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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I'm your favorite space 

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cadet. 
And today we're going to be 

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looking at Fire Drop from 
Christian Sorrell AKA Meat 

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Castle Game Wear. 
This is a game of soldiers 

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dropped from low orbit to fight 
the hordes of super fleas 

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infesting the planet 
unabashedly. 

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The hell divers to inspired 
game. 

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Absolutely. 
Yeah, we really get in on the. 

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Hell, divers craze, did you? 
No, here's the thing, and this 

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is that's it's what I was just 
fixing to say is what I like 

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about a lot of the video game 
inspired teach RPGs we review is

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you're going to get 2 
perspectives a lot of the time. 

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One from someone who may have 
never even fucking heard of it, 

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and two from someone who 
probably put a ton of hours into

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it. 
Me being the one who is not much

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of a video gamer and Hunter 
being the one who has played 

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every fucking game under the sun
apparently. 

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Let's see how many hours I put 
into hell. 

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Divers, actually. 
You keep going, I'll tell you. 

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Or hell, divers light games 
because then you say there's one

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that's like an earth conquest 
game. 

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Dude, the Earth. 
Defense Force is a fantastic 

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series that I highly recommend. 
Yeah. 

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Yeah, so, so so, he says again. 
I I'm the kind of person who I 

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don't play 20 hours. 
Hey, not. 

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Too many. 
That's him. 

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But still, it's 20 more than I 
have. 

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I yeah, I'm just not. 
I don't play a lot of games. 

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The issue is when I find a game 
that I do love, I'll put like 

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10,000 fucking hours into it, 
right? 

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Like I put thousands of hours 
into Skyrim and then I got rid 

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of all my systems and then I 
found Destiny so that I put 

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thousands and thousands of 
thousands and thousands of hours

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into Destiny. 
Didn't really play a lot of 

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games on the in between, but I, 
I am going to try to start 

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playing more video games soon. 
I plans to do night, night time 

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streams maybe here in the 
future. 

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Anyway, I digress. 
We digress. 

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That is what we do here on the 
show. 

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Yeah. 
So. 

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So, yeah. 
So this is this is game we're 

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going to do. 
This is what's interesting is I 

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told Christian that we were 
going to be doing this one and 

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he he said, hey, this is going 
to be the first weekly scroll 

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review for Christian Terrell, 
which is crazy because he's been

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a lot of bunch. 
Yeah, and I have been. 

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On a bunch a. 
Bunch of his. 

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Stuff on himself, played a bunch
of games with them and then 

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realized what's because he 
writes a lot of adventures, 

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doesn't really write a lot of 
cellular systems. 

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So we're going to be going over 
this one. 

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It's a it's a little short. 
It's a little short guy. 

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It's a nice little Zine. 
It's about a total, I think it 

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runs about 2726 pages plus the 
covers. 

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So it's tiny little Zine. 
So so fire drop, full little 

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intro I got here. 
Fire drop is a 28 page. 

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It's 28 page apparently half 
letter black and white Zine, hex

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and dice, war game and fire 
drop. 

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You and your friends play as I 
said, as soldiers dropped from 

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low orbit to fight the hordes of
super fleas infesting the 

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planet. 
Fire drop was originally created

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for and released for released 
for free as part of the February

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2024 missives from the meat 
castle that is meat castle 

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gamers free monthly newsletter 
that you can find on sub stack. 

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We'll make sure that the link is
down below to this specific one 

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because you can still get get it
free and if you sign up for meat

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castles newsletter, there's a 
freebie and I think just about 

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every single one and then he 
collects them all into a an 

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annual at the end of the year. 
So you get all the freebies in 

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one Z and which is super fucking
cool. 

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You can if if what I wrote is 
correct again, the PDF is free 

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if you go check out the website.
I believe it might be on their 

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itch as well. 
I'm not sure, but it is in print

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at meat castles web shop, which 
will make sure the link is below

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too. 
And I also saw it at Spearwitch.

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I don't know if it's somewhere 
else, but I know it's at those 

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two places. 
So you can still grab this. 

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It's a great little Z. 
It's a it's a fun little game. 

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I would play the shoot out of 
this borders more like 

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definitely leans heavier more 
towards I think the role-playing

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side or the, I'm sorry, the 
board game side a little bit. 

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Absolutely agree. 
It's definitely more of like a 

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yeah. 
It's way less of a role-playing 

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game and closer to yeah, like a 
board game, pseudo strategy 

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game. 
And there's not a lot of like 

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strategic movement going on, 
but. 

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Yeah, but as just like a quick 
little pickup board game, like 

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you could bust this out with 
with a handful of D sixes and a 

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couple friends and just be like,
hey, we're going to play this. 

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And people that have never 
played a TTRPG would have a lot 

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of fun with this just as like a,
you know, it's like a drop board

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game. 
So let's, let's, let's hop in 

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and see fucking see why, why 
we're right, you know, about, 

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Yeah, of course, about that. 
Our correct opinions. 

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Yeah, as always. 
Yeah. 

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So fire drop, quick and dirty 
drop pod warfare for one to four

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players. 
Great piece of art here on the 

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cover. 
I believe that is from PR art 

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from Perplexing Ruins. 
And then the inside art I 

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believe is Thomas Novosel via 
Patreon. 

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So I'm going to read the there's
not a whole lot. 

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Most of this book is just rules,
so it's very little lower and 

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it's pretty short minus all of 
the extra bits and stuff like 

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that. 
It's about 20 pages. 

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So I think we've been doing a 
damn good job of trimming our 

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episodes down. 
Considering that we did 250 

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pages of Wolf Ald in like 2 
hours. 

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I was very proud of us. 
But we are going to read the 

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parts of this because there 
aren't a part a lot. 

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So war water is a good no. 
What purpose would we have in 

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this life without it? 
It's been five years. 

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Yeah, it's been five years since
the Siphon Aptarian Scourge was 

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first encountered on Aptarian 6.
In the year since, the Super 

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fleet Plague has spread across 
more and more of our great 

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empire. 
We still do not know how they 

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spread, but we do know wherever 
our ships went after fighting 

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them last, it would appear as if
following us, clearly aiming to 

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discover our home world and 
consume it. 

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Now more than ever we need good 
and honorable soldiers Capital S

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to take the fight directly to 
the siphon up Tarians and show 

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them there's nothing a little 
national pride and a heaping 

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dose of lead and explosive can't
solve. 

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Urah, yeah. 
Credits, design and layout from 

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Christian Sorrell, editing from 
Jarrett Crater, art is from PR 

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and Thomas Novosel, and 
publishing is from Meat Castle 

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Gamore. 
What I love about this, and I 

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hope that our little voices were
in the back of Christian said 

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when they did this. 
First of all, let's take a peek 

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for those bookmarks. 
And they're there. 

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It's it's 20, it's like 27 pages
and they're all bookmarked, 

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which is great. 
Not only that, if you Scroll 

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down a little farther the table 
of contents. 

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Hyperlinks. 
Not only hyperlinked, it's like 

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literally every page in the 
little 20s. 

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This is the size of Zine that we
would be like, ah, not a big 

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deal, it's 27 pages, doesn't 
matter. 

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Full fucking table of contents 
fully hyperlinked. 

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But if you actually scroll back,
what do we say all the time? 

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If you're going to have a 
website or something in your 

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Zine, hyperlink it, right? 
Right. 

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Well, listen. 
So he hyperlinked all of the 

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credits. 
So Christian Sorrell will take 

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you to meet Castle Game where 
Jarrett Crater takes you to 

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Space Penguin Inc, PR takes you 
to PRS Patreon, Thomas Novosel 

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takes you to the Thomas Novosel 
Patreon, and then Meat Castle 

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Gamer takes you to 
meatcastle.com. 

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So all of the credits in the 
page are also hyperlinked out to

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their individual websites. 
Collapse. 

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Amazing, very cool collapse. 
Oh, oh, we just someone, 

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someone, someone real meat 
castle. 

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Don't know who that is. 
Just dropping in the chat and 

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said, you know, I had to do it 
to him. 

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Yes, we, we appreciate, we 
appreciate all the hyperlink. 

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So I'm not going to go through 
all of the table of contents 

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because it's literally every 
page. 

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So we'll just go as we as we go.
So as we go, as we go. 

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So 27 pages in here set up. 
So in fire drop, you play as a 

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soldier dropped from low orbit 
to fight the hordes of super 

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fleas infesting the planet. 
Each mission is unique with its 

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own objectives. 
Siphon up Tarian nests and 

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extract point. 
Your job is to complete the 

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objective and if you if you can 
extract with your life intact to

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aid you in battle. 
You have a number of clone 

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reinforcements available upon 
your death as well as high 

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impact firepower like centuries,
orbital bombardment and more. 

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So once again says it is a quick
and dirty hex game of drop pod 

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warfare. 
What do you need? 

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Do you need a hex map? 
On page 26, Boom in line 

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hyperlink. 
Take it right there. 

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Soldier cards on page 27 linked 
to it. 120 sided die, D20 not 

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linked, Mini 6 sided dice, D 
sixes ideally in three colors 

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and riding utensils. 
And then not linked on the D20. 

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Hey, it's in parentheses. 
And then we got the dice usage, 

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which I when we get to the the 
enemy dice, it's so clever. 

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I'm I really like the mechanic 
that they use there. 

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But this basically breaks down 
how the the dice not like 6 and 

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after a demons AD 6 now it's 
just like what it actually does.

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So throughout play, we use one 
color of D6 to act as your 

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soldier, just playing one 
through 4 to allow unique 

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identification per players. 
Another color of D6 to act as 

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the enemies just playing one 
through 6 to match their 

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strength, and a third color of 
D6 to act as miscellaneous 

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ability or objective markers as 
needed. 

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Everything else, like objectives
nested more, would be written 

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directly onto the hex map. 
I like that. 

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So D6 because you're soldier 
one. 

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I'm soldier 2, there's soldier 
3, soldier 4. 

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You could also have, I guess, 
four additional different colors

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and then put like your ammo or 
your wounds or something as like

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a A roll dice for your 
individual soldier. 

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That'd be like a home, a home 
thing. 

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But at the end of the day, too, 
this could all be a tokenized 

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thing pretty pretty easily. 
I agree, and I think that would 

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be really dope to make it a like
expand this out a little bit and

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make some like punch, like pog 
tokeny things. 

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That would be really sick. 
So the steps of play are there's

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six of them. 
Do you create a mission? 

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And then underneath that are 4 
steps, which is choosing a 

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difficulty, placing objectives, 
place nests, place an extract 

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point. 
That's how you create a mission.

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And then #2 you create a soldier
#3 is the orbital drop #4 is 

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drop fight like hell #5 is 
extract #6 is claims spoils of 

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war. 
I'm trying to make sure I 

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remember at what point I'd have 
some notes here. 

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So first thing you do is you 
create a mission. 

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So you build this 
collaboratively with the other 

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players and the players take 
turns rolling and placing 

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objectives, or have a single 
player or highest ranking player

210
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for a veteran to act as squad 
leader and roll them all up 

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together. 
I like that. 

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I like the idea of like 
collaboratively coming up with 

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the thing together. 
That's always a fun bit to do 

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whenever you do something. 
Like the game I always think of 

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00:12:06,520 --> 00:12:08,960
is I don't know if you ever 
played it and I'm surprised if 

216
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you haven't is Archipelago. 
Yeah, still no. 

217
00:12:11,960 --> 00:12:13,320
We've had this conversation 
several times. 

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I I haven't bookmarked to buy. 
I don't think I've ever 

219
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purchased it because it's not 
drive through RPG. 

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So. 
Yeah, yeah, yeah. 

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I think it's Jason Morningstar. 
It's dope. 

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I've played it before. 
It's so much fun. 

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I'm a big Wizard of Earthsea 
guy, so. 

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Yeah, it's funny because you've 
read all of Ursula K Le Guin, 

225
00:12:29,800 --> 00:12:31,920
but you've never played 
Archipelago, and I've never read

226
00:12:31,920 --> 00:12:34,680
any areas like K Le Guin and I 
have played Archipelago multiple

227
00:12:34,680 --> 00:12:36,920
times, so we should mash those 
together. 

228
00:12:36,920 --> 00:12:39,320
So. 
So you create a mission. 

229
00:12:39,320 --> 00:12:40,520
I already talked about the four 
steps. 

230
00:12:40,520 --> 00:12:42,040
So first is choosing a 
difficulty. 

231
00:12:42,400 --> 00:12:46,320
So as a group, you choose a 
mission difficulty, and that 

232
00:12:46,320 --> 00:12:49,080
determines a lot of things. 
It determines your objectives, 

233
00:12:49,400 --> 00:12:53,480
the number of nests of enemies, 
the nests of the Cyclon 

234
00:12:53,480 --> 00:12:57,920
uptarians, and the number of 
reinforcements and resupplies 

235
00:12:57,920 --> 00:13:01,280
you get. 
It says new recruits and small 

236
00:13:01,280 --> 00:13:04,800
squads recommend start low. 
So you got easy, medium, hard 

237
00:13:04,800 --> 00:13:07,960
and heroic. 
So for example, we'll do the the

238
00:13:07,960 --> 00:13:11,080
easy you get there's one 
objective, there's three nests 

239
00:13:11,440 --> 00:13:13,680
and you get 5 each of reinforce 
and resupply. 

240
00:13:13,680 --> 00:13:18,160
But if you go all the way to 
heroic, it's 4 objectives, 12 

241
00:13:18,160 --> 00:13:21,120
nests to reinforce and to 
resupply. 

242
00:13:21,120 --> 00:13:23,880
That's rough. 
Yeah, that is rough. 

243
00:13:23,880 --> 00:13:26,760
It's like, man, when he dies, 2 
of you die. 

244
00:13:27,200 --> 00:13:29,000
That's all the deaths you got, 
you know. 

245
00:13:29,240 --> 00:13:31,520
Yeah, yeah, yeah, yeah. 
Crazy. 

246
00:13:32,720 --> 00:13:35,360
I think every player gets their 
own number of reinforced. 

247
00:13:35,440 --> 00:13:37,840
Yeah, right. 
Oh yeah. 

248
00:13:38,480 --> 00:13:41,360
Maybe. 
I think yeah, the next thing you

249
00:13:41,360 --> 00:13:44,800
do is you place objectives. 
So the way that works is 

250
00:13:44,800 --> 00:13:47,240
objectives must be completed to 
achieve the mission success. 

251
00:13:47,240 --> 00:13:50,200
If you extract prior to 
completing an objective, you 

252
00:13:50,200 --> 00:13:53,200
will take a demerit when 
claiming spoils of war. 

253
00:13:53,840 --> 00:13:56,320
Certain objectives, right, 
require you to locate and kill a

254
00:13:56,320 --> 00:13:58,160
group of enemies. 
Others require a certain number 

255
00:13:58,160 --> 00:14:00,400
of actions to be spent, 
etcetera, etcetera. 

