's no GM.
There has to be listed in some way to make that work proof.
I am talking a lot, usually Hunter lessons, a burden, Little
sip of water. Okay, so after that role, their
bullshit, congrats, they have gone bad.
Guys, did their thing because bad guys got some bullshit to
write, you repeat this step all over again.
Oh, this is what I was trying to find earlier James.
So there's this argument that says PS, you can't use items,
change your position or take. Any actions outside of combat,
is it realistic? He'll know if you will.
If you want real, I think they're Side by there.
If you want realism, go get your best kitchen.
I've climbed out in the sewers and start hunting rats.
Let me know how that goes for you.
I think that I think that's one. Okay, so loot no one is going
down into the Dell for their health.
You're there for the loot. It's All About the Benjamins.
Give me the loot, give me the loop for coins at simple divided
by the amount of players that are still alive and round up,
each player gets out of my mouth.
Where does that extra coin? Come from to make it even.
Don't worry about it. Just bend it.
I love that. I love how many times the game
just says who gives a shit? Just do it, right?
Like who gives a shit like Brett.
They're letting you round up. I'd make it right now because
fuck you. Got one on the way out.
This one just says, like you found an extra one in your
pocket, right. That's what it says.
I love the number of times. It says who cares?
Who gives a shit? Why are you trying to complicate
this stuff? Like, it's a game for items.
It's a little different for each item.
Found anyone who wants it must declare interest.
You roll a dice and add your luck score.
If you get the higher, you get the item.
The downside is it reduces your luck.
I love the way. The luck is used in this, in the
Gambling Hall when you're dividing up items.
Things like that. Cuz your your luck is recouped.
But if you spend it in your downtime, you don't have it in
the next delve, either, right? So there's a lot of resource
management when it comes to the left points.
Because luck allows you to re-roll any role, any raw, any
role, right? Your roll a monster, roll a
bullshit raw fucking any role. So, it's a really important
thing to have and you can spend as much of it on every role that
you want, right? So really important research,
probably one of most recent important.
Resources in the entire game. If you think that item is worth
spending luck on, go for it. But I and I do like this other
section up here, says, oh and some items mentioned.
They can only use by specific character type in the
description if that's the case, don't get cute.
You can't roll for an item. You can't use.
I like that again. A lot of times there's these
like one line little rules that really get rid of a lot of
potential questions at cases stuff like that.
Like, don't be a dick. Like if you can't use it, do It
just to take it, right? There's no reason to waste your
luck. There's no reason to do any of
that stuff. And this specifically says just
like and don't like that death right things, die, right?
We're all gonna die someday. You know, you got to accept that
you know, when you realize that and accept it, you know, that's
when you're not a kid anymore. So you're gonna die in this
game. There are no saves, there's no
stabilizing checks, what you hit zero, you're fucking dead.
That's it. Now it is possible to bring a
rollback. We talked about that, it's like
500 coin for Resurrection. You come back with all your
stats are abilities, but your gear is still down there.
Probably plundered by your homies.
Actually it might not be worth the cost that the priest charge
for it. If you have enough coin, you
just buy new rug and start from scratch.
Or again, you can resurrect one Um, hell, you might even have a
backup role already because you were smart and thinking ahead if
so bully for you spank their ass and get ready to send them into
a delve, they're all grown up. Now again, I love this book.
If you don't have the money to buy a new rogue and you don't
want to take a torch Bearer, it's time to start over see the
chart on page, 17 under get your coin and give yourself some
money, but our luck. Next time cap I would actually
put an explainer in This section here that says why why you would
have a torchbearer instead, when we scroll down, we'll see that.
But the first time I read through this, I was like wait.
What's a torchbearer? Because up until this point I
don't believe it's been mentioned on.
Don't worry your items, don't go to waste remaining.
They your buddies, looted you when you died as they should, as
I would as we Would leaving and returning to the delve.
Eventually you're going to leave.
Usually, you just leave the dell the same way you came in.
If you finish your objective, there's some special
instructions. Go grab a drink and get ready
for the next one. If you're a treating, the right,
no, shame in that. My aunt Beatrice, the pick was a
master at it and she lived to the ripe old age of 36.
