Dan Bain's Sleepy Time Mumbles

Microsleep #3 - The Rules of the Game

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This microsleep we're going to discuss what exactly the rules are of this very complex board game for adults that includes.... zzz...

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Speaker

Good evening, and welcome to Dan Bain's Sleepy Time Mumbles Micro Sleep Edition. My name is Dan Bain, and every episode I improvise a low stakes podcast for you to fall asleep to. So now put down your phone. Turn off your screens and close your eyes. Now it's time to be mumbled to sleep.  The rules of the game.  So the objective of the game is to be the first player to make twenty golden crowns or to be the player that has the highest number of golden crowns when the twenty-five turn limit is reached. If when the twenty-five turn limit is reached, players have an equivalent number of golden crowns. If at the twenty-five turn limit a player has not reached the victory condition of twenty gold pieces, twenty gold crowns, rather, and they and another player have an equivalent number of hit points remaining, then the player that has the most land resource will be declared the winner.  Game setup goes like this. Rotate that, four forty-five degrees for every player currently at the table. Now place you want to begin by placing all the structures on the board. So cottages, castles, and keeps.  Once you've done that, every player draws three cards from the esoteric events deck, and they're gonna take one card from the once-in-a-lifetime event deck. Obviously, shuffle these yadda. But they must live with the result. So and that's a blind pull. Okay, so then everyone this is assuming that you're using pre-made characters, the characters that come with the game, and you're not making customs. That's a different, that's a different rule that's from the expansion set.  And yeah, okay, so all players roll four dice, and the player that rolls a double goes first. They can place their army on any territory that corresponds to their colour. So, they'll have a obviously they've got a colour associated with them, so you have to start you're gonna evolve, you're gonna gain the ability to move into different color territory as the game evolves, but in the first instance, for your starting army position, you will be beginning in a, a colour that corresponds to your territory colour that corresponds to your army colour. Okay. first move is either move or fortify. So you've basically it's a binary choice here, you're either moving or fortifying., fortifying adds 10 defense, moving obviously moves into an adjacent territory.  Uh, so that's the first thing you'll do. Then is play any cards. Obviously, other players can play interrupt cards if they have on any of their cards they have interrupt abilities. Um, so things that say, for example, when the red player moves into a sea, play emerging kraken, Kraken is an interrupt it emerges immediately as you enter. Does the damage stated on the card? I think emerging kraken is actually a total kill., great card, but obviously it's a one and done. so that's interrupt.  Um, then you're gonna pay upkeeps, so any upkeeps that you owe, so the cost of maintaining your army, and any, any so you're gonna want to be tracking your depreciation as well through the whole game, so different items depreciate at a different rate. so magical weapons depreciate at, 30% per turn. so you yeah, there's a lot of there's a lot of kind of tax rules that get added on. I would avoid I would probably just while you're learning, like the tax rules make it real crunchy. But I would probably the first time I was playing, I would play without tax. but yeah, once you kind of get the once you get the swing of kind of upkeep and, the the the technical kind of level, then you definitely want to add tax back in just to get some complexity back into the game.

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