256
00:14:00,400 --> 00:14:03,040
We'll get to those. 
But the first thing you do is 

257
00:14:03,040 --> 00:14:06,080
you roll AD 6 to determine the 
objective from the list on the 

258
00:14:06,080 --> 00:14:10,520
next spread, reroll repeats. 
And next you roll 1 E 20 and 

259
00:14:10,520 --> 00:14:12,040
place the objective on the 
corresponding hex. 

260
00:14:12,040 --> 00:14:13,600
Why don't you pull up a dice 
roller, buddy? 

261
00:14:13,600 --> 00:14:14,880
Because you're going to be 
rolling all that shit. 

262
00:14:15,560 --> 00:14:19,560
We're going to make you. 
I was like, I do love for all 

263
00:14:19,560 --> 00:14:21,160
these. 
We go through them, you roll AD 

264
00:14:21,200 --> 00:14:25,080
20 on where to place them, but 
if you roll A20 you get to pick.

265
00:14:27,240 --> 00:14:30,880
Look at, there's only 19 hexes. 
Yeah, yeah, I rolled a. 

266
00:14:31,000 --> 00:14:33,360
You want me to roll the 
objective? 

267
00:14:33,360 --> 00:14:34,480
I don't know why I rolled the 
map. 

268
00:14:34,600 --> 00:14:37,320
Yeah, roll the objective. 
Let's I'm gonna I'm gonna shoot 

269
00:14:37,320 --> 00:14:39,120
down to the hex map real quick, 
just so people know what the 

270
00:14:39,120 --> 00:14:40,640
heck I'm talking about. 
Then we'll go back up and then 

271
00:14:40,640 --> 00:14:41,760
we'll we'll talk about this 
again. 

272
00:14:42,080 --> 00:14:48,320
But here's the the hex map. 
Let me go to zoom to page level 

273
00:14:48,320 --> 00:14:50,040
here. 
So this is the hex map. 

274
00:14:50,120 --> 00:14:54,240
It's it's basically as as it's a
hex of hexes. 

275
00:14:54,680 --> 00:14:58,240
It's a hex flower. 
Yeah, it's a hex flower, so. 

276
00:14:58,240 --> 00:15:03,400
And so it fits 19 and then below
it is the movement list. 

277
00:15:03,400 --> 00:15:06,280
So all of the six directions 
have their own number. 

278
00:15:06,280 --> 00:15:08,160
So when you roll that, it'll 
tell you how to go on the hex 

279
00:15:08,160 --> 00:15:11,360
flower. 
So there's nineteen of them, 

280
00:15:11,360 --> 00:15:12,840
obviously. 
And it starts on like that kind 

281
00:15:12,840 --> 00:15:16,960
of like, I guess you would say 
like top left, I guess, and 

282
00:15:16,960 --> 00:15:19,640
rolls around to the inside. 
And then since there is no 20, 

283
00:15:20,360 --> 00:15:21,840
that's that's when you get to 
pick your own. 

284
00:15:22,000 --> 00:15:25,240
And I think that's cool. 
I do think. 

285
00:15:25,240 --> 00:15:26,680
That's wow. 
Very. 

286
00:15:27,240 --> 00:15:30,880
Clever use of AD 20 and a hex 
map, you know. 

287
00:15:31,280 --> 00:15:35,400
Yeah. 
For the objectives, I'll just 

288
00:15:35,760 --> 00:15:38,080
read the titles real quick and 
then we'll go over the one that 

289
00:15:38,080 --> 00:15:39,000
I rolled. 
How about that? 

290
00:15:39,400 --> 00:15:43,600
So the objectives are kill 
everything, recover data, launch

291
00:15:43,600 --> 00:15:50,160
missile, rescue citizen Boo, 
destroy asset or 6 is Soldiers 

292
00:15:50,160 --> 00:15:51,960
choice. 
And I actually rolled the six. 

293
00:15:53,240 --> 00:15:57,560
So while we go over, let's do 
launch missile. 

294
00:15:58,080 --> 00:16:00,920
I'm going to. 
Do 1 #3 Launch missile. 

295
00:16:01,480 --> 00:16:06,160
I complete a successful launch 
from a Planetary ICBM launch 

296
00:16:06,160 --> 00:16:10,320
facility. 
Spend actions activating on site

297
00:16:10,320 --> 00:16:13,880
terminals and wait for launch. 
The requirements are three 

298
00:16:13,880 --> 00:16:17,280
actions. 
It takes 5 rounds to complete. 

299
00:16:19,280 --> 00:16:22,080
Damn. 
Yeah, quite a long 1 though. 

300
00:16:22,200 --> 00:16:25,400
I think that might be the 
longest one for rounds until 

301
00:16:25,400 --> 00:16:28,400
completion. 
If well when there are rounds 

302
00:16:28,400 --> 00:16:33,160
till completion, yeah it is. 
I didn't pick rescue citizen 

303
00:16:33,160 --> 00:16:35,800
because I played Hell diver too 
and rescuing citizens is very 

304
00:16:35,800 --> 00:16:40,480
annoying in that game. 
The citizens are annoying. 

305
00:16:41,000 --> 00:16:43,680
They they just, yeah, you just 
to set yourself up and you have 

306
00:16:43,680 --> 00:16:46,200
to keep letting them out running
from one place to the other. 

307
00:16:46,200 --> 00:16:47,960
You have to kind of guard them 
as they're running into like the

308
00:16:47,960 --> 00:16:50,480
safe room. 
And also just pick up a gun, 

309
00:16:50,480 --> 00:16:52,120
bro. 
We're in war right now. 

310
00:16:52,720 --> 00:16:55,120
Pick up a gun, bro. 
Everyone's a soldier. 

311
00:17:00,520 --> 00:17:04,839
Yeah, I think that that was a 
fun one. 

312
00:17:06,839 --> 00:17:08,760
The kill everything one. 
Obviously this means kill 

313
00:17:08,760 --> 00:17:13,520
everything, which is neat, but I
like that the number of rounds 

314
00:17:13,520 --> 00:17:15,880
that I think takes and then like
the number of actions you have 

315
00:17:15,880 --> 00:17:17,560
to do to perform it is really 
interesting. 

316
00:17:19,440 --> 00:17:25,839
It's a cool way to, I don't 
know, like you can't just like 

317
00:17:26,760 --> 00:17:29,640
blast the nest and like run away
and then just like kind of chill

318
00:17:29,640 --> 00:17:32,760
and do the thing. 
Like since everything like we, 

319
00:17:32,760 --> 00:17:35,560
we get to the bad guys and how 
they're going to, you know, come

320
00:17:35,560 --> 00:17:37,680
in like every three rounds and 
stuff and they can move every 

321
00:17:37,680 --> 00:17:39,720
turn. 
It's interesting how they 

322
00:17:41,560 --> 00:17:43,040
something like this. 
It takes so long. 

323
00:17:43,040 --> 00:17:46,520
You have multiple nests spawning
coming at you every time, so you

324
00:17:46,520 --> 00:17:48,160
can never really sit still and 
that's really cool. 

325
00:17:48,240 --> 00:17:52,000
I like that a lot. 
I like the the the art drops in 

326
00:17:52,000 --> 00:17:55,960
all the way through like the 
little spot art pieces like the 

327
00:17:55,960 --> 00:17:58,680
one above is you know, a giant 
ship. 

328
00:17:59,920 --> 00:18:04,480
On this one you have a very 
interesting gun, a very like 

329
00:18:04,960 --> 00:18:08,360
space gun looking thing. 
I would imagine space. 

330
00:18:08,640 --> 00:18:10,320
Gun, Yeah. 
It's dope. 

331
00:18:10,480 --> 00:18:13,440
It's a good choice for the arts.
So the next thing is placing the

332
00:18:13,440 --> 00:18:16,080
nest. 
So Siphon Uptarians reproduce 

333
00:18:16,080 --> 00:18:18,520
through a network of breeding 
chambers. 

334
00:18:18,960 --> 00:18:22,040
They're fun little tunnels of 
dirt and stone we call nests. 

335
00:18:22,040 --> 00:18:24,520
In little time, a nest can 
produce a daily amount of 

336
00:18:24,520 --> 00:18:27,520
fleece. 
So nests spawn a new enemy every

337
00:18:27,520 --> 00:18:29,760
third round, starting on round 
3. 

338
00:18:29,760 --> 00:18:33,200
So round one, round two, and 
then boom, start around 3, it 

339
00:18:33,200 --> 00:18:34,840
says. 
At the beginning of the round, a

340
00:18:34,840 --> 00:18:38,240
nest spawns with another enemy 
group and attacks. 

341
00:18:39,080 --> 00:18:42,920
And it adds its value to their 
strength up to a Max of six 

342
00:18:42,920 --> 00:18:45,320
strength, after which the 
remaining strength is added as a

343
00:18:45,320 --> 00:18:47,440
new unit. 
Mission difficulty denotes NES 

344
00:18:47,440 --> 00:18:48,880
sponsoring. 
So that's the thing that I 

345
00:18:48,880 --> 00:18:50,720
really like, and we'll get to it
a little bit more later. 

346
00:18:51,760 --> 00:18:55,560
There's also a part where, like 
if, if so, if something's on the

347
00:18:55,560 --> 00:18:59,680
hex and it's two strength and it
spawns another thing that's two 

348
00:18:59,680 --> 00:19:02,760
strength and it's on the same 
hex, you just combine it to a 

349
00:19:02,760 --> 00:19:06,520
four strength thing. 
And I think that's so clever 

350
00:19:06,520 --> 00:19:09,960
because it cleans up the board. 
You don't have a million dice. 

351
00:19:10,120 --> 00:19:13,880
Yeah, you're you're all 
occupying like a single hex a 

352
00:19:13,880 --> 00:19:17,200
time a lot of the time. 
Like I guess you can split off 

353
00:19:17,200 --> 00:19:19,400
and stuff. 
That seems against the spirit of

354
00:19:19,400 --> 00:19:23,120
working as a squad, even though 
I've done that in the actual 

355
00:19:23,120 --> 00:19:23,760
game. 
Hell, divers. 

356
00:19:24,480 --> 00:19:26,200
Yeah. 
I really just help keep the 

357
00:19:26,200 --> 00:19:27,680
board clean. 
I love the rules in here. 

358
00:19:27,760 --> 00:19:28,920
It's a very simple game. 
I love. 

359
00:19:28,920 --> 00:19:30,880
It's very like intuitive and 
like makes a lot of sense that 

360
00:19:30,880 --> 00:19:32,560
you read through and you're 
like, oh, it's very clever. 

361
00:19:32,560 --> 00:19:36,280
You know, Yeah, yeah. 
I mean, because if you have, if 

362
00:19:36,280 --> 00:19:40,400
you have, since they're 
basically all dice or whatever, 

363
00:19:40,400 --> 00:19:43,360
like if you have 6-1 strength 
enemies running around the 

364
00:19:43,360 --> 00:19:45,200
board, that's fucking annoying. 
Yeah. 

365
00:19:46,040 --> 00:19:48,160
Yeah. 
But one sixth strength enemy as 

366
00:19:48,160 --> 00:19:50,320
a giant unit moving together, I 
don't know. 

367
00:19:50,320 --> 00:19:54,040
It's like I said, it's clever, 
like you said, it's intuitive. 

368
00:19:54,040 --> 00:19:58,480
It, it, it's itself. 
What's the word I just said 

369
00:19:58,480 --> 00:19:59,880
previously? 
Like it self cleans up the 

370
00:19:59,880 --> 00:20:02,360
board. 
Like it, it, it, it, it really 

371
00:20:02,560 --> 00:20:06,040
does a good job of, I don't 
know, self maintenance for the 

372
00:20:06,040 --> 00:20:09,840
clutter, which is great. 
So the enemy spawns are, are the

373
00:20:09,840 --> 00:20:14,400
four difficulties, right? 
Easy, medium, hard, heroic, easy

374
00:20:14,400 --> 00:20:16,520
as one and then two and then 
three and then four for the 

375
00:20:16,520 --> 00:20:17,320
different types. 
So. 

376
00:20:18,520 --> 00:20:21,880
That's a lot. 
So on the hard 1 and I was like 

377
00:20:21,920 --> 00:20:27,520
there's 12 nests spunning A4 
strength bad guy every 3 rounds.

378
00:20:28,000 --> 00:20:30,120
The difficulty is exponential on
this. 

379
00:20:30,120 --> 00:20:33,200
It's not just that there are 
more nests, the nests that you 

380
00:20:33,200 --> 00:20:36,280
come across like you just sort 
of like way more difficult. 

381
00:20:36,360 --> 00:20:39,160
And I think that's brutal. 
And some like you're guaranteed 

382
00:20:39,160 --> 00:20:42,480
to just be like getting having 
guys killed off left and right, 

383
00:20:42,520 --> 00:20:45,000
you know? 
Yeah, it's, it's, it's, it's 

384
00:20:45,000 --> 00:20:47,360
crazy. 
Even from easy to medium, you're

385
00:20:47,360 --> 00:20:55,880
going from spawning, you're 
going from spawning, it's 3 

386
00:20:55,880 --> 00:21:01,240
nests doing one strength bad 
guys to six nests spawning 2 

387
00:21:01,240 --> 00:21:02,240
strength bad guys. 
You're right. 

388
00:21:02,240 --> 00:21:05,080
Like it's exponential. 
Like it's not just like a little

389
00:21:05,080 --> 00:21:06,800
bit harder, it's, it's way 
harder. 

390
00:21:06,800 --> 00:21:10,560
So it's it's interesting. 
It's like because they're going 

391
00:21:10,560 --> 00:21:13,520
through, it's like I feel like 
they like in this, it's very 

392
00:21:13,520 --> 00:21:15,960
true to like, I know, I know 
Christian was playing hell 

393
00:21:15,960 --> 00:21:21,640
divers, although we never played
together, but I know that he 

394
00:21:21,800 --> 00:21:23,520
they were playing hell divers at
the time. 

395
00:21:24,200 --> 00:21:29,520
And this is very, very true to 
like the feel of it. 

396
00:21:29,520 --> 00:21:31,960
Like they're just those missions
where you just get torn up and 

397
00:21:31,960 --> 00:21:35,640
you're out of response, you're 
out of resupplies, and one dude 

398
00:21:35,640 --> 00:21:38,880
makes it out at the end and 
you're like, shit, well that's 

399
00:21:39,000 --> 00:21:41,200
technically a success. 
There you go. 

400
00:21:42,600 --> 00:21:44,960
Are there clones in hell? 
Divers or Yeah. 

401
00:21:45,160 --> 00:21:48,600
Yeah, when you die, they you 
call in like a reinforcement. 

402
00:21:48,600 --> 00:21:50,760
It's a clone of yourself. 
Oh, that's dope. 

403
00:21:51,280 --> 00:21:54,400
Cool. 
All right, so So what you do 

404
00:21:54,400 --> 00:21:57,760
with those nests, you roll a you
roll A1D20 and you put the nest 

405
00:21:57,840 --> 00:22:01,200
on the hex and if it you reroll 
repeats. 