You can always go back into the delve again later.
Here's the thing, though, when you re-enter delve all the
monsters reset, that means everything you killed will have
to be killed again. This is Another graphic was
James. I have a question was the art
use like all of these illustrations?
Were these from a specific person?
Are these considered like a public domain image.
Like we're because I think this character looks like very
similar character of it's not to the the one that was in the bar
earlier. And I guess my question was that
was that intentional? Very somewhere public domain
Summer. Stock art.
Got it. Got it, got it, got it, got it.
Okay, so all the rest of the delve stays as it was router
actually no more ketchup. You don't have to worry about
traps or the nonsense. So yeah.
So so all the monsters reset. But everything else you did is
the same, right? None of the traps or other stuff
is there. But any items you already got?
Aren't there, either? Right them's the breaks.
If you're waiting of her coming keep to release more delves just
go back down the same hole and drop us an email telling us to
get on with it. There are more dead.
Now like the quick and dirty is that you should go back on
Indiegogo right now. Oh and one more thing if you
think you're a no. So clever Rogue who's just going
to enter adult immediately leave again so they can heal.
I mean I have to stop you right there.
I love this too. It's not like you're going to
get two rooms in and just run out, right?
When you Rogue starts need L to gain the condition, motivated,
10. That means, I can't leave the
Dell for 10 Rounds. If you don't want to keep track
of that, I ain't going to be watching over your shoulder.
If you feel like your game in the game, you're probably doing
it wrong. Love that.
I love the way it's written. I love the reason that you do
it, like minimum 10 Rounds when you go into a delve I mean I
guess unless you run out of torches immediately or
something, I mean you're just kind of shit out of luck but I
really enjoy that. So there is a rest phase.
After exiting a delve, you get to indulge in the rest phase all
conditions and during the rest phase unless otherwise noted you
go back to the town of Rock Bottom.
Oh, open up. Cool down.
Nice. Go away, long story short, you
get to recoup for free. You get all your ship back heel
up. You know what you need to do.
You buy services and congrats. That's it.
You did it. Good job.
Like that's, that's them's the rules.
So the next thing you want to do is open the Dell verse guide,
which does come the box set, which is part of our giveaway.
If you're listening now and you haven't gone to the old
tweeters, the the slowly burning birdie site, Not that slowly.
Go do it. There's spread here with some
more art on it. I'm not a huge fan of the spread
but it is there. And then you get the reference
section which gives you like all of you Rogues, all of your
monsters, all kinds of things like that.
There's a great picture here of a rogue with some swords leaning
against like a one in board, and then you get into the actual
Rogues them. Selves.
So let's look at a couple here one that I do want to go to
right away. So let me actually like, say
what I'm pausing here, we got an alchemist.
We got a Archer. So a lot of these prices are 100
100 coin. Barbarian, 150 construct is
free. We talked about that earlier.
This is only used when you have three players like a cosmic
Marine, which is really interesting.
Ting. You know, one of their abilities
is for the emperor. I think we all know where where
that came from. The other thing, too.
This is where you can get some more Mustafa, bachir art, maybe
it would have been awesome if this was the art throughout the
entire book, but each of the characters also, if the art on
these was bigger, I would really like that a lot.
The, the images themselves are These small but they're great
graphics to use for each of the characters.
And again, more Mustafa is not a bad thing.
So Cosmic Marine, you know what that is?
You got a doctor, you got a night, which is 200 coin, a
musketeer, which is honor and 50 sellsword thief.
Thief is 150, so torchbearer torch bearers are free.
I want to go over this one because at one point earlier, In
the game. And again, I think it could
benefit from some clarification. The only time it ever mentions
torchbearer, the entire thing is, if you don't have enough
coin to buy another character, having a little bit of
explaining the beginning. Part that said you know
specifically that would have been I think beneficial so
torchbearer they're free. They don't have the greatest
traits in the world but it says the torchbearer starts with two
additional inventory slots. Any towards the torchbearer uses
has six slots instead of Or and each torchbearer you recruit
after the first one cost 10 coin, your reputation for losing
hirelings, spreads the actions are throw a Stone Basic attack,
Target 1 group 2 3 spaces away and make a physical attack Roll.
