Burning Banners - The Great Goblin Raid - Summer of Year 2
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- čas přidán 14. 04. 2024
- This is a play through of the board game Burning Banners from Compass Games. This is scenario 4, The Great Goblin Raid. Here we play the Summer turn of Year 2. The Goblins manage to take a second loyal Fjordland settlement only to have some heroic rangers to counter attack and retake one of the settlements.
- Hry
Great play through series! Your series has convinced me to seek out this game.
Thank you very much for posting this. Entertaining and informative. I believe that when you score critical hits with unerring darts, you still have to roll to see if you deal the extra point of damage. You don't just cause an automatic extra hit. Later when you used Berserk Rage (score crits on 6 or higher) you still rolled to confirm the extra damage (which I believe is correct).
Getting exciting! Way to go rangers! These are great, Mike, thanks.
Great series of videos. The game looks awesome
At 12:00 you talk about using Ambush on the fortified settlement, but that's not allowed per the rules in section 4.4:
"Fortified Settlements may not be targeted by Strikes. An Attacking unit with Stealth may not declare an Ambush against a Fortified Settlement."
At 5:30 you should have rolled the two critical hits to confirm, not just doubled the damage from 2 to 4. Yes these are automatically "Critical Hits" due to the spell, but, they still need to be confirmed/rolled against for the bonus damage according to the rules as I read them:
"When resolving Combat or a Strike, a die roll result of 7+ is both a success and a Critical hit. Each Critical hit may score one additional success if confirmed. To confirm a Critical hit, 1ois rolled."
Can you build at 18.20 as you did? isn't that place besieged? Just asking because I am learning to play with these videos (btw, loving them)
You are correct, that port had two enemies adjacent so I should not have been able to build there. So many errors!
At the end of the Goblins' turn: You discarded two spell cards before drawing up to three during the arcane study phase. You can only discard one, see 17.4.3
Oh, if I did, that was me being mindless. I do know they can only discard one Spell, and one Blessing during a glyph arcane study phase. Thanks for pointing it out.
Questions: 4:48 "Call of the Wild" card; is this a blessing and can it be played on the opponent's turn without the Cantrip symbol?
17:04 Can you build units on a besieged port settlement; 2 enemy units in adjacent hexes? I think it happens twice.
Great videos by the way. I look forward to these. Also a shout out to Chris Moeller, the rule book is very well designed. I was able to look up multiple rule questions I had very quickly.
You may have spotted some errors on my part. Only cantrips can be played on an opposing side's turn, and a port with two besiegers cannot build or recover units. Thanks!
" Also a shout out to Chris Moeller, the rule book is very well designed. I was able to look up multiple rule questions I had very quickly." Thank you! All I'm seeing right now is "you made an error here", so it's good to hear the rules are working well for someone!
Game looks good, except those cards. The game would have been better w/o them.
I like them, but for what it's worth, only the advanced rules use heroes, monsters, and magic cards.