406
00:22:01,200 --> 00:22:04,000
But if it rolls the 20 you 
decide together far away from 

407
00:22:04,000 --> 00:22:07,400
everything is what I would do. 
So infestation level, we talked 

408
00:22:07,400 --> 00:22:11,840
about this already easiest 3 
medium 6 hard as 9 and 12 is 

409
00:22:12,560 --> 00:22:14,640
heroic as 12 as far as the 
number of nests you have to do 

410
00:22:15,080 --> 00:22:16,880
so then you get the extract 
point. 

411
00:22:17,120 --> 00:22:21,040
This is a pedantic point that I 
know it's based on held overs, 

412
00:22:21,680 --> 00:22:25,480
but I did want to bring up extra
military wise. 

413
00:22:25,480 --> 00:22:28,480
Extra action versus exfil 
exfiltration. 

414
00:22:28,960 --> 00:22:36,680
Uh, extraction is generally like
under forceful means right? 

415
00:22:36,680 --> 00:22:39,440
Like with power, you pull 
something out versus 

416
00:22:39,440 --> 00:22:41,880
exfiltration, which is like 
stealthily leave. 

417
00:22:42,280 --> 00:22:44,400
So you said it's called an 
extraction point. 

418
00:22:44,400 --> 00:22:45,920
Not in the hell divers, of 
course you're going to do hell 

419
00:22:45,920 --> 00:22:47,760
divers here. 
But if they're trying to sneak 

420
00:22:47,760 --> 00:22:51,400
out X fill might have been a 
good X fill point, might have 

421
00:22:51,400 --> 00:22:54,240
been a good one too. 
Anyway, so you place your 

422
00:22:54,240 --> 00:22:55,920
extraction points, that's 
another part of the emission. 

423
00:22:55,920 --> 00:22:58,200
So in order to keep the Super 
fleet menace from following us 

424
00:22:58,200 --> 00:23:00,880
from world to world, it is 
imperative our ships are on the 

425
00:23:00,880 --> 00:23:02,440
ground for as little time as 
possible. 

426
00:23:02,440 --> 00:23:05,280
This is why soldiers fire drop 
and why their only means of 

427
00:23:05,280 --> 00:23:08,360
planetary escape is a single 
shuttle once permission. 

428
00:23:09,000 --> 00:23:12,360
That's it. 
So you roll the 1D20, you put 

429
00:23:12,360 --> 00:23:15,040
the extract point in the 
corresponding hex and on a 20 

430
00:23:15,040 --> 00:23:18,120
year squad decides just like 
everything, the extract point 

431
00:23:18,120 --> 00:23:21,840
calls down an evac shuttle and 
you must and it's a activated 

432
00:23:21,840 --> 00:23:25,040
like an objective. 
The shuttle arrives in three 

433
00:23:25,040 --> 00:23:26,600
rounds so we'll get you 
objectives. 

434
00:23:26,600 --> 00:23:29,680
So it is an objective like 
everything else. 3 rounds later 

435
00:23:29,680 --> 00:23:34,520
it'll be there and after placing
it, you make up a a mission name

436
00:23:34,520 --> 00:23:37,520
on page 25 which is hyperlinked.
Boom, let me click the thing so 

437
00:23:37,520 --> 00:23:39,760
you can see the hand. 
Yep. 

438
00:23:40,680 --> 00:23:44,560
After placement, populate each 
nest objective and extract point

439
00:23:44,560 --> 00:23:47,080
on the map with enemy groups 
equal to the mission's enemy 

440
00:23:47,080 --> 00:23:48,320
spawns. 
We've talked about that already.

441
00:23:48,920 --> 00:23:52,360
See Place Nest on page 10, 
hyperlinked To mark an enemy 

442
00:23:52,360 --> 00:23:55,600
group's position on the map, 
place AD six with a number of 

443
00:23:55,960 --> 00:23:58,120
the number equal to the unit 
strength face up. 

444
00:23:58,160 --> 00:24:00,680
Be sure to use dice of one color
specifically for all the bad 

445
00:24:00,680 --> 00:24:01,320
guys. 
That's great. 

446
00:24:01,840 --> 00:24:03,080
Next you move on to creating 
soldiers. 

447
00:24:03,080 --> 00:24:07,880
So that is yes. 
Oh no, go finish your thing. 

448
00:24:07,880 --> 00:24:11,360
I'll do creating soldiers. 
That is how to create the 

449
00:24:11,360 --> 00:24:15,040
mission you. 
That's literally it is a is AD 6

450
00:24:15,040 --> 00:24:16,760
and D20. 
Roll kind of like three or four 

451
00:24:16,760 --> 00:24:18,480
of those and boom, you got a, 
you got a mission it. 

452
00:24:18,920 --> 00:24:20,800
Is amazingly simple to set this 
up. 

453
00:24:20,880 --> 00:24:23,360
It's funny because you know, 
recently, like I run the game 

454
00:24:23,360 --> 00:24:25,040
every Sunday. 
I've mentioned several times on 

455
00:24:25,040 --> 00:24:28,000
the show, but recently we've had
people like not make it on 

456
00:24:28,000 --> 00:24:29,440
certain weeks. 
We're always kind of looking for

457
00:24:29,440 --> 00:24:33,400
something else to do so that we 
can have everyone for important 

458
00:24:33,400 --> 00:24:35,280
story moments and because we 
don't really care what we're 

459
00:24:35,280 --> 00:24:37,080
playing. 
I'm like, this is, I think the 

460
00:24:37,080 --> 00:24:38,840
next one I'm going to drop in 
and be like, cool, this is what 

461
00:24:38,840 --> 00:24:40,040
we're going to do today. 
Like you don't need to. 

462
00:24:40,040 --> 00:24:41,360
You can just show up. 
You don't have to read it. 

463
00:24:41,360 --> 00:24:45,080
It'll be fine, you know. 
Yeah, yeah, that. 

464
00:24:45,080 --> 00:24:48,480
I mean, this is such an easy 
drop and go game, like anyone 

465
00:24:48,480 --> 00:24:49,680
that's ever played any game 
ever. 

466
00:24:49,680 --> 00:24:52,400
You can just be like, here's a 
handful of D6 for you, you, you,

467
00:24:52,400 --> 00:24:53,640
here's AD 20 in the middle of 
the board. 

468
00:24:53,640 --> 00:24:55,280
We're doing this. 
It takes 5 minutes to set up. 

469
00:24:55,520 --> 00:25:00,760
Yeah, so creating a soldier. 
Also I love the term fire drop. 

470
00:25:01,320 --> 00:25:06,000
Obviously a riff on like instead
of Hell Diving Fire Dropping It 

471
00:25:06,000 --> 00:25:08,200
might be a little better. 
It's pretty good. 

472
00:25:09,040 --> 00:25:10,680
I like it. 
Yeah, 'cause you are dropping 

473
00:25:10,680 --> 00:25:12,960
and there's fire, 'cause you're,
you know, entering the 

474
00:25:12,960 --> 00:25:14,360
atmosphere. 
Yeah. 

475
00:25:14,360 --> 00:25:19,800
So create a soldier to be fired.
Drop soldier is to be among the 

476
00:25:19,800 --> 00:25:22,760
bravest and most elite of all 
warriors in the Galaxy. 

477
00:25:23,160 --> 00:25:27,520
Few are those who would dive 
into Siphon Neptarian. 

478
00:25:27,520 --> 00:25:31,480
Is that what he decided to say? 
Hell and be expected to survive,

479
00:25:31,600 --> 00:25:34,560
let alone actually accomplish 
objectives the Galaxy stands 

480
00:25:34,560 --> 00:25:39,000
safer with you in it now get out
there and kick some super fleece

481
00:25:39,000 --> 00:25:42,000
thorax. 
So I will continue to talk about

482
00:25:42,000 --> 00:25:44,120
hell divers because I'm very 
familiar with it the inside hell

483
00:25:44,120 --> 00:25:45,360
divers. 
This is a lot of the, like, the 

484
00:25:45,360 --> 00:25:49,480
same, like, brouhaha, you're the
best language that's used, but 

485
00:25:49,480 --> 00:25:53,400
it's canonically in the game. 
You're just a bunch of idiots. 

486
00:25:53,400 --> 00:25:55,440
That's why you kill each other 
so easily. 

487
00:25:55,680 --> 00:25:58,640
And you're kind of bad. 
Like, they just sell you on this

488
00:25:58,640 --> 00:26:00,440
propaganda, like you're the best
of the best. 

489
00:26:00,720 --> 00:26:04,120
So I wonder if, like, in 
Christians internal lore, this 

490
00:26:04,120 --> 00:26:06,000
is the same thing. 
Yeah. 

491
00:26:06,320 --> 00:26:07,640
Well, 'cause your stats aren't 
great. 

492
00:26:08,080 --> 00:26:10,400
Yeah, 'cause your stats are 
yeah, that's so true. 

493
00:26:11,000 --> 00:26:12,400
You will die. 
Yeah. 

494
00:26:12,560 --> 00:26:15,640
So soldiers have 3 stats. 
That is armor. 

495
00:26:15,920 --> 00:26:17,600
You're the measure of your 
ability. 

496
00:26:17,600 --> 00:26:21,560
Shake off damage before 
receiving a mortal wound, Speed,

497
00:26:21,960 --> 00:26:25,440
ability to dodge and move 
quickly, and firepower your 

498
00:26:25,440 --> 00:26:28,120
ability to inflict harm on 
enemies. 

499
00:26:29,160 --> 00:26:31,760
We need to augmenting stats or 
augment stats. 

500
00:26:32,920 --> 00:26:35,120
All stats start with the value 
of three, and then you were 

501
00:26:35,120 --> 00:26:40,360
given a + 2 + 1 and -1 to assign
as you wish to those stats. 

502
00:26:41,840 --> 00:26:46,080
After augmenting, these are your
stats for the entirety of the 

503
00:26:46,080 --> 00:26:49,920
mission, although you can tweak 
your stats and abilities in 

504
00:26:49,920 --> 00:26:52,720
between missions as desired. 
Very cool. 

505
00:26:53,680 --> 00:26:55,560
That's it. 
So you, you basically you'll 

506
00:26:55,560 --> 00:26:57,200
have one step. 
That's a five, one step. 

507
00:26:57,200 --> 00:26:58,840
That's a four, one step. 
That's a two. 

508
00:26:59,280 --> 00:27:02,880
Yeah, that's cool. 
I like that one is like no, you 

509
00:27:02,880 --> 00:27:04,880
fucking suck at that. 
One, you're really bad at this 

510
00:27:04,920 --> 00:27:11,120
one, so yeah, yeah. 
So squat abilities. 

511
00:27:12,920 --> 00:27:14,880
All soldiers have access to 
squad abilities. 

512
00:27:15,160 --> 00:27:18,880
Each soldiers squad abilities 
have their own individual 

513
00:27:18,880 --> 00:27:22,920
refresh timers after use. 
Squad ability usage is also 

514
00:27:22,920 --> 00:27:25,600
tracked individually and is 
limited by difficulty. 

515
00:27:25,960 --> 00:27:29,600
Meaning on an ease mission each 
soldier has 5 uses before 

516
00:27:29,600 --> 00:27:32,880
reinforce of both sorry 
reinforce and resupply. 

517
00:27:34,760 --> 00:27:40,520
Those abilities being reinforce,
you drop a new clone squad 

518
00:27:40,520 --> 00:27:43,440
member, it arrives in one round,
refreshes instantly. 

519
00:27:43,560 --> 00:27:45,800
Pretty nice. 
Limited like by difficulty like 

520
00:27:45,800 --> 00:27:48,720
we just said. 
Incoming soldiers may roll a 

521
00:27:48,720 --> 00:27:51,400
speed test to augment their drop
position. 

522
00:27:51,920 --> 00:27:56,120
If all soldiers die at the same 
time, a whole squad wide 

523
00:27:56,200 --> 00:27:58,840
reinforce will be called 
automatically and all soldiers 

524
00:27:58,840 --> 00:28:02,960
mark this as one reinforce used.
I do like that on the incoming 

525
00:28:02,960 --> 00:28:06,640
soldiers part for the drop, it 
does take you to page 15 where 

526
00:28:06,640 --> 00:28:08,400
it talks about dropping in new 
soldiers. 

527
00:28:08,400 --> 00:28:10,840
That's AI mean. 
If you're going to talk about a 

528
00:28:10,840 --> 00:28:14,280
rule that you haven't seen yet, 
link to that page of that. 

529
00:28:14,960 --> 00:28:18,920
Amazing. 
And yeah, resupply drops in a 

530
00:28:18,920 --> 00:28:22,400
cache of supplies, arrives in 
one round, refresh refreshes in 

531
00:28:22,400 --> 00:28:24,240
five rounds. 
You cannot back-to-back this 

532
00:28:24,240 --> 00:28:26,160
one. 
Limited by difficulty, of 

533
00:28:26,160 --> 00:28:28,560
course. 
Again, any soldier in the same 

534
00:28:28,560 --> 00:28:33,240
hex at any time during the round
of the resupply's arrival fully 

535
00:28:33,240 --> 00:28:36,600
refills their ammo, and after 
one round the resupply is lost 

536
00:28:36,600 --> 00:28:39,240
amid the chaos of battle. 
Perfect. 

537
00:28:39,840 --> 00:28:44,680
This is where I think my only 
like clarity questions come in a

538
00:28:44,680 --> 00:28:47,640
lot is in both. 
This is the first time it's 

539
00:28:47,640 --> 00:28:49,880
going to come up. 
And then So what I need to 

540
00:28:49,880 --> 00:28:51,800
answer it now. 
We'll keep going, OK. 

541
00:28:52,760 --> 00:28:55,000
And then I think that it's going
to keep cropping up. 

542
00:28:55,000 --> 00:28:57,640
But like, where does the supply,
where does the resupply drop? 

543
00:28:58,160 --> 00:29:01,280
It doesn't say like here, like 
it drops randomly. 

544
00:29:01,280 --> 00:29:04,520
You roll AD 20 for a hex drop. 
There's a drop right on top of 

545
00:29:04,520 --> 00:29:05,240
you. 
Oh. 

546
00:29:05,600 --> 00:29:07,120
I guess it doesn't specifically 
say. 

547
00:29:07,120 --> 00:29:10,680
I always interpret this as like 
if I call a resupply it drops on

548
00:29:10,680 --> 00:29:14,080
me. 
So that's your interpretation. 

549
00:29:14,080 --> 00:29:15,720
Yeah, that is my interpretation 
of it though. 

550
00:29:16,680 --> 00:29:19,400
Yeah, it's because, so it's not 
in the rules anywhere that it 

551
00:29:19,400 --> 00:29:22,440
drops on. 
There is a line later in the 

552
00:29:22,440 --> 00:29:24,640
book where it talks about like 
how things drop it. 

553
00:29:24,840 --> 00:29:27,920
I think the line literally just 
says like it drops according to 

554
00:29:27,920 --> 00:29:30,080
what it says, but it doesn't say
anywhere. 

555
00:29:30,080 --> 00:29:32,000
So we'll we'll we'll see that as
it keeps going. 

556
00:29:32,000 --> 00:29:33,880
Maybe I missed it, maybe Kristen
will point out to it. 