Another action is no no not me which is a reaction.
Trigger is when an enemy attacks targets, you with an attack,
roll a dice. If it's for above, you redirect
the attack, two adjacent Rogue and I'm a helper cool down.
Three Target in adjacent rows. Rogue the road games in addition
inspired and then thanks it has pockets.
Cool on 5. You may use two items.
This round qualities are fun. There's a lot of fun lore and
writing for each of these characters in the qualities and
flaws. So So, oh look.
Another torch is your quality. You gain.
Another torch is number one number six.
I'm just an NPC forget about me. You gain the additional
forgotten flaws. Oh no it burns you gain the
conditions on fire in definitely apparently and stunned and six.
Death everywhere is death. I'm too young and pretty to die
and that's his at every Allied, they get big, gain the condition
disheartened. So basically, if you don't have
enough coin to buy another Rogue, you can get a
torchbearer, they have a ton of inventory slots, they have a
torch that lasts, you know, 30 plus percent longer and
Basically, yeah, they end up being an NPC.
I mean, I don't even, I don't know, I don't know what should
be better. Whether it's the construct or
the torch Bearer, but either way, you can only use a contract
that three-player game anyway. Um, so When I roll on my
bullshit on my rogue, right? Looking at this, just for some
clarification. How would I know the difference
between qualities and flaws? And which one?
When I roll my bullshit, I get quality or flaw, or is it both?
Because just going directly to the the table here.
When I roll them a bullshit I have a list of sorry.
Well, one second. Ah, thank you.
I have a list of qualities in most Applause during character
creation. You'll get one quality and
that's say again, that's right. You get one quality.
In one flaw randomly selected from those tables, right?
So, those are what happens when you roll the things and then
you'll get more, you can get more qualities and flaws as you
go through the game, unless I'm completely fucking mistaken.
So that is basically what a character is like.
You know, let's pick one other kind of random.
Actually, let's just go to construct.
Contract is only used for three player games, any, and all
players May pay to upgrade the construct, when creating the
contract players, jointly decide which additional action
receives, as always, if it's Vision, can be reached High Roll
decides when the contract takes a turn roll randomly decide what
action, it takes. See the following table for
assigning numbers of the die. Roll the contract never targets
itself with any action or bullshit.
Any Rogue may spend an action to move the construct, the concert
automatically escapes have fallen All other Rogues do and
all roads may draw from its luck pool.
So, basic attack is besieged. Target a random Rogue.
The Rogue immediately takes an action burped.
So, it's robot its contract noises.
You can Target every Rogue. They're cool on dice is reduced
by one. Click, click pow Target, a
random enemy. Make a physical attack for as
their defense and ding. Ding ding.
Take Target, a random Rogue. They gain to health up to their
maximum. They got action roles Two
actions available three actions available for actions available
on one, two, three, four to six etc, etc.
They have a list of qualities and flaws that again.
Crack me up so power surge, you immediately take an action, six,
johnny-five alive, you gain a half.
Roll of Health for Flaws one. I'm sorry.
Dave, I'm afraid I can't do that.
You're getting a condition stunned and six.
Remember that time RoboCop shot that guy in the dick.
Target a random Rogue. They gain the condition uni.
I mean one, I mean, come on Rhapsody, not love this game
plastic. It's fantastic.
So those are, those are kind of how the character sheets go.
You get a list of all your stuff price, physical defense, magic
Health, everything like that. You get action, you get
qualities, you get flaws. They're all really well-written.
You get six qualities 6 flaws listed on, crack me up there
super specific to the characters which is great and that is the
way that your that your characters go.
So, let's look at some of the other references.
There's a, we're at Rogue. It's great a wizard.
I know 100 pick that one. The price is two hundo.
A big graphic from Mustafa here and then we get to the monsters
appendix, right? So let's just pick, let's pick
one, that's got Goblin lowered. This is fine.
So this is a pretty beefy, pretty beefy one, so, alright,
Goblin Lord, you got plus three physical three defense, 12
health. Is there a magic to resolve?
Right. Actually, real quick, I want to
run back up to just a regular Rogue and see how much health
does a construct. Start with you start with 12
health so to D6 on the way out. Could kill you.
I mean, you're going to average between the you know, six and
eight. So if you're really low and you
run out of torches, you could die on the way out, pretty
quickly. A lot of the health is even
smaller than like, the torch Bearer has five health.
So realistically to D6 Health when you run out of torches, you
dead, son. So, going back to the monsters,
we're going to go straight to the goblin Lord.
So like direwolf is more basic 1123.
You get an attack four to six. You get an attack.
Then there's a Shit at one in six, we're going to the goblin
Lord to this a little beefier, right?
So it's got physical defense, Health magic and resolve.
And then you have a special, which is before taking an
action, that the Goblet Lord targets, any adjacent Rogues.
It makes a physical attack role versus the targets defense after
this attack role for the goblin Lords action, like normal.
So basically, this gives you a whole nother attack at the
beginning of every turn you take, you immediately start with
the tack and then do your actions.
So you You roll and again, there's this built-in AI which I
really, really enjoy. So on a roll.
But one, two three, you get. I big boss, you do, work, you
target a, random, a lie. And that creature takes an
immediate action on a four to five.
There's take this, the goblin Lord throws part of his treasury
at the Rogues Target. A random Road Rogue and make a
plus-one attack role versus their defense.
That Rogue takes damage as normal if the attack is
successful or not. The Rogue also gains 1 D6 coins
so the goblin is literally making it rain with Bomb and
six. Making it hail as.
As one might say, if the goblin Lord currently has less than
three allies, they summon a random photo.
Help them. The random vo is placed directly
in front of the goblin Lord in the marching order and the new
role for your random photo that helps them 1. 2 3 is a goblin.
Slinger 425 is a direwolf. Amen, 6 is a goblin wall boy and
then there's bullshit at one in 61 do better Cretin Target and
adjacent a lie. Make a physical attack role
versus a creatures defense so that literally they hit they hit
their buddies and six. I will squash you and feed your
bones to my dogs Target, a random Rogue, the goblin.
Lord makes a +2 attack. Versus a creatures resolve.
It. Successful the road gains a
condition stunned. So that's how the the monsters
work. Like I said, again, you have to
have procedure. I love the way this procedure
works. You basically just roll a D6 and
it'll tell You exactly what to do.
Fantastic really, really great. Goblin Slinger goblins, a lot of
goblins in here. Goblin, sneak Thief, Goblin wall
boy, limp living statue of obscene skull, ominous presence
diseases, rat giant, rat zombie rat.
Siegfried, Von Shadow Hammer. This one is really, really
beefy. It's actually six completely
different actions all the way up with special effect and we're
going to cruise through some of these other monsters.
There's tons of monsters. I mean, this is like a third of
the book here, realistically, which is great, and then we get
to the conditions section. So there's a lot of conditions,
in the book, absorbed your literally become absorbed.
Allied armored attuned, bleed. I'm not going to go over all of
these by the book, read the book or go win the giveaway that I'm
going to do soon, bolster charged cursed, deadly
defenseless diminish dishearten, drugged explosive fooled,
forgotten frightened, grappled hidden high as fuck.
Yes that is conditioned on this creature would take an action
and instead targets, a random, adjacent, a lie, you make a
physical attack roll. Gosh, I'm like and then even
read. So potent, rat trapped or
strained. Sick in the Speedy, terrified
vicious zombie. Oh, there's an asterisk.
So of venom and poison aren't the same thing if you're so
smart. Why are you killing goblins in a
dark hole for a living love that.
And it says, thank you to these gullible Lombard Merchants for
taking an extra risk on this Venture.
So there's a list of all of the original Kickstarter patrons
which you just love to see in the back of these books.
It's really cool. It's very way to give a nod to
the people that supported you, and then we're at the back
cover. That's it.
There's another. Oh, this is what I wanted to
see. This is great.