557
00:29:34,280 --> 00:29:37,880
But I kept trying to be like, I 
want to be sure where it where 

558
00:29:37,920 --> 00:29:43,360
some some stuff drops a random 
hex and it just, and then others

559
00:29:43,360 --> 00:29:45,680
it doesn't specify. 
That's the first time it pops 

560
00:29:45,680 --> 00:29:51,240
up. 
They're I think one of the one 

561
00:29:51,240 --> 00:29:52,440
of the we'll get to the squad 
abilities. 

562
00:29:52,960 --> 00:29:58,560
Good call. 
Wait, so Christian in chat? 

563
00:29:58,560 --> 00:30:00,920
This is one of the reasons we 
still stream live so we can have

564
00:30:00,920 --> 00:30:04,080
creators in chat and Christian 
is Christian is a homie a 

565
00:30:04,080 --> 00:30:05,400
regular here on the weekly 
scroll. 

566
00:30:05,720 --> 00:30:10,680
They say that the intention 
would be it drops on the 

567
00:30:10,680 --> 00:30:14,480
location you were in when you 
call it, which is going to 

568
00:30:14,480 --> 00:30:16,800
answer my question every time 
going forward and I'll just 

569
00:30:16,800 --> 00:30:20,640
bring it up each time, but but 
that does answer our question. 

570
00:30:20,960 --> 00:30:22,880
So we're on to soldier 
abilities. 

571
00:30:23,160 --> 00:30:25,600
On to soldier abilities. 
Yeah. 

572
00:30:25,600 --> 00:30:28,520
So you start the mission with 
with one ability. 

573
00:30:28,880 --> 00:30:31,160
This is what one of those things
that you can swap out in between

574
00:30:31,160 --> 00:30:32,720
missions. 
But when you start, this is the 

575
00:30:32,720 --> 00:30:36,400
ability that you have. 
There are how many? 

576
00:30:36,400 --> 00:30:38,760
I don't even remember actually. 
6 Of course, same as. 

577
00:30:38,920 --> 00:30:40,360
Same as always on the next. 
Game. 

578
00:30:40,480 --> 00:30:43,480
I'm being a dumb guy, so we'll 
read them off and then Ryan, you

579
00:30:43,480 --> 00:30:45,160
want to roll or pick one to talk
about? 

580
00:30:45,320 --> 00:30:45,880
Sure. 
Yeah. 

581
00:30:45,880 --> 00:30:52,000
So we have a sentry gun, orbital
bombardment, air strike, 

582
00:30:52,200 --> 00:30:55,600
enhanced weaponry, 
Quartermaster, and the last one 

583
00:30:55,600 --> 00:31:01,600
being medic. 
So I rolled A1 so it's sentry 

584
00:31:01,600 --> 00:31:02,920
gun. 
Perfect. 

585
00:31:03,120 --> 00:31:07,120
So sentry gun, an automated 
machine gun turret acting as 

586
00:31:07,120 --> 00:31:09,160
another, excuse me, soldier in 
Comet. 

587
00:31:09,160 --> 00:31:14,120
Fun fact, I always pick the 
sentry gun because it's just the

588
00:31:14,120 --> 00:31:16,360
type of guy I am. 
I'm a proxy fighter. 

589
00:31:16,480 --> 00:31:17,960
I'm a necromancer as a wizard 
too. 

590
00:31:17,960 --> 00:31:20,440
You know, anything that can do 
all the work for me and I can 

591
00:31:20,440 --> 00:31:22,080
stand behind it. 
Love it. 

592
00:31:22,600 --> 00:31:24,640
Yeah. 
So your sentry gun does have 

593
00:31:24,640 --> 00:31:27,080
stats. 
They're they're OK. 

594
00:31:28,800 --> 00:31:31,000
They're the speed 0. 
Because it's a stationary gun. 

595
00:31:31,560 --> 00:31:35,000
Yeah, it remains in its original
hex into the destroyed. 

596
00:31:35,040 --> 00:31:38,080
It arrives in one round, 
refreshes in five rounds. 

597
00:31:38,080 --> 00:31:41,240
So it does have character stats.
Does you like attack as a 

598
00:31:41,240 --> 00:31:43,120
character would? 
Yeah. 

599
00:31:43,120 --> 00:31:46,280
So again, where does it drop, 
Right. 

600
00:31:46,720 --> 00:31:51,400
The confusion on this one would 
be for me that it acts as a 

601
00:31:51,400 --> 00:31:53,680
soldier. 
So does it drop like a soldier 

602
00:31:53,680 --> 00:31:55,960
drops or does it dropping where 
I call it in at? 

603
00:31:56,400 --> 00:31:58,200
That's one of the other parts 
where I was like, well, that's a

604
00:31:58,200 --> 00:32:01,600
little bit confusing. 
I do. 

605
00:32:01,600 --> 00:32:03,720
I know you said we'd go over 
one, but I think going over 

606
00:32:03,720 --> 00:32:06,040
either orbital bombardment or 
airstrike would also be dope. 

607
00:32:06,040 --> 00:32:07,800
I think both of those are 
really, really interesting. 

608
00:32:07,800 --> 00:32:09,800
I. 
Love Orbital Bombardment, 

609
00:32:09,800 --> 00:32:12,360
another one that I will often 
pick because once again, it 

610
00:32:12,360 --> 00:32:15,280
requires me to stand far away 
from the things and blow them up

611
00:32:15,280 --> 00:32:18,840
from a distance. 
Orbital Bombardment, a heavy 

612
00:32:18,840 --> 00:32:23,520
bomb dropped from low planetary 
orbit deals 5 damage to 

613
00:32:23,720 --> 00:32:25,320
everything in target. 
The hex. 

614
00:32:25,760 --> 00:32:28,440
Can target own hex or any 
adjacent hex. 

615
00:32:28,560 --> 00:32:30,120
Cool, It says it there 
explicitly. 

616
00:32:30,800 --> 00:32:33,360
Arrives in one round, refreshes 
in five rounds. 

617
00:32:34,280 --> 00:32:38,560
So my question because I know in
hell divers people died all the 

618
00:32:38,560 --> 00:32:40,720
time, right? 
If you target your own hex, you 

619
00:32:40,720 --> 00:32:43,560
just fucking die. 
Yeah. 

620
00:32:44,240 --> 00:32:51,040
I don't like. 
I I would accept that as a as 

621
00:32:51,040 --> 00:32:53,120
the the thing. 
Yeah, I mean, that's what I 

622
00:32:53,120 --> 00:32:55,280
would definitely do. 
Like if I targeted my own hex 

623
00:32:55,440 --> 00:32:58,480
like there's clones of me and if
there's like 6, if there's like 

624
00:32:59,240 --> 00:33:01,800
sticks units on me and I could 
do 5 damage each of them and I 

625
00:33:01,800 --> 00:33:04,120
just happened to be in the way, 
Well, fuck it, I'll just call in

626
00:33:04,120 --> 00:33:06,680
my next person. 
You know, I would definitely 

627
00:33:06,680 --> 00:33:10,040
have like friendly fire on this.
Like if, if, if my buddies in 

628
00:33:10,320 --> 00:33:13,440
the hex like yeah, fuck yeah, I 
would do that in a heartbeat. 

629
00:33:13,880 --> 00:33:15,680
My. 
Favorite thing in in the in hell

630
00:33:15,680 --> 00:33:20,400
divers to the game is that I had
like a little floating century 

631
00:33:20,400 --> 00:33:23,960
that shot a laser that was a 
straight line like heat laser 

632
00:33:23,960 --> 00:33:26,160
beam. 
And if your friends move in 

633
00:33:26,160 --> 00:33:28,520
front of it or if it just turns 
and it hits your friends, it 

634
00:33:28,520 --> 00:33:32,360
does damage them and like you 
will often accidentally kill 

635
00:33:32,360 --> 00:33:34,800
somebody in the middle of combat
because they stepped in the way 

636
00:33:34,800 --> 00:33:37,000
of the beam. 
Fucking hilarious. 

637
00:33:38,440 --> 00:33:40,720
I like that they build it in 
with like the clones and stuff 

638
00:33:40,720 --> 00:33:43,400
like that to be like, yeah, 
because every game, like very 

639
00:33:43,400 --> 00:33:46,000
few games have friendly fire. 
Like, for example, like Space 

640
00:33:46,000 --> 00:33:49,840
Marine Two, you literally shoot.
It doesn't even just stop. 

641
00:33:49,840 --> 00:33:53,520
You shoot through your bad guys.
We tested it like you would 

642
00:33:53,520 --> 00:33:55,640
stand, like be like stand in 
front of me real quick and I'd 

643
00:33:55,640 --> 00:33:58,520
shoot them and it would just be 
like dinging like pings off the 

644
00:33:58,520 --> 00:34:00,120
wall behind them. 
I'm like, oh, so they're 

645
00:34:00,120 --> 00:34:04,520
literally shoot through. 
But I do like the idea of 

646
00:34:04,520 --> 00:34:05,520
friendly fire. 
That's neat. 

647
00:34:06,280 --> 00:34:08,560
And then yeah, there there's 
other ones that are interesting.

648
00:34:11,199 --> 00:34:17,560
Yeah, orbital drop at the start 
of your mission, although also 

649
00:34:17,560 --> 00:34:20,639
when you reinforce you also do 
drop in. 

650
00:34:22,080 --> 00:34:27,760
You have the ability or you will
roll A1D20 to determine your 

651
00:34:29,280 --> 00:34:33,360
starting drop position each. 
Each soldier can then roll a 

652
00:34:33,360 --> 00:34:37,199
speed roll for each success. 
The soldier may alter their drop

653
00:34:37,199 --> 00:34:40,880
position by 1 hex per success 
before landing. 

654
00:34:41,320 --> 00:34:43,400
I like that you can just kind of
like aim a little bit, which is 

655
00:34:43,400 --> 00:34:45,679
neat. 
That's cleat that's I like that 

656
00:34:45,679 --> 00:34:49,199
a lot. 
So Next up is fight like hell. 

657
00:34:49,520 --> 00:34:52,719
So this is combat. 
So battle dealing and being 

658
00:34:52,719 --> 00:34:56,639
dealt death, the meat and 
potatoes of astral army life. 

659
00:34:56,719 --> 00:35:00,280
If war is hell, then you best be
a demon or better yet the devil 

660
00:35:00,280 --> 00:35:02,720
himself. 
This is where all missions, all 

661
00:35:02,720 --> 00:35:04,400
fronts and all wars are won and 
lost. 

662
00:35:04,400 --> 00:35:10,960
Get killing soldier. 
So this is basically the roles 

663
00:35:11,080 --> 00:35:13,360
and like combat and stuff like 
how do things work? 

664
00:35:13,360 --> 00:35:16,840
So rounds every third round. 
So basically I love a game 

665
00:35:16,840 --> 00:35:19,360
that's in threes and sixes. 
You know, anyone that's ever 

666
00:35:19,360 --> 00:35:22,280
looked at any of my games, which
is like two people knows this 

667
00:35:22,280 --> 00:35:24,280
about me. 
So I like that this game is D 

668
00:35:24,280 --> 00:35:26,320
sixes and uses a lot of threes 
and stuff in it. 

669
00:35:26,320 --> 00:35:28,840
So every third round the next 
spawn new enemies. 

670
00:35:28,840 --> 00:35:31,800
We read that already or I don't 
know if we did. 

671
00:35:31,920 --> 00:35:33,200
I know I've read it multiple 
times. 

672
00:35:33,520 --> 00:35:35,560
According to the missions, enemy
spawn at the beginning of the 

673
00:35:35,560 --> 00:35:36,120
round. 
Yeah. 

674
00:35:36,120 --> 00:35:38,680
Next. 
Any arriving abilities land and 

675
00:35:38,680 --> 00:35:40,760
if relevant deal damage. 
So in that order. 

676
00:35:41,000 --> 00:35:45,480
Bad guy spawn abilities land. 
Soldiers always act first in 

677
00:35:45,480 --> 00:35:47,840
rank order. 
In case of equal ranks, players 

678
00:35:47,840 --> 00:35:50,600
choose the turn order. 
So I do have a note in my notes 

679
00:35:50,600 --> 00:35:56,120
that says what the fuck is rank?
Because it's not until I think 

680
00:35:56,120 --> 00:36:03,240
we're on page 16 and rank 
doesn't come up until page 25. 

681
00:36:03,800 --> 00:36:09,400
And through the entire game so 
far, they've done a really good 

682
00:36:09,400 --> 00:36:15,120
job of like pointing out, I know
we made reference. 

683
00:36:15,600 --> 00:36:17,760
Yeah, we made a reference here. 
I don't remember whatever to 

684
00:36:17,760 --> 00:36:19,720
page 15 of like how something 
worked. 

685
00:36:20,000 --> 00:36:24,080
It wouldn't be a bad idea here 
on rank to just have like page 

686
00:36:24,080 --> 00:36:28,600
25 written on there. 
And and because there's space 

687
00:36:28,600 --> 00:36:32,040
for it so that you because I 
literally was like lost for like

688
00:36:32,040 --> 00:36:33,880
10 pages. 
I'm like, what the fuck is rank?

689
00:36:35,320 --> 00:36:38,000
So, so rank is the thing we'll 
get to later. 

690
00:36:38,000 --> 00:36:40,440
So after all soldiers have taken
a turn, enemies act in order of 

691
00:36:40,440 --> 00:36:43,040
their hex map location. 
Enemy movement attacks may be 

692
00:36:43,040 --> 00:36:44,680
resolved by any soldier. 
So that's the order. 

693
00:36:44,680 --> 00:36:50,560
So things spawn, bad guys spawn 
abilities land, soldiers go 

694
00:36:50,680 --> 00:36:57,520
acting first in rank order and 
then enemies take their turns 

695
00:36:57,520 --> 00:37:01,080
and then and then that's it. 
And you kind of start from the 

696
00:37:04,640 --> 00:37:06,080
top. 
And then, so stat test, we 

697
00:37:06,080 --> 00:37:10,040
finally get to how the game 
works on page 16. 

698
00:37:10,040 --> 00:37:12,520
So to your stat, it's a dice 
pool game. 

699
00:37:12,520 --> 00:37:14,000
I love a good dice pool game. 
So I love it. 

700
00:37:14,240 --> 00:37:16,960
This is exactly my dice pool 
game too. 

701
00:37:17,040 --> 00:37:19,160
Yeah, yeah, it's it's it's 
really great. 

702
00:37:19,160 --> 00:37:22,000
So to roll on armor speed or 
firepower test, you roll a 

703
00:37:22,000 --> 00:37:26,280
number of D sixes equal to the 
relevant stat and every 5 or 6 

704
00:37:26,280 --> 00:37:28,400
is a success. 
That's it. 

705
00:37:28,560 --> 00:37:29,920
Easy peasy. 
So perfect. 

706
00:37:30,160 --> 00:37:33,440
Your your Max stat would have 
been what do we say a 

707
00:37:33,520 --> 00:37:37,760
possibility of A5 yeah. 
And your lowest stat is a 2. 