So Yeah. Let me so I don't know if you're
seeing the links but every time you drop a link in the chat it's
just a bunch of stars. Mustafa actually retweeted us
just a second ago. Let me get the link to.
This tweet will drop it right here.
Oh no that's not like this way. That's the link to the Tweet.
If you are listening and you have not like that tweet.
You currently have a 1 in 18 chance of winning everything
marching orders ever put out. I would highly recommend you go
like that tweet, so I love this section in the back, there is
the turn reference which is a rogue's turn.
It, literally breaks it down 123 exactly what you can do, a list
for the enemies turn and then the helpful hint is really,
really fantastic. There is a graphic that Shows
the marching order in battle line events, a font helpful,
hints. Because I asked this question
earlier and in the interview it says, like, are there any easy
to miss rules? If there's literally a list of
here, helpful, hints table. You spend lock on any die roll.
Literally any fucking thing, and as many as you want, I'm going
into Del figure out how far you can go before.
Half your tortures are used up. That might be a good time to
turn around, right if the text says, make a roll, it does not
do damage. Each it only applies the effects
listed it has to say attack roll, nor to do damage.
Keep a book marker to Handy while you play.
It'll save you some aggravation because you're flipping through
a Dell like again, like a game book, like a Choose Your Own
Adventure, or choose your own path length.
Choose Your Own Adventure is a copy written term, so that's why
people say like potentially choose your own path or or gay
books as well. A lot of times they're called
When in the condition and cool down phase conditions, take
effect before the dice are reduced torches have for useless
before they are expired except for the torchbearer if you run
out of torches to D6 to leave and unless otherwise stated it
takes it for items unless otherwise stated takes an action
to use it. That's the book, that's all
thing. This is the back, we did it.
Whoo okay. Um now I get to do the score all
by myself. Myself because Hunter is a sick
boy. So let's go to that and I will I
will Beat myself up over it as we go through these things.
So for those that have never seen this or heard this before,
this is the score card. Again, this is just like a
general. I don't know, it's a scorecard,
you know, but look at the parts that are really important to you
in the game and the look at the overall value and stuff like
that or the overall score to look at it.
And, you know, this is don't pick it apart too much.
But there's five scores that are each worth 10 points.
We have five categories. So there's art and style, which
talks about the quality, quantity, consistency, you know,
of the art in the book, The style in which it's used.
Then, there's layout and function.
So how pretty the layout? And stuff like that falls on our
kind of art and style, more layout and function is like
readability of the book and function, as far as like tools,
right? Physical books with bookmarks,
things like that are or ribbons and PDF tools with bookmarks
hyperlinks in on hyperlinks, you know, color coding all that kind
of stuff that's layout function rule set and crunch is if it's a
unique role set, is it good? If it's an adapted, ruleset how
well is it, adapted? Crunch is, does it feel like the
right amount of rules for the game, right?
Right. Do you feel overburdened by the
amount of rules that exist in it?
Does it claim to be rules light, but is 600 pages long, those
kind of things, that's ruleset and crunch originality is just
in general. All of these things you know how
how different does it feel from something else?
Can you name for other games that are just like this just
lightly different or does this feel completely unique and value
is bang for your buck really. It's not just how much the books
cost. But how much content is
available? Like if you just get one book
and that is all you can do. There's not a whole lot of
replayability are there. Third-party licenses are there.
What else do we normally get for the value?
I mean, it's those kind of things.
It's what you get for the money that you spend and how much is
available for you to keep the game going with right.
That's value. So, Start with art-style.
I think this is the first time I've had to do this by myself,
that's because I think even in Mark board, Jason was here.
So let's talk about art and style.
First of all, I love again. My background is a cover.
This is Mustafa bachir. All the stuff from Mustafa is
perfect for the game, right? Absolutely.
Love it. A couple of things with the art.
I mean there is some public domain stuff used.
There is some stalker used that's not necessarily a knock.
I mean Arts expensive. We That.
But, you know, the Mustafa bakir stuff feels really feels like
the game, and it would have been really cool to see in a perfect
world where money is not an option.
Mustafa be here, art through the entire thing.
I love that all of the characters have a piece of
character art from Mustafa, but they're pretty small.
If there was a way to have like, I mean, it would have expanded
the book by fucking 20 pages. But I think even in I think even
like the monster for the few that did have art because the
monsters don't all have art but like the I think the goblin Lord
did, didn't it? I'm just scrolling back up you
guys can't see but you can assume what I'm doing.
Yeah the goblin Lord and there's a durable piece of art.
They're pretty their third of the page to all well monsters,
all have art on the cards. That's right.
Yeah, I mean you can even see the Monstrous imp.
Come on. Don't do that on the cover
there. In the book itself, though, all
of the character references, the the character art is pretty
small for like the Rogues, it would have been nice to see
those a little bit bigger because they're great pieces,
you know? But again I think a lot of that
comes down into like layout and stuff like that.
I mean you the book would be a lot bigger if you had like
full-page pieces. But like I said, for example,
going back real quick, like the the torchbearer is a pretty
small piece of art considering the entire page but the stat
blocks themselves are pretty big.
I don't know. It'd be hard to get it to fit,
but in a perfect world, it would be a bigger piece of art.
So, What we often do is compared to other games, a lot of this is
done. I always say this like, in
relation to things that came before it.
So sometimes scores will change over time because you know, we
might give something an 8 and then realize later that that's
actually better than we thought or you might give it you know,
1/8 and realize that there are ones better that it doesn't
happen. A lot, we've tweaked some of our
early Seems a little bit as we kind of got as we adjusted our
scores. Because originally, they started
out as worth each of these worth five points.
And it didn't have enough of a swing to really make a
difference. So talk about art and style, um,
So looking at some of the other games we've done.
So red giant got a seven because there just wasn't a ton of Art
in the book. The Original Mothership Love
Sean McCoy with art in the original book.
I mean while I liked it there wasn't a lot of it 12 years I
was kind of does Romeo 12 Years a little bit.
There's not necessarily a ton of Art in the book like I said a
bunch of it is Stock art and things like that besides the
monsters and the the cover of the cover is absolutely fucking
gorgeous though. Feel like That's not funny.
This is when I need a hunter I'm going to scroll through real
quick. I feel like a lot of the art
pieces feel a little more lay out to like some of the stock
art that you used to like page filler and things like that.
I do like that. There's not like a like a bunch
of blank empty spaces. It's all filled, um, Let's go.
I mean, I think even the cover by itself between the two books
really gives the points up. We're going to go with a 74 are
on this score numbers because I think, you know, if you take off
the Mustafa bakir stuff. Let's tweak that.
I think it's pretty, pretty straightforward, like five.
Like just bang average as far as using, This is like the stock
car and stuff like that. But as soon as you add in that
and then all the art that's on the cards and things like that,
you definitely got to give some points for that.
Sole out and function. We've talked about this already.
I mean hyperlinks, bookmarks in line, hyperlinks, fantastic.
So the only book that ever got a 10 so far is Troika, you know, I
have my opinions about Troika but one of the things that I
love about it is it's got all of those things and each section is
color-coded, like the pages, themselves are different colors
and every single page in the top left, or top, right will take
you back to the beginning of that chapter or back to the
table of contents. I mean, it's fucking perfect.
All right, the one after that, I think that kind of nine was
death in space actually because it had all those things even
color-coded sections just didn't have those links to the top and
bottom. So I think this has to be an
easy eight. Because it's got just about
everything, I possibly want from life, from layout, outside of
that. And in the physical book, it
doesn't have, you know, like bookmarks or things like that.
To bump it up by any more points.
But as far as the PDF itself, it's got pretty much all the
resources. You could possibly want for the
Like digital tools, you know, bookmarks, hyperlinks, in line
hyperlinks. Um, do I want to?
I'm trying to think of some other ones.
Yeah, we'll go with will go with eight.
I was gonna say just a couple of things, I would do it, you know,
I don't know if it would bump it up.