708
00:37:38,080 --> 00:37:40,960
And we have talked many times 
about the dice percentages of of

709
00:37:40,960 --> 00:37:47,280
rolling AD 65 and six does make 
it a little bit nicer, but but 

710
00:37:47,280 --> 00:37:50,680
yeah, so. 
If you have A5 dice in your pool

711
00:37:50,680 --> 00:37:54,120
and you want to hit A5 or A6, if
you just need one success, there

712
00:37:54,120 --> 00:37:56,640
is an 86% chance of you getting 
that success. 

713
00:37:56,920 --> 00:38:00,200
Although we know that like 
multiple successes do matter in 

714
00:38:00,200 --> 00:38:02,360
this system. 
Yeah, yeah. 

715
00:38:03,200 --> 00:38:06,360
But if you, if you're only 
trying to hit a six, we've we've

716
00:38:06,360 --> 00:38:07,520
talked about that a little bit 
too. 

717
00:38:07,800 --> 00:38:12,560
When we, when we looked over 
some your 0 engine stuff, I have

718
00:38:12,560 --> 00:38:15,560
rolled 12 or 13D sixes with no 
successes. 

719
00:38:16,280 --> 00:38:18,640
So it is possible to to fail a 
bunch. 

720
00:38:18,840 --> 00:38:22,000
So ammo, how does ammo work? 
So soldiers begin the mission 

721
00:38:22,360 --> 00:38:26,000
and reinforce with six ammo. 
This is what I was talking 

722
00:38:26,000 --> 00:38:27,200
before. 
Like if you just had a different

723
00:38:27,200 --> 00:38:29,360
colored dice or a mini, you 
could just use the six on the 

724
00:38:29,360 --> 00:38:32,720
dice and tacked on your ammo. 
Any soldier in the same HECS as 

725
00:38:32,720 --> 00:38:35,840
a resupply in the same turn. 
It arrived as fully resupplied. 

726
00:38:35,840 --> 00:38:36,800
And we've already talked about 
that. 

727
00:38:36,800 --> 00:38:41,920
Resupplies drop where you call 
it and then on your soldier 

728
00:38:41,920 --> 00:38:43,920
turns, will the soldier turns an
enemy turn? 

729
00:38:43,920 --> 00:38:48,720
So on your turn, you may move 
and take two actions. 

730
00:38:48,760 --> 00:38:51,360
You may move before I like. 
So basically you can move before

731
00:38:51,360 --> 00:38:52,520
or after. 
You can split it up. 

732
00:38:52,520 --> 00:38:54,240
You do whatever. 
I like that it's not your. 

733
00:38:54,360 --> 00:38:56,800
I hate when people like you have
to do all your moves first. 

734
00:38:56,800 --> 00:39:00,480
Why? 
So to move your speed, test and 

735
00:39:00,480 --> 00:39:03,560
move a number of hexes up to the
number of successes rolled 

736
00:39:03,840 --> 00:39:06,040
minimum one. 
This is the question I had. 

737
00:39:06,040 --> 00:39:10,760
Does that mean if you don't roll
any successes at all, you still 

738
00:39:10,760 --> 00:39:13,720
get to move one? 
This is minimum one. 

739
00:39:16,200 --> 00:39:20,720
That's how I read it. 
Oh, that is interestingly 

740
00:39:20,720 --> 00:39:25,640
worded. 
I yeah, I guess. 

741
00:39:25,640 --> 00:39:27,480
I guess that's how I would say 
it as well. 

742
00:39:27,480 --> 00:39:30,760
Like you, you like you roll a 
speed test and move a number of 

743
00:39:30,840 --> 00:39:32,520
packs up to the number of 
successes You. 

744
00:39:32,760 --> 00:39:34,000
And you roll these. 
Yeah. 

745
00:39:34,240 --> 00:39:35,920
You always get at least one 
move. 

746
00:39:35,920 --> 00:39:36,920
Yeah. 
Yeah, great. 

747
00:39:36,960 --> 00:39:39,920
OK, Yeah, Christian chat said 
that that was that that's that's

748
00:39:39,920 --> 00:39:40,920
correct and that's how I read 
it. 

749
00:39:40,920 --> 00:39:41,720
So that's good. 
That's great. 

750
00:39:41,720 --> 00:39:43,040
I think there's. 
A cool rule too because it keeps

751
00:39:43,040 --> 00:39:44,600
you being able to move no matter
what. 

752
00:39:44,600 --> 00:39:47,240
But if you like, really blow 
away a speed test, you can just,

753
00:39:47,240 --> 00:39:50,200
like, genuinely really move, you
know, Yeah. 

754
00:39:50,440 --> 00:39:52,360
Yeah, I like that a lot. 
Yeah, like you said, like you 

755
00:39:52,360 --> 00:39:54,560
basically always have at least 
one space to move no matter 

756
00:39:54,560 --> 00:39:57,040
what. 
But your role does matter, and 

757
00:39:57,040 --> 00:39:58,200
that's cool. 
I really like it. 

758
00:39:58,200 --> 00:39:59,800
So. 
That is really cool. 

759
00:39:59,960 --> 00:40:03,200
That's a really cool movement 
rule for a dice pool game, you 

760
00:40:03,200 --> 00:40:06,600
know? 
Yeah, yeah, that like again, you

761
00:40:06,600 --> 00:40:09,440
can move a tiny bit, but your 
dice rolls do matter. 

762
00:40:09,440 --> 00:40:10,840
That's neat. 
It is, it is good. 

763
00:40:10,840 --> 00:40:15,320
So actions in combat you get or 
actions are combat, usability, 

764
00:40:15,320 --> 00:40:16,880
advance objective and then clear
a nest. 

765
00:40:16,880 --> 00:40:19,480
So combat you fire on an enemy 
in your hex. 

766
00:40:19,480 --> 00:40:21,840
So you can only fire on in your 
hex. 

767
00:40:22,240 --> 00:40:24,600
You have to be in a hex. 
I think the only thing is you 

768
00:40:24,600 --> 00:40:26,760
can go outside of your hex are 
like overall bombardments or air

769
00:40:26,760 --> 00:40:28,120
strikes. 
At least what I've read so far. 

770
00:40:28,600 --> 00:40:31,880
You expend 1 ammo and you roll a
firepower test and each success 

771
00:40:31,880 --> 00:40:35,880
lowers enemy strength by 1. 
So 1 ammo gives you a role. 

772
00:40:36,080 --> 00:40:37,840
It's not the amount of damage 
you do, it's the amount of 

773
00:40:37,840 --> 00:40:39,480
successes that one role gives 
you. 

774
00:40:39,480 --> 00:40:42,120
I like that a lot. 
And if you do have like the 

775
00:40:42,120 --> 00:40:49,520
sentry gun or whatever, you get 
2 attacks, which, yeah, each 

776
00:40:49,520 --> 00:40:51,320
success is lowered out or out, 
or when an enemy strength 

777
00:40:51,320 --> 00:40:53,240
reaches 0, they're gone. 
Great. 

778
00:40:53,840 --> 00:40:56,440
You can use an ability, you call
it an orbital drop ability, 

779
00:40:56,440 --> 00:40:59,040
selecting a target hex in 
accordance with specific 

780
00:40:59,040 --> 00:41:01,560
ability, and you mark usage for 
squat abilities. 

781
00:41:01,560 --> 00:41:03,760
And again, tracking your refresh
on your soldier card. 

782
00:41:03,760 --> 00:41:05,120
We'll get to the soldier card at
the end. 

783
00:41:06,280 --> 00:41:09,680
Again, it drops. 
As we clarified where you'd call

784
00:41:09,680 --> 00:41:11,800
it in at. 
You can advance an objective, so

785
00:41:11,800 --> 00:41:13,880
you can mark 1 action on a 
relative on a relevant 

786
00:41:13,880 --> 00:41:15,800
objective, and then you can 
clear a nest. 

787
00:41:15,800 --> 00:41:19,600
You can expend 3 ammo and 
destroy an enemy nest in your 

788
00:41:19,600 --> 00:41:23,440
hex automatically, which is 
great because that means that 

789
00:41:23,440 --> 00:41:26,440
every third round they're not 
coming out to get you, but it is

790
00:41:26,560 --> 00:41:29,040
1/2 your starting ammo. 
Yeah. 

791
00:41:29,400 --> 00:41:32,960
So you better you better call 
down a resupply kind of probably

792
00:41:32,960 --> 00:41:37,280
right after you finish that. 
I like that it's clean and easy 

793
00:41:37,280 --> 00:41:39,920
set of of movements. 
I mean, one thing I really enjoy

794
00:41:39,920 --> 00:41:41,640
about this is, I mean, this is 
our kind of game, right? 

795
00:41:41,640 --> 00:41:45,840
The Dice Bowl super clean, like 
straightforward, you know it it.

796
00:41:45,880 --> 00:41:52,760
And this is very much a a 
crafted experience, right? 

797
00:41:52,760 --> 00:41:54,960
Like this is giving you the hell
divers experience. 

798
00:41:54,960 --> 00:41:58,080
It's not a framework for you to 
build your own whole thing on. 

799
00:41:58,080 --> 00:42:01,240
I mean, you can, but it's not 
just supposed to be like an OSR 

800
00:42:01,240 --> 00:42:05,120
framework or something. 
It's it's I do appreciate it 

801
00:42:05,120 --> 00:42:08,520
being like it's own like 
entained experience instead of 

802
00:42:09,160 --> 00:42:11,040
trying to catch more than it 
needs to. 

803
00:42:11,320 --> 00:42:14,600
I also think that for abilities,
a simple fix to this would be to

804
00:42:14,600 --> 00:42:19,840
put in there like opening like 
paragraph to soldier abilities 

805
00:42:19,840 --> 00:42:24,400
like all abilities target on you
unless otherwise specified. 

806
00:42:24,480 --> 00:42:26,880
Then you have to go through for.
Each one, Yeah, literally it's 

807
00:42:26,880 --> 00:42:28,880
like what? 
It's like 1 super easy sentence.

808
00:42:28,880 --> 00:42:30,800
It's like a really easy little 
clarification. 

809
00:42:33,120 --> 00:42:35,640
Let me turn second up. 
Tyrians act in a much more 

810
00:42:35,640 --> 00:42:38,840
straightforward pattern than 
soldiers only knowing how to 

811
00:42:38,840 --> 00:42:41,520
move and kill. 
Deadly combination. 

812
00:42:41,520 --> 00:42:49,680
So when they move, enemies move 
one hex per round and if they 

813
00:42:49,680 --> 00:42:52,440
begin their turn adjacent to a 
soldier or a sentry gun, they 

814
00:42:52,440 --> 00:42:55,200
always move into the soldier or 
sentry guns hex. 

815
00:42:56,080 --> 00:42:58,720
In the case of multiple adjacent
soldiers, they always move 

816
00:42:58,720 --> 00:43:00,280
towards the largest group of 
soldiers. 

817
00:43:00,280 --> 00:43:03,520
In the case of a Thai roll on 
the movement guide to help 

818
00:43:03,520 --> 00:43:05,120
determine the occupied hex they 
enter. 

819
00:43:05,120 --> 00:43:08,840
I believe the movement guide 
would be the the little single 

820
00:43:08,840 --> 00:43:10,640
hex with the one through sixes 
on it. 

821
00:43:11,480 --> 00:43:13,880
If they do not begin their turn 
adjacent to a soldier, they move

822
00:43:13,880 --> 00:43:19,240
randomly based on the hex guide 
and for each enemy group role 

823
00:43:19,240 --> 00:43:22,760
1D6 and move the enemy in the 
direction denoted reroll. 

824
00:43:22,760 --> 00:43:24,880
If movement is not possible, 
when an enemy moves it in the 

825
00:43:24,880 --> 00:43:28,720
same hex as another enemy, they 
combine, once again tying up the

826
00:43:28,720 --> 00:43:30,840
board. 
It's so that might be. 

827
00:43:30,840 --> 00:43:34,000
Honestly I don't know why 
sometimes the smallest was my 

828
00:43:34,000 --> 00:43:36,520
favorite roles in the game. 
Like I really love that death 

829
00:43:36,520 --> 00:43:39,400
fatigue thing in Wolf Ald. 
I just thought it was so clever.

830
00:43:39,640 --> 00:43:41,280
I just think this is such a 
clever thing. 

831
00:43:41,280 --> 00:43:44,960
Like if you move hex, if you 
move them together, just combine

832
00:43:44,960 --> 00:43:48,240
the dice and tidy up the board. 
It's it's multiple things in 

833
00:43:48,240 --> 00:43:49,800
one. 
It's, it's such a man. 

834
00:43:49,800 --> 00:43:51,360
I don't know. 
It's it's such a the. 

835
00:43:51,360 --> 00:43:54,200
Cleverness of a system really 
comes out in the more subtle 

836
00:43:54,200 --> 00:43:57,120
rules, you know. 
Yeah, I agree. 

837
00:43:59,480 --> 00:44:02,800
Maximum strike the six stuff. 
So if you so if you have like a 

838
00:44:02,800 --> 00:44:07,200
four and a four, you would 
combine that row one to a six 

839
00:44:07,520 --> 00:44:10,120
and then roll and then roll one 
down to A2. 

840
00:44:11,880 --> 00:44:12,920
Yeah. 
So you wouldn't lose any more 

841
00:44:12,920 --> 00:44:14,200
dice. 
But as soon as you drop the two 

842
00:44:14,200 --> 00:44:18,200
off the one, then you would, 
which is great combat for the 

843
00:44:18,200 --> 00:44:20,360
bad guys. 
So enemies attack all soldiers 

844
00:44:20,360 --> 00:44:21,680
with. 
So this is the question I have 

845
00:44:22,080 --> 00:44:26,920
enemies attack all soldiers 
within their heads using their 

846
00:44:26,920 --> 00:44:29,000
strength value for the combat 
test. 

847
00:44:29,280 --> 00:44:32,800
Totally get it right. 
Enemy rolls a strength test. 

848
00:44:33,040 --> 00:44:35,160
Each success deals one point of 
damage. 

849
00:44:36,240 --> 00:44:38,400
OK, let's stop there before we 
get the enemy thing. 

850
00:44:38,680 --> 00:44:42,520
The question I have is, is that 
one, say there's four soldiers 

851
00:44:42,520 --> 00:44:45,400
in a hex, is that one strength 
test? 

852
00:44:46,520 --> 00:44:50,000
And then if you say there's one 
success, is that one point for 

853
00:44:50,000 --> 00:44:54,840
each or they run or they rolling
a different strength test for 

854
00:44:54,840 --> 00:44:58,960
each individual soldier because 
it says they attack all soldiers

855
00:44:58,960 --> 00:45:01,880
within the heck. 
So is it one test aimed at all 

856
00:45:01,880 --> 00:45:04,960
of them or is it one test for 
each of them? 

857
00:45:05,240 --> 00:45:07,880
I mean, this is another thing 
where it's just like, I think I 

858
00:45:08,000 --> 00:45:11,440
I know what I think or this 
means, you know, like I would 

859
00:45:11,440 --> 00:45:14,800
say like, yeah, it's one test, 
each person in the heck takes 

860
00:45:14,800 --> 00:45:17,080
one damage, but it doesn't 
explicitly say that. 

861
00:45:17,080 --> 00:45:19,360
So right. 
That's that's what I figured is 

862
00:45:19,360 --> 00:45:24,520
it's easier to just do not like 
just it's one so 1111 and then 

863
00:45:24,520 --> 00:45:25,920
you do whatever you do. 
That's what I and also. 

864
00:45:25,960 --> 00:45:27,520
There's supposed to be like 
hordes. 

865
00:45:27,600 --> 00:45:30,200
It's supposed to be like they're
scurrying across the land. 

866
00:45:30,200 --> 00:45:31,720
I think it really fits into, you
know? 

867
00:45:32,040 --> 00:45:36,160
Right. 
Yeah, because if you have 1D6 

868
00:45:36,160 --> 00:45:39,360
bad guy, that's not, that's a, 
that's a unit of bad guys. 

869
00:45:39,520 --> 00:45:41,560
Yeah, it's not necessarily 1D6 
bad guy. 

870
00:45:42,120 --> 00:45:43,840
So what happens when that 
happens? 

871
00:45:43,840 --> 00:45:45,960
Right. 
So targeted soldiers have two 

872
00:45:45,960 --> 00:45:48,760
roles to avoid dying, two 
different roles. 

873
00:45:48,760 --> 00:45:52,640
So they roll a speed test to see
how well they dodged the attack,

874
00:45:52,960 --> 00:45:56,280
with each success removing one 
point of any damage, and then an

875
00:45:56,280 --> 00:46:00,880
armor test to see how much their
armor withstands each success 

876
00:46:00,880 --> 00:46:02,680
removing one point of any mean 
damage. 

877
00:46:02,960 --> 00:46:06,080
I personally would just have two
different colored dice and I 

878
00:46:06,080 --> 00:46:09,280
would just throw 2D6 each time 
and one would do my speed dice 

879
00:46:09,280 --> 00:46:11,160
and one would do my armor dice. 
Right. 

880
00:46:11,760 --> 00:46:13,440
And rolling one and then rolling
another. 

881
00:46:13,800 --> 00:46:16,160
Well, if you had, like you say, 
just two D6. 

882
00:46:17,280 --> 00:46:19,680
Well, I guess two different 
colors of groups of dice. 

883
00:46:20,360 --> 00:46:22,840
I mean like all my blue dice 
would do a speed dice, all my 

884
00:46:22,840 --> 00:46:25,000
red dice would be my my armored 
ice, you know? 

885
00:46:26,400 --> 00:46:32,280
I, I really, I really love, love
this use of like going back and 

886
00:46:32,280 --> 00:46:34,080
forth on like hits in a dice 
pool. 

887
00:46:34,080 --> 00:46:36,000
I think this is like, we've read
a lot of dice pool systems, 

888
00:46:36,000 --> 00:46:39,000
especially recently, and I've 
been like, working on mine kind 

889
00:46:39,000 --> 00:46:40,880
of on and off. 
And this is such a great example

890
00:46:40,880 --> 00:46:43,720
how to cleverly use because a 
lot of times you're like, oh, it

891
00:46:43,720 --> 00:46:45,680
takes one hit to do a thing. 
What do you do if you have a 

892
00:46:45,680 --> 00:46:48,160
bunch of extra hits? 
It's like some games have 

893
00:46:48,160 --> 00:46:49,600
assignments where it's like, you
can do this. 

894
00:46:49,760 --> 00:46:51,560
Other games are like, you just 
need one. 

895
00:46:52,040 --> 00:46:55,160
This is a great one. 
Like more hits is better. 

896
00:46:55,160 --> 00:46:57,560
It does something for you 
actively in several different 

897
00:46:57,560 --> 00:46:58,480
situations. 
Yeah. 

898
00:46:59,280 --> 00:47:01,440
Yeah, I completely agree. 
Yeah, I do. 

899
00:47:01,440 --> 00:47:05,680
I do enjoy it. 
Any remaining any damage deals a

900
00:47:05,680 --> 00:47:08,320
mortal wound to the soldier. 
You don't have any HP, you have 

901
00:47:08,320 --> 00:47:10,280
speed, and you have armor. 
Those are your stats, right? 

902
00:47:10,920 --> 00:47:16,440
And then ammo. 
So if any damage gets past your 

903
00:47:16,440 --> 00:47:19,960
speed test and then your armor 
test, you're done. 

904
00:47:19,960 --> 00:47:21,600
Dead. 
Like that's that's it. 

905
00:47:21,760 --> 00:47:24,200
You die immediately and will 
need to be reinforced by a 

906
00:47:24,200 --> 00:47:26,760
teammate or will be reinforced 
automatically in case of a full 

907
00:47:26,760 --> 00:47:28,640
squad death in order to return 
to the battle. 

908
00:47:28,880 --> 00:47:31,480
That's interesting too, I didn't
really think about that. 

909
00:47:31,480 --> 00:47:33,720
If you die, you can't call in 
your. 

910
00:47:34,320 --> 00:47:36,440
Reinforcement. 
Someone has to do it for you and

911
00:47:36,440 --> 00:47:38,720
it takes an action, doesn't it? 
Yeah, it does. 

912
00:47:39,280 --> 00:47:42,640
Yeah, so that's a whole action 
wasted on your dumb ass Diane. 

913
00:47:44,280 --> 00:47:47,480
Listen, we've all been there. 
Yeah, after all enemies have 

914
00:47:47,480 --> 00:47:50,480
moved, interacted around, ends 
at the end of the round, advance

915
00:47:50,480 --> 00:47:52,760
all trackers by one, etcetera, 
etcetera, blah, blah, blah. 

916
00:47:53,040 --> 00:47:56,240
I like the little flea art 
there. 

917
00:47:56,240 --> 00:47:59,680
There's like two of them here. 
This one's cool. 

918
00:47:59,760 --> 00:48:01,800
I don't mind this one so much. 
And the one above it is fucking 

919
00:48:01,800 --> 00:48:05,440
gross, though. 
On page 18, that one's grosser. 

920
00:48:07,480 --> 00:48:11,120
And then, then we get to 
extract. 

921
00:48:11,120 --> 00:48:12,960
You want to you want to hit us 
with the extracts? 

922
00:48:13,160 --> 00:48:17,040
Yes. 
Listen, you did the deadly thing

923
00:48:17,040 --> 00:48:20,040
right? 
Once permission, you know, once.

924
00:48:20,120 --> 00:48:23,520
Once the mission is complete, as
what it says, your only job is 

925
00:48:23,520 --> 00:48:26,960
to get the fuck out of there. 
To do so, you'll have to reach 

926
00:48:27,000 --> 00:48:30,400
the extract point, activate it, 
and await rescue. 

927
00:48:31,800 --> 00:48:34,640
While you may extract at any 
time, doing so before all 

928
00:48:34,640 --> 00:48:41,200
objectives are clear is an act 
of light class 3 treason and 

929
00:48:41,200 --> 00:48:45,280
will result in severe demerits. 
It is often better to die of a 

930
00:48:45,280 --> 00:48:48,840
warrior's death and be revived 
ship side from your updated 

931
00:48:48,840 --> 00:48:51,800
clone state and to extract 
before completing a mission. 

932
00:48:52,880 --> 00:48:54,280
Extraction points has to be 
activated. 

933
00:48:54,280 --> 00:48:57,280
It takes an action. 
Once activated, it takes 3 

934
00:48:57,280 --> 00:48:59,640
rounds to call and land a 
shuttle. 

935
00:48:59,880 --> 00:49:02,440
After the shuttle arrives, you 
have 3 rounds to get into the 

936
00:49:02,440 --> 00:49:06,640
same hex and extract. 
The shovel always leaves at the 

937
00:49:06,640 --> 00:49:09,320
end of the third round. 
Once the soldiers have are in 

938
00:49:09,320 --> 00:49:11,680
the same hex or after three 
rounds, whichever comes first, 

939
00:49:11,680 --> 00:49:13,160
the shovel leaves and the 
mission ends. 

940
00:49:13,320 --> 00:49:16,000
Keep in mind completing the 
objectives and extracting our 

941
00:49:16,000 --> 00:49:18,280
separate goals. 
It is possible to complete all 

942
00:49:18,280 --> 00:49:19,960
the objectives but fail to 
extract. 

943
00:49:20,000 --> 00:49:22,480
Done that before. 
Failed extraction incurs 

944
00:49:22,480 --> 00:49:26,440
demerits on a per soldier basis 
when claiming your spoils of 

945
00:49:26,440 --> 00:49:29,880
war. 
My question to this would be 

946
00:49:29,880 --> 00:49:31,840
like, all right, you got fucking
clones. 

947
00:49:31,920 --> 00:49:34,920
Why even send the shuttle down? 
It's be like right Deuces guys. 

948
00:49:35,080 --> 00:49:37,520
I used to assume clones are 
cost, you know. 

949
00:49:37,560 --> 00:49:40,240
That's that was my only thing is
it's probably cheaper to send a 

950
00:49:40,240 --> 00:49:43,440
shuttle down and collect those 
than it is to to regrow 3 

951
00:49:43,440 --> 00:49:44,440
clones. 
Yeah. 

952
00:49:45,480 --> 00:49:48,680
But at the end of the day, 
unless you run out of clones, 

953
00:49:48,880 --> 00:49:51,120
you literally could just be 
like, shuttle's not working. 

954
00:49:51,240 --> 00:49:54,720
All right, we'll see you in a 
second, you know, I mean. 

955
00:49:54,760 --> 00:49:56,880
I think that's like if you miss 
the shuttle. 

956
00:49:57,320 --> 00:50:01,360
I think the assumed war is that 
like you gives you still get 

957
00:50:01,360 --> 00:50:03,160
back to the ship somehow, which 
means. 

958
00:50:04,040 --> 00:50:08,240
Yeah, you get in trouble, yeah, 
for wasting wasting government 

959
00:50:08,360 --> 00:50:13,480
money on on that like clone, 
Yeah. 

960
00:50:13,640 --> 00:50:16,200
Cool section here. 
Phases of play. 

961
00:50:16,400 --> 00:50:19,400
This is just kind of a a repeat 
of what we just went through and

962
00:50:19,400 --> 00:50:23,440
just divides everything up 
through 5 sections of play. 

963
00:50:23,440 --> 00:50:29,320
Not 6 this time, 5 the the 
overarching of those being spawn

964
00:50:29,320 --> 00:50:33,240
phase, ability phase, soldier 
phase, enemy phase, and clean up

965
00:50:33,360 --> 00:50:35,440
all with your own little 
separate steps within each of 

966
00:50:35,440 --> 00:50:37,480
those phases. 
Cool little thing right here. 

967
00:50:37,640 --> 00:50:41,200
I really like it. 
Yeah, I'd love to see it as a 

968
00:50:41,200 --> 00:50:44,200
flow chart. 
Yeah, I do really enjoy this 

969
00:50:44,720 --> 00:50:46,440
Yeah, I love a good flow chart. 
Who doesn't? 

970
00:50:46,960 --> 00:50:51,520
I do really like this a nice 
breakdown of of everything 

971
00:50:51,520 --> 00:50:54,640
that's and it is hyperlinked 
back to those places. 

972
00:50:54,640 --> 00:50:56,600
You can reference it really 
easily. 

973
00:50:57,280 --> 00:50:59,880
Super nice. 
Every single one has as as a 

974
00:51:00,000 --> 00:51:05,200
good one. 
And then then we're getting into

975
00:51:05,240 --> 00:51:09,000
spoils of war. 
Throughout history, great 

976
00:51:09,000 --> 00:51:11,200
warriors have routinely said 
things like the victory go the 

977
00:51:11,200 --> 00:51:12,960
spoils, and I'm not going to 
read the rest of it. 

978
00:51:12,960 --> 00:51:18,360
There's a long paragraph here 
basically saying that good job 

979
00:51:18,360 --> 00:51:21,440
Pat on the back, you're going to
get ranked doesn't contain 

980
00:51:21,480 --> 00:51:23,240
anything. 
Yeah, good job. 

981
00:51:23,880 --> 00:51:26,960
At the end of the mission, after
either extraction or after all 

982
00:51:26,960 --> 00:51:30,440
soldiers die without 
reinforcements, each player is 

983
00:51:30,480 --> 00:51:35,520
awarded merits and dum merits. 
So for marriage you get a medal,

984
00:51:35,520 --> 00:51:38,840
You get squad wide medals for 
completing the objectives and 

985
00:51:38,840 --> 00:51:45,720
per every three nests closed. 
And then the demerits are two 

986
00:51:45,720 --> 00:51:50,760
are squad wise -2 metal for for 
incomplete objectives -1 metal 

987
00:51:50,760 --> 00:51:55,720
per on extracted soldier, and 
then -1 metal per instance of 

988
00:51:55,720 --> 00:51:58,680
insubordination individually. 
And we'll get to insubordination

989
00:51:58,680 --> 00:52:00,760
in a second. 
The only beef I think I have 

990
00:52:00,760 --> 00:52:06,920
with this list at all is if 
there would be a way to get a 

991
00:52:06,920 --> 00:52:08,960
positive metal on an individual 
basis. 

992
00:52:08,960 --> 00:52:11,520
I think that would be neat. 
That would be cool. 

993
00:52:12,440 --> 00:52:15,520
I like because obviously you're 
doing everything as a squad, but

994
00:52:15,520 --> 00:52:17,720
there is a way to get a demerit 
as an individual. 

995
00:52:18,000 --> 00:52:21,600
I'm curious what it would be to 
get a merit as an individual. 

996
00:52:21,600 --> 00:52:24,440
Like what that would take, like 
an act of heroism or something, 

997
00:52:24,440 --> 00:52:26,160
you know what I mean? 
Like, I think that would be a 

998
00:52:26,160 --> 00:52:29,640
neat little thing to add in. 
I love the implication here that

999
00:52:29,640 --> 00:52:32,920
you could totally beef your 
first mission and you could 

1000
00:52:32,920 --> 00:52:34,520
start. 
You could get negative medals. 

1001
00:52:34,520 --> 00:52:36,520
You could just have negative 
medals, you know? 

1002
00:52:36,560 --> 00:52:38,560
Yeah. 
You just start lower than the 

1003
00:52:38,560 --> 00:52:40,160
lowest rank, which isn't really 
a thing. 

1004
00:52:41,000 --> 00:52:45,480
So then we get to ranks, which 
is referenced previously, and 

1005
00:52:45,480 --> 00:52:47,880
we'll get to intubordination, 
which we just referenced now. 

1006
00:52:47,880 --> 00:52:50,120
So ranks as soldiers are in 
medals. 

1007
00:52:50,120 --> 00:52:53,480
They rise through the ranks, 
gaining more power over inspect 

1008
00:52:53,480 --> 00:52:54,920
from their fellow soldiers over 
time. 