It wouldn't bump it up a point but, you know, if we did like
points, right? If this was like an
eight-point-two girl like me, .5 is just the things that I
pointed out about the URL. Listen and email addresses being
hyperlinks. Well that would be the if I got
nitpicky with it. So rule, set and crunch.
I really enjoyed this rule set. I think it's super clean.
It's super straightforward. I mean so when you first look
at, you know, the the stat block for the characters, there's a
lot of stuff to track, right? But it's all laid out in front
of you, but if you look at a good guy, you got.
Physical defense, Health magic Tinker aware Escape lock
resolve, all of those things but again I mean this is I'm going
to crack open this. The the box I was still giving
away, remind me to actually give this away.
I think these are all. So here's a road card, right?
So this is an alchemist okay? Every everything you need is
literally right. Out on the card, you get a piece
of character in the middle, right?
You get the eight things that you keep track of four on one
side, four on the other. And then you get it says,
Optimus crawls bottom. So, again, this is a gamier
game. It's a game, right?
So having the cards there, it's not like you're filling out,
like a character sheet, and you have to keep track of all of
these things. You just reference the card
associated with the character. So it's not that much actually
to keep track of and the things that are important to keep track
of our important for the game, like your sports and things like
that always to to. Um so I don't think it is This
by any stretch of the imagination too crunchy.
I think it actually feels really light.
Like if you actually go to the half, the book is monster is and
Stat blocks and something that, and it's only like, like a
hundred page book. I think it's like right around
50 pages when we got to like the appendices and references the
stuff like that. So I really, I really enjoy it.
I mean, the fact that it's very easy to do Solo or Co-op and
realistically, Lee nothing really changes.
If you do, that is really fantastic.
The fact that really all you need is 1 D6, play the entire
game. I fucking love that.
There's not really anything in the rules where I went.
Hmm, I'm not a huge fan of this part, but there's plenty of
things in the rules are always like, I fucking love that.
Like, the bullshit dice is fantastic.
And I like that, like player turns really are just like three
things, right condition, the cooldowns, your action, your
Shit, and you go. I mean, I think it's a really
solid rule set that could really real.
I'm surprised there aren't facts of this already.
Like, I'm actually genuinely surprised because I feel like
it's a super clean ruleset if you'd if you got rid of
everything, right? I mean, look at that.
Look at the turn reference in the back.
Like, you could, you could really scrape this down to 20
Pages at its core, right? There's a third party license,
but if there was like a It up SRD like it would not be very
long. You could reskin this or tweak
the rules anyway that you want. And as James is saying like
someone hacked the shit, I mean it's super fucking hackable and
I want there to be a revolution in Solo adventure games that
just like there wasn't solo journaling games right like
wretched in alone and and and all these other solo games,
fantastic right? But I don't always want to just
right? From prompts, right?
Like my ADHD does not really let me sit down and do that a ton,
right? I need I would rather just go
kill months or sometimes so let's get more of those but as
far as this goes ruleset wise, I really really dig it a lot.
We're going to go. Let's go.
Yeah, that's what we're going to do.
We're going to give this a solid eight for ruleset and crunch.
It feels like looking at other games that I feel the same way
about that aren't similar. There's gun and Slingers and
eight Nova's 1/8. The original mothership is an
eight, red, giants, and eight. I feel like that is, that feels
good right there, originality. Okay.
So, um, we have to look at the whole picture, right?
It's a dungeon double game. How many dungeon gambling games
are there more than you could possibly fucking imagine, right?
Is this one done in a van different interesting?
Way? Absolutely 100%.
It feels really good. I like that.
It's old and Co-op, like we said, one of the other really
fun Solo or Co-op, I gotta shut the fuck up and get done soon as
I got to go to work. So we'll call it beams of twelve
years. I absolutely love 12 years lot
backs moon. It's really great.
What do the what did 12 Years actually get on originality.
This reminds me of that a little bit. so, 12 years, got an eight
and I feel similarly about About this like it's a fun adventure
solo game. We're going to go ahead and give
this an eight as well, right? And let's unhide that um, And
value is, okay. So depending on when you get it
and where you get it, right? If you get the the core box set,
it's like 50 bucks, right? If you go to Indiegogo right
now, you can get everything that's in this box for $69.