1009
00:52:55,360 --> 00:52:59,240
While ranks do not denote any 
change of overall procedure or 

1010
00:52:59,240 --> 00:53:03,560
equipment, ranks and orders from
any higher ranked soldier than 

1011
00:53:03,560 --> 00:53:06,160
yourself must be respected 
within your squad at all times 

1012
00:53:06,160 --> 00:53:09,360
during a mission. 
Any insubordination incurs an 

1013
00:53:09,360 --> 00:53:13,000
individual demerit of -1 per 
instance of an intubordination. 

1014
00:53:13,000 --> 00:53:19,320
So basically the only it only 
matters within the squad at all.

1015
00:53:19,320 --> 00:53:24,520
And it's like, good job, 
Commodore I Soldier Boy. 

1016
00:53:24,760 --> 00:53:28,360
Fucking hilarious because that 
means if we drop in together and

1017
00:53:28,360 --> 00:53:30,880
I outrank you and I'm like hey, 
go do this. 

1018
00:53:32,800 --> 00:53:34,520
You have to. 
You have to. 

1019
00:53:35,040 --> 00:53:38,280
Yeah, or you get demerits to be 
and you get farther down the 

1020
00:53:38,280 --> 00:53:40,720
rank. 
So you like, you know, I think. 

1021
00:53:40,760 --> 00:53:44,080
That, that is hilarious. 
I think it's really an 

1022
00:53:44,080 --> 00:53:45,520
incredibly funny part of this 
game. 

1023
00:53:45,960 --> 00:53:52,440
So there are 123456789101112 I'm
a guest 20, but like 

1024
00:53:52,600 --> 00:54:00,480
12131415161818 ranks and the 
medals go from zero to 400 

1025
00:54:01,000 --> 00:54:03,720
private all the way up to 
Supreme Commander. 

1026
00:54:03,920 --> 00:54:07,920
If you, that's a lot of playing 
this game to get to 400 medals, 

1027
00:54:08,400 --> 00:54:09,480
yeah. 
I don't know. 

1028
00:54:09,480 --> 00:54:12,760
I definitely see this. 
I would love to see I'm like, 

1029
00:54:12,760 --> 00:54:14,920
and this is not a thing I need 
from this game, but something I 

1030
00:54:14,920 --> 00:54:18,840
would maybe enact at my own 
table is like because in you 

1031
00:54:18,840 --> 00:54:20,200
never played it been held. 
I was 2. 

1032
00:54:20,200 --> 00:54:24,000
There's a grand map of planets 
and like as you're fighting, 

1033
00:54:24,000 --> 00:54:26,920
there's a meter that's tracking 
if it's the enemies taking over 

1034
00:54:26,920 --> 00:54:29,360
the planet or how much have they
taken over versus how much you 

1035
00:54:29,360 --> 00:54:32,280
fought and off and you can clear
whole plants then move deeper 

1036
00:54:32,280 --> 00:54:35,320
into their system. 
And I would, I would enact that 

1037
00:54:35,320 --> 00:54:39,040
at my own table and just like 
keep this track over time, you 

1038
00:54:39,040 --> 00:54:39,560
know? 
Yeah. 

1039
00:54:39,920 --> 00:54:42,120
Well, the other thing too, that 
would be really cool with a game

1040
00:54:42,120 --> 00:54:45,160
like this, because honestly, I, 
I could, I generally think that 

1041
00:54:45,160 --> 00:54:47,520
this game could have likes to 
like do a bunch of really cool 

1042
00:54:47,520 --> 00:54:50,080
stuff. 
Yeah, I know, like there's a 

1043
00:54:50,080 --> 00:54:53,000
what's next thing for like 
possible future packs of stuff, 

1044
00:54:53,000 --> 00:54:54,360
new squad abilities and this and
that. 

1045
00:54:54,600 --> 00:54:58,400
Like just, you know, the hex map
reminds me of the hex flower 

1046
00:54:58,600 --> 00:55:02,000
obviously from, from Charlotte 
Laskowski. 

1047
00:55:02,000 --> 00:55:04,760
And, and we talked about that a 
bunch, but you could just, 

1048
00:55:04,760 --> 00:55:07,160
instead of having the whole like
create a mission 

1049
00:55:07,160 --> 00:55:10,520
collaboratively, you could just 
have people making hex missions 

1050
00:55:10,520 --> 00:55:13,720
all the time, like dropping in 
nests, like have interesting, 

1051
00:55:13,720 --> 00:55:15,720
like this one's got terrain 
issue. 

1052
00:55:15,720 --> 00:55:18,720
This one's not like it would 
like, and even if it's not like 

1053
00:55:18,760 --> 00:55:20,400
because it would take 2 seconds 
to do that, right? 

1054
00:55:20,680 --> 00:55:23,600
But the lore blurb that you 
would have for each one could be

1055
00:55:23,600 --> 00:55:26,200
fucking hysterical or like super
interesting, you know? 

1056
00:55:26,400 --> 00:55:29,320
And then you could literally 
like stack those up and just be 

1057
00:55:29,320 --> 00:55:33,040
like, look at this fucking stack
of, of, of, of planets or, or 

1058
00:55:33,040 --> 00:55:37,400
whatever that you conquered. 
Or say that like, like this 

1059
00:55:37,400 --> 00:55:41,040
planet is consisted of like 5 
different hexes. 

1060
00:55:41,120 --> 00:55:44,640
So to wipe the planet, you need 
to defeat all five. 

1061
00:55:44,880 --> 00:55:47,400
And then you get some kind of 
bonus that would be fucking 

1062
00:55:47,400 --> 00:55:50,480
cool. 
Like each, each, each continent 

1063
00:55:50,480 --> 00:55:53,960
is one of these. 
But anyway, so we're basically 

1064
00:55:53,960 --> 00:55:55,400
done. 
So what's next? 

1065
00:55:55,400 --> 00:55:58,520
The war never ends. 
War never changes. 

1066
00:55:58,520 --> 00:56:04,440
You know, there is only war. 
Yeah, take your surviving 

1067
00:56:04,440 --> 00:56:06,680
soldiers and head back out into 
the battle again, restarting the

1068
00:56:06,680 --> 00:56:09,800
steps, blah blah blah blah blah.
In the future, new soldier 

1069
00:56:09,800 --> 00:56:13,720
abilities, objectives, map 
shapes, and more may be 

1070
00:56:13,720 --> 00:56:17,280
available as part of an official
Astral Army Requisition Pack. 

1071
00:56:17,640 --> 00:56:19,760
As long as the supply lies, hold
strong. 

1072
00:56:19,760 --> 00:56:22,440
In the meantime, keep up the 
fight and feel free to create 

1073
00:56:22,440 --> 00:56:26,080
your own options too. 
Christian do it different shaped

1074
00:56:26,360 --> 00:56:28,440
hex maps and stuff. 
Like that's what I was just 

1075
00:56:28,440 --> 00:56:30,040
saying. 
You can have a whole. 

1076
00:56:30,040 --> 00:56:32,480
You could literally have like a 
planet map and just be like 

1077
00:56:32,680 --> 00:56:34,200
hexagon. 
Hexagon, got it, Hex got it. 

1078
00:56:34,200 --> 00:56:35,200
Hex got it. 
That's neat. 

1079
00:56:36,080 --> 00:56:38,960
Why don't you roll 2D20? 
I'll run a roll on this one too.

1080
00:56:42,080 --> 00:56:47,040
I rolled 810. 
That's the devastation of 

1081
00:56:47,440 --> 00:56:50,640
Jupiter TM. 
Nice. 

1082
00:56:50,680 --> 00:56:56,840
And then I rolled 17 two. 
So I rolled the ruination of 

1083
00:56:56,840 --> 00:57:00,160
Axuron 3. 
That was there. 

1084
00:57:00,960 --> 00:57:02,200
Yeah. 
I thought. 

1085
00:57:02,280 --> 00:57:04,560
I thought in the ruination of 
Astron 3. 

1086
00:57:05,000 --> 00:57:06,640
How many clones did you go 
through? 

1087
00:57:07,200 --> 00:57:08,840
All of them. 
All of them. 

1088
00:57:10,480 --> 00:57:13,480
Clones that day. 
There you go and then we have 

1089
00:57:13,480 --> 00:57:15,560
the mission page, which is the 
hex map. 

1090
00:57:15,840 --> 00:57:18,920
It's got the objectives like 
spots for four objectives and 

1091
00:57:18,920 --> 00:57:22,840
then boxes to check them off in 
spawns and boxes to check them 

1092
00:57:22,840 --> 00:57:27,320
off in and then the the the 
movement little hex guy here and

1093
00:57:27,320 --> 00:57:31,640
then we have the soldier card. 
I'm gonna I'm gonna I'm not 

1094
00:57:31,640 --> 00:57:32,680
going to rotate it. 
It doesn't matter. 

1095
00:57:32,840 --> 00:57:34,840
The only the only thing that I 
thought was interesting about 

1096
00:57:34,840 --> 00:57:38,800
this is I definitely for a 
second read it is Ferdo Irep and

1097
00:57:38,800 --> 00:57:42,560
I was like, what the fuck, 
instead of fire job, because 

1098
00:57:42,560 --> 00:57:45,960
it's like across, you know, like
the hat instead of side side. 

1099
00:57:46,600 --> 00:57:50,440
But the soldier guard is cool. 
It marks all of your your ammo. 

1100
00:57:51,040 --> 00:57:52,760
You can check your squad 
abilities. 

1101
00:57:52,760 --> 00:57:55,080
It's got your refreshes listed 
at the bottom. 

1102
00:57:55,760 --> 00:57:58,040
And then you can have you rank 
your metals and then your stats 

1103
00:57:58,040 --> 00:57:59,960
off to the side and then a 
journal here at the bottom. 

1104
00:58:00,320 --> 00:58:02,480
So it's it's super clean, just 
like the rest of the game. 

1105
00:58:02,480 --> 00:58:04,280
I really like it. 
And then we're at the Backpage. 

1106
00:58:04,840 --> 00:58:07,320
Did you notice that the neat 
castle game where logo on the 

1107
00:58:07,320 --> 00:58:11,440
Backpage is hyperlinked? 
I didn't. 

1108
00:58:11,440 --> 00:58:16,240
Clever, clever boy. 
And that'll take you to meet 

1109
00:58:16,240 --> 00:58:19,280
castlegamer.com. 
Listen, this is This is why we 

1110
00:58:19,280 --> 00:58:20,440
do it. 
This is why we're really 

1111
00:58:20,440 --> 00:58:22,280
annoying because then we get 
things like this and we're like,

1112
00:58:22,280 --> 00:58:24,200
this is like, this is my. 
Great. 

1113
00:58:24,760 --> 00:58:28,920
More hyperlinks and we see and 
and many 400 page books in a 28 

1114
00:58:28,920 --> 00:58:33,280
page scene. 
So that is that is fire drop 

1115
00:58:33,280 --> 00:58:36,680
from Christian Terrell AKA Meat 
Castle Game wire. 

1116
00:58:38,600 --> 00:58:42,120
So let's review this shit. 
So this is a Zine. 

1117
00:58:42,120 --> 00:58:46,160
Oh, I don't know if you noticed 
that the editor in here was here

1118
00:58:46,160 --> 00:58:48,760
at Crater. 
So I think we're continuing our 

1119
00:58:48,760 --> 00:58:51,480
run of Jarrett Crater games to 
start the year. 

1120
00:58:51,960 --> 00:58:56,160
Incidentally, has every game 
either been from Space Penguin 

1121
00:58:56,160 --> 00:58:58,920
or edited by Jarrett Crater? 
I think it has been right. 

1122
00:58:59,520 --> 00:59:02,960
I think so. 
My problem is that like by the 

1123
00:59:02,960 --> 00:59:05,400
next week I forgot what we did 
last week so. 

1124
00:59:05,520 --> 00:59:08,880
Bro I genuinely maybe don't 
remember they. 

1125
00:59:09,160 --> 00:59:10,640
Could have been written by 
anybody, I don't remember. 

1126
00:59:10,720 --> 00:59:15,320
What they were very true. 
So we do quantify our terrible 

1127
00:59:15,320 --> 00:59:20,200
opinions with metrics. 
For regular books, 40 pages or 

1128
00:59:20,200 --> 00:59:22,840
more, we usually have 5. 
This is the Zine and it took us 

1129
00:59:22,840 --> 00:59:25,680
a while, but we did dial in Zine
score. 

1130
00:59:25,680 --> 00:59:27,200
So it's only three metrics for 
this. 

1131
00:59:27,200 --> 00:59:28,880
So zine's got a Max of 30 
points. 

1132
00:59:28,880 --> 00:59:33,040
We have visuals, which is the 
entire visual of the thing. 

1133
00:59:33,040 --> 00:59:36,200
It is the art, it is the layout,
it's how the damn thing looks, 

1134
00:59:36,200 --> 00:59:38,320
right? 
Then we have the rule set. 

1135
00:59:38,440 --> 00:59:41,520
So if it's an adapted rule set, 
how well is it adapted? 

1136
00:59:41,520 --> 00:59:43,640
If it's an original rule set, 
how well do we like it? 

1137
00:59:43,920 --> 00:59:50,120
And then the vibes basically is 
the easy way of saying it is 

1138
00:59:50,120 --> 00:59:52,680
when we close the back cover, 
how bad do we want to play it? 

1139
00:59:52,680 --> 00:59:56,600
The little bit more complex way 
of saying it is does the the 

1140
00:59:56,600 --> 01:00:01,640
visuals and the rule set 
reinforce itself so that the 

1141
01:00:01,640 --> 01:00:06,200
game feels like the game? 
And then do you also really want

1142
01:00:06,200 --> 01:00:08,800
to play it? 
And that is vibes. 

1143
01:00:08,800 --> 01:00:14,160
So starting with visuals, what 
are your thoughts on visuals for

1144
01:00:14,280 --> 01:00:15,960
a Zine? 
They're good. 

1145
01:00:16,000 --> 01:00:20,400
I mean, there's there's I I 
really like the cover shot PR. 

1146
01:00:21,200 --> 01:00:25,120
I'm actually I realize more and 
more how big of a fan of perbox 

1147
01:00:25,120 --> 01:00:27,800
and ruins art that I am every 
time I see, even though I don't 

1148
01:00:27,800 --> 01:00:30,320
know it's them, I'm like, I know
that's probably PR and I really 

1149
01:00:30,320 --> 01:00:33,320
like that piece. 
Love that there's some good spot

1150
01:00:33,320 --> 01:00:35,920
art in it. 
I think, you know, it is a is a 

1151
01:00:35,920 --> 01:00:38,960
black on white Zine. 
It's not like overly visually 

1152
01:00:38,960 --> 01:00:42,560
fantastical or anything, but I 
think it's very serviceable and 

1153
01:00:42,560 --> 01:00:43,800
good. 
Yeah. 

1154
01:00:44,720 --> 01:00:47,680
Do you like the font choices 
throughout as far as SO? 

1155
01:00:48,440 --> 01:00:51,440
On the numbers. 
The numbers look cool, you know.

1156
01:00:51,480 --> 01:00:55,520
Yeah, yeah, you talked to the 
art, but the layout, because 

1157
01:00:55,520 --> 01:00:59,360
again, we're a little softer on 
on Zenes as far as like the 

1158
01:00:59,360 --> 01:01:00,680
amount and stuff like that of 
art. 