So it depends on when and where you get it.
But I think for of a box that with two books and cards and all
that kind of stuff, 50 bucks is a great fucking deal.
It's I mean a lot of books like For 100 page, soft back,
probably around like 30 ish bucks, right?
25 to 30 bucks, hardback like 35, to 44 100 pages, but you get
the card, you get two books, you get in a sweet box, right?
It's like 50 bucks, it does have a 30 and like, you know, like
the said, we got a bunch of support for it.
So the entire Devers guides a ton of delves.
There's also massive the Onyx, our, which is a bigger delve.
There's a quick and dirty, is, and a bunch of other stuff
that's going to be coming out from From these guys.
So Value-wise. It feels like a solid value.
Again, there's a third party license.
There's continued support for it.
I think. And what's another one that was
similar to this. That space was a great value.
So if we start it like Core 5, right?
We add third party license. Stuff on that, you know, there
goes to 6. We add a lot of bonus.
There's a lot of support for the game.
We go for a 7 and if you go free, just like the cost of the
games and stuff itself. It is a great value for the cost
of a 50 dollar box that with two books, in a deck of cards and it
is a fucking fantastic value. So we're going to go, we're
going to go with a another eight on this one right here.
Can't really ask for a whole lot more and and that's that's where
we're at. And yeah, someone said if you go
to Indiegogo right now that all-in-one price is as amazing
$69 so I suck at math so let's math real quick, we got 7 plus
8, plus 8 plus 8 plus 8 that's going to give us a 39.
Oh, that was okay, Janelle. So that is our total score is
we're going to go to a 39 now. You're fine.
So the quick and dirty is actually another as part of the
campaign that they're running right now on Indiegogo that's
it. Yeah.
So we're going to go ahead and actually do the giveaway.
Now, 39 solid score really like really, really, like I said,
huge fan of this game. Really, really excited to play
it. The Mustafa fakirs art is
fantastic, like I said, and I think really the only place that
I would really again, if all things were perfect, Yeah,
Janelle definitely. I think flag that is Spam.
I think the only thing that I would really tweak is if there
was just more Mustafa art throughout the entire book
instead of using the stock art, that's that's the only thing
that in a perfect world. It would really just bump this
up even more. So, so I'm going to go ahead and
do the, do the giveaway real quick.
Let me Bring up a page real quick right here.
That has what can I go to? Let's go do this.
And I will bring up. Yes, that's what I want.
Okay, so there are currently 18 in trees in here.
This is the old Tweeter, right? So, what I'm going to do is,
well, start bottom to the top because that is the order in
which people liked it, right? We'll go bottom the top.
I'm gonna go to a random number generator. 16.
All right so we'll start from the bottom and go to the top.
Number 16 that's 1 2 3 4 5 6 7 8 9 10 11 12, 13 14 15 16.
That is neon Relic. The RKO man sir, Juan
everything, let me make sure one, two, three, four, five,
six, seven, eight, nine, ten, eleven, twelve, thirteen,
fourteen, fifteen sixteen. Yep.
Neon Relic. One.
So I actually know Nia. So I will shoot them a message
on this court. Let me write that down.
Oh man, I'm running out of Post-it notes.
And then I will get that sent down.
I think that's going to be international shipping to, so
that's fun. Um, so that's it.
Um, that is That is that's a score.
That's the game. And as I said, I gotta get out
of here because I got to leave work in 10 minutes.
That's gonna be fun. Um, again, James Kremlin, keep
bread. Like all you guys, thank you so
much. It's great day, I really
appreciate it. Hopefully, I don't have to do
this solo again, and hopefully Hunter feels better for next
week will announce what happens next week.
If you were listening, we are the weekly scroll, you can find
us on the weekly that's girl on Instagram.
I promise I will update that at some point.
We are the adventure archived on YouTube.
I mean, we're weekly underscore scroll on Twitter for as long as
Twitter exists. You guys have a wonderful day.
I will see all of you guys some other time.
Have a good night. Bye.