1159
01:01:00,680 --> 01:01:03,520
Sometimes you'll get a crazy 
one, which is really cool, but 

1160
01:01:03,520 --> 01:01:04,880
the layout on this is really 
nice. 

1161
01:01:04,960 --> 01:01:08,000
I you know what I really like 
about the layout and I don't 

1162
01:01:08,000 --> 01:01:11,520
know why I like it so much is 
that is the black box around 

1163
01:01:11,520 --> 01:01:13,080
every page. 
It's evenly. 

1164
01:01:13,120 --> 01:01:14,840
Spaced too. 
I mean, the last time I think we

1165
01:01:14,840 --> 01:01:17,480
saw a black box on the Z and we 
were just like that. 

1166
01:01:17,480 --> 01:01:20,800
Is wildly unevenly spaced on the
edges, but. 

1167
01:01:21,080 --> 01:01:23,840
Yeah, but even in the middle it 
looks like the same amount of 

1168
01:01:23,840 --> 01:01:25,160
space. 
It's really, really nice. 

1169
01:01:25,600 --> 01:01:29,080
The font is super readable. 
It definitely gives you future, 

1170
01:01:29,080 --> 01:01:33,680
but also military. 
Very good choice of font super 

1171
01:01:33,680 --> 01:01:35,080
readable. 
It's a nice font. 

1172
01:01:35,080 --> 01:01:37,960
It's a nice size. 
It's not 2 column. 

1173
01:01:38,600 --> 01:01:42,360
The amount of information per 
page is is extremely readable. 

1174
01:01:42,360 --> 01:01:46,680
So as far as the layout of 
layout wise, I think it's really

1175
01:01:46,680 --> 01:01:49,000
good. 
I really like it. 

1176
01:01:49,000 --> 01:01:51,680
The art again, some spot art and
pieces, stuff like that. 

1177
01:01:52,640 --> 01:01:54,600
What what are you? 
What are you thinking? 

1178
01:01:55,040 --> 01:02:01,000
Let me, let me, let me, let me 
take a look. 

1179
01:02:02,840 --> 01:02:04,440
He's looking for context right 
now, y'all. 

1180
01:02:04,960 --> 01:02:08,640
Yeah, I think it's really good. 
I'm probably sitting around like

1181
01:02:10,600 --> 01:02:11,920
I'm sitting probably around a 
7:00-ish. 

1182
01:02:11,920 --> 01:02:12,960
What are you? 
What are you thinking? 

1183
01:02:12,960 --> 01:02:16,400
I'm, I'm probably right at like 
a 6.9. 

1184
01:02:16,520 --> 01:02:18,200
So yeah, I'm probably right 
about 7:00. 

1185
01:02:20,160 --> 01:02:23,680
Yeah. 
So we'll go 7 for that. 

1186
01:02:23,960 --> 01:02:25,840
I do like it. 
I think the layout, the arts 

1187
01:02:25,840 --> 01:02:28,880
great, you know, there's just 
not a ton. 

1188
01:02:29,120 --> 01:02:33,080
I also can you stop doing this? 
I can't stop. 

1189
01:02:33,480 --> 01:02:34,560
Hey, what's going on with you, 
buddy? 

1190
01:02:34,560 --> 01:02:35,480
Can't. 
Stop won't stop. 

1191
01:02:35,720 --> 01:02:37,920
I keep open in the folder 
instead of the individual thing.

1192
01:02:37,920 --> 01:02:42,040
So I do think the layout carries
this a little bit, which is fun,

1193
01:02:42,040 --> 01:02:45,840
which is great in a Zeem. 
You could have a Zeem IS0 art 

1194
01:02:45,840 --> 01:02:47,880
except for on the cover and that
would be totally fun. 

1195
01:02:47,880 --> 01:02:50,720
And I think this is a really 
good example of making the 

1196
01:02:50,720 --> 01:02:54,800
layout still feel like the game 
and reinforce the game. 

1197
01:02:54,800 --> 01:02:58,600
So rule set. 
A great rule set, really. 

1198
01:02:58,640 --> 01:03:01,680
I mean, I love D6 size pull hit 
on five or six. 

1199
01:03:01,880 --> 01:03:05,080
I really especially appreciate 
the fact that in most 

1200
01:03:05,080 --> 01:03:09,240
circumstances, getting more than
one hit adds to it in in a 

1201
01:03:09,800 --> 01:03:12,760
meaningful and like laid out way
instead of just being like, 

1202
01:03:13,000 --> 01:03:15,280
yeah, makes things better. 
They get the fuck out. 

1203
01:03:15,280 --> 01:03:17,800
It's like, no, it specifically 
gives you certain things. 

1204
01:03:18,120 --> 01:03:20,320
And I've, I've read several dice
pool games now and sometimes a 

1205
01:03:20,320 --> 01:03:22,280
little frustrated by the fact 
it's like, well, if you get a 

1206
01:03:22,280 --> 01:03:24,720
bunch of fucking hits, bro, it's
like a lot of times it doesn't 

1207
01:03:24,720 --> 01:03:26,400
matter. 
It doesn't miss. 

1208
01:03:26,880 --> 01:03:29,480
I think it's fairly intuitive. 
You know, I I really find these 

1209
01:03:29,480 --> 01:03:33,840
like kind of small scenes that 
these contained experiences that

1210
01:03:33,840 --> 01:03:36,240
are only supposed to do a thing.
Or really the games that I have 

1211
01:03:36,240 --> 01:03:39,200
an easier time kind of falling 
in love with because they just 

1212
01:03:39,200 --> 01:03:43,480
do a thing and I don't need a 
game that advertises itself as a

1213
01:03:43,480 --> 01:03:45,360
massive game that can do fucking
everything. 

1214
01:03:46,760 --> 01:03:49,320
Yeah. 
So yeah, I guess it's fine. 

1215
01:03:49,320 --> 01:03:50,560
I guess. 
Yeah. 

1216
01:03:50,560 --> 01:03:52,520
I really enjoyed the rule set 
for this. 

1217
01:03:52,920 --> 01:03:54,880
Yeah, I like it a lot. 
I mean, again, my only critique 

1218
01:03:54,880 --> 01:03:56,720
is a couple points of 
clarification, right? 

1219
01:03:57,320 --> 01:03:58,720
And that's, that's pretty much 
it. 

1220
01:03:59,560 --> 01:04:01,360
So what? 
So what number are you, What are

1221
01:04:01,360 --> 01:04:02,680
your number? 
Are you thinking about this? 

1222
01:04:02,680 --> 01:04:06,640
Oh dude, I don't. 
I don't know, I, I kind of am am

1223
01:04:06,640 --> 01:04:08,880
broaching on like great. 
I'm broaching on. 

1224
01:04:08,880 --> 01:04:12,400
I'm like, about like an 
8:00-ish, you know? 

1225
01:04:14,880 --> 01:04:18,920
Yeah, I think, I think 8 is 
where 8 is what was, what was 

1226
01:04:18,920 --> 01:04:20,360
exactly the number that I was 
thinking. 

1227
01:04:20,800 --> 01:04:22,920
Oh, sorry, hold on, there's an 
ad I'm watching real quick. 

1228
01:04:22,920 --> 01:04:24,600
Give me a second. 
No, we're back. 

1229
01:04:24,600 --> 01:04:26,240
Bro I can't believe you're not 
subbed to our fucking. 

1230
01:04:28,640 --> 01:04:31,880
Channel. 
I don't even need to be subbed 

1231
01:04:31,880 --> 01:04:33,440
because I run the fucking 
channel. 

1232
01:04:33,840 --> 01:04:37,080
So yeah, I think AID is really 
good for this. 

1233
01:04:37,080 --> 01:04:39,760
And this is exactly the thing 
with Zenes is that like, if you 

1234
01:04:39,760 --> 01:04:44,440
have just like a really clean, 
clever system that makes sense 

1235
01:04:44,440 --> 01:04:47,720
and gives you an experience, 
that's going to be points, you 

1236
01:04:47,720 --> 01:04:48,920
know what I mean? 
Yeah. 

1237
01:04:50,000 --> 01:04:53,000
So that's that's it. 
And then vibes. 

1238
01:04:54,840 --> 01:04:57,040
Great vibe. 
I laughed through this. 

1239
01:04:57,040 --> 01:05:00,280
I really want to play it like I 
I think it still has that like 

1240
01:05:00,280 --> 01:05:05,320
sense of humor that that is in 
hell divers. 

1241
01:05:05,320 --> 01:05:10,200
But this is definitely no much 
to I'd love to see a second run 

1242
01:05:10,200 --> 01:05:14,240
of this that adds a couple 
things and like I hope leans 

1243
01:05:14,240 --> 01:05:19,280
even more into that like, like 
nationalistic, overly patriotic 

1244
01:05:19,280 --> 01:05:22,960
idiot, you know, satirical 
humor. 

1245
01:05:24,160 --> 01:05:25,960
Yeah, vibes are good. 
Vibes are great. 

1246
01:05:26,400 --> 01:05:28,520
Yeah, I do. 
I do really like this lot. 

1247
01:05:28,520 --> 01:05:32,120
And again, what's interesting is
you got a lot out of this 

1248
01:05:32,480 --> 01:05:35,040
because you played Hell Divers 
and this is clearly an homage, 

1249
01:05:35,040 --> 01:05:36,920
right? 
But I still got a lot out of it 

1250
01:05:36,920 --> 01:05:39,320
having never played it. 
Even the humor still hits and 

1251
01:05:39,320 --> 01:05:43,400
everything. 
Again, I honestly even just like

1252
01:05:43,400 --> 01:05:45,960
the cover color this like burnt 
orange. 

1253
01:05:46,240 --> 01:05:47,600
It's really. 
Good. 

1254
01:05:47,920 --> 01:05:52,160
It's really I mean the hook em 
orange, you know, but it it's 

1255
01:05:52,760 --> 01:05:55,000
it's nice. 
The art. 

1256
01:05:55,040 --> 01:05:58,000
The art again, reinforces 
everything, reinforces the the 

1257
01:05:58,000 --> 01:06:00,200
rules reinforce the experience, 
the visuals reinforce the 

1258
01:06:00,200 --> 01:06:02,840
experience. 
I do think that this is really 

1259
01:06:02,840 --> 01:06:04,160
good to great. 
What are you thinking? 

1260
01:06:06,200 --> 01:06:10,800
I think I'm thinking about A7. 
Yeah, I think 7 is good for 

1261
01:06:10,800 --> 01:06:13,800
this. 
I do. 

1262
01:06:13,800 --> 01:06:15,800
Pretty strong rating, you know, 
for. 

1263
01:06:15,840 --> 01:06:19,520
Yeah, just a thing that 
Christian put out at some point 

1264
01:06:19,520 --> 01:06:20,560
in time while they're working on
a. 

1265
01:06:20,960 --> 01:06:28,440
Million freebie a freebie in 
their fucking in their fucking 

1266
01:06:28,440 --> 01:06:31,200
misses from the meat cow. 
So we get a little freebie here.

1267
01:06:31,200 --> 01:06:36,400
So that is going to be a 22 
which it out of 30. 

1268
01:06:37,000 --> 01:06:41,840
So that's that's great. 
So I did want to I think I, I 

1269
01:06:42,320 --> 01:06:44,120
did. 
I close that fucking thing like 

1270
01:06:44,160 --> 01:06:45,240
a Jackass. 
I did. 

1271
01:06:45,480 --> 01:06:47,280
I did want to. 
I don't even need to. 

1272
01:06:47,280 --> 01:06:51,360
So misses from the meat castle. 
They say it was basically a 72 

1273
01:06:51,360 --> 01:06:53,080
hour game and then you get a 
print run. 

1274
01:06:53,080 --> 01:06:55,080
So it's great. 
You can pick this up again. 

1275
01:06:55,080 --> 01:06:57,400
If you go to Substack, you can 
find misses from the meat 

1276
01:06:57,400 --> 01:06:59,680
castle. 
We'll we'll drop the link below.

1277
01:06:59,960 --> 01:07:04,000
You can Scroll down to the 
February 2024 read the entire 

1278
01:07:04,000 --> 01:07:05,080
thing. 
There's some interesting stuff 

1279
01:07:05,080 --> 01:07:10,800
in there and also get to the 
freebie at the bottom and and 

1280
01:07:10,800 --> 01:07:14,680
again, you can pick this up. 
We don't do value for Zenes, but

1281
01:07:14,680 --> 01:07:18,400
I think it's only like 15 bucks.
Yeah, for the print and PDF, and

1282
01:07:18,400 --> 01:07:21,640
the PDF is free on the website 
so you can grab that. 

1283
01:07:22,000 --> 01:07:23,600
This is great. 
I also think that, you know, if 

1284
01:07:23,600 --> 01:07:25,920
you've ever checked out the Meat
Castle annuals, can you still 

1285
01:07:25,920 --> 01:07:27,360
get those? 
Can you still buy them? 

1286
01:07:28,560 --> 01:07:30,160
You should. 
There's a lot of really great 

1287
01:07:30,160 --> 01:07:33,400
stuff in there, so. 
Yeah, I can't find my second 

1288
01:07:33,520 --> 01:07:35,960
one, so I hope I didn't send you
the only one I had. 

1289
01:07:37,680 --> 01:07:39,200
I'll have to try to get another 
one. 

1290
01:07:39,960 --> 01:07:43,000
But yeah, it's a great little 
scene, really fun, really 

1291
01:07:43,000 --> 01:07:46,240
enjoyable little game. 
And I can't believe that's the 

1292
01:07:46,240 --> 01:07:48,800
first, that's the first review 
we've done. 

1293
01:07:48,800 --> 01:07:50,880
But again, Christian does a lot 
of adventures. 

1294
01:07:50,880 --> 01:07:53,120
It's cool to do a game. 
This is a fun one. 

1295
01:07:53,120 --> 01:07:54,120
I would play this in a 
heartbeat. 

1296
01:07:54,120 --> 01:07:56,760
It would be so easy to play this
in like Foundry or something 

1297
01:07:56,760 --> 01:07:57,640
too. 
So yeah. 

1298
01:07:58,080 --> 01:08:01,120
Absolutely. 
Yeah, that's it. 

1299
01:08:01,120 --> 01:08:03,920
So we got, we have some fun 
stuff coming up on Sunday and on

1300
01:08:03,920 --> 01:08:06,640
Monday, I don't know if this 
episode will be out before that.

1301
01:08:07,120 --> 01:08:09,160
So we'll see. 
I work the next couple of days, 

1302
01:08:09,880 --> 01:08:13,280
but if not then expect 3 
episodes during the week 

1303
01:08:13,280 --> 01:08:16,000
sometime. 
And that's it Christian, thanks 

1304
01:08:16,000 --> 01:08:17,680
for making a fun game. 
Thanks for being chat with us to

1305
01:08:17,680 --> 01:08:20,600
clarify some things and we will 
see all of you later. 

1306
01:08:20,600 --> 01:08:21,840
Have a good day. 
Bye. 

1307
01:08:22,560 --> 01:08:22,960
Bye.
