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199 lines
12 KiB
Plaintext
Episode: 2873
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Title: HPR2873: Death Angel - Card game
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2873/hpr2873.mp3
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Transcribed: 2025-10-24 12:34:35
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---
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This is HPR Episode 2873 entitled, Defendable, Card Game, and is part of the series, tabletop
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gaming, it is hosted by Tuku Toroto, and is about 17 minutes long, and Karina Cleanflag.
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The summary is short description of Defendable Card Game.
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This episode of HPR is brought to you by AnanasThost.com.
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With 15% discount on all shared hosting with the offer code HPR15, that's HPR15.
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Better web hosting that's honest and fair at AnanasThost.com.
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Hello, you are living through the Hackerpuffic radio, and this is Tutura talking about a
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card game called Dead Angel.
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This is a pretty fun game, or always a pretty difficult game, that is for one to four players.
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And it's about space marines that are assaulting or attacking space hulk, huge derelict space
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that has been invested by the change dealers, some sort of monsters.
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And there's always some specific goal that you don't actually know when you are starting
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the game.
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You only learn your final goal when you reach to the location where you can complete the goal.
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So the game is a turn-based, it's a co-author of this game, all the players are working
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on the same side against the game.
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Every player has to two or more space marines, depending on the amount of the players.
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And all those marines have different abilities, and you don't even get to choose what marines
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you are bringing on the mission.
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The game starts by you softening some tokens, turning that upside down, you shuffle them
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and then every player picks the tokens and from that token they learn which marines
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they are allowed to use this time.
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And maybe I don't go through the setups that closely, the basic premise is that you
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have your marines are you know they are laid on the table in a queue and they have a direction
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they are facing, some are facing to the list and some are facing to the right and that
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facing is important because the players not again is set up in the way that all the monsters
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try to always get on the behalf of you.
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And while you can defend against them in that case you cannot attack them.
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So the game is about managing your marines where they are and where they are facing and
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what they are doing.
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Every player has a, every marines are in pairs, there are two marines that are form of
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fair and they always do the same thing.
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And every player's choose what they are doing, there's three options that they can do.
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And you cannot, you cannot repeat the same option during the turn.
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So if you, on the previous turn, if you attack you cannot do that anymore.
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Which means that you have to manage pretty carefully what you are doing, if all the marines
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that are in the play game decide to attack at the same time.
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That means that they are going to do a lot of damage but that means also means on the
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next turn nobody is going to attack.
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Players encourage to do those decisions by themselves.
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And the game is built in a way that you are supposed to make your own decisions.
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And while it's co-authority it tries to encourage players by everybody to make their own decisions
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and not to one player dominates the game and tells everyone what should be done.
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So basically every player chooses the action, those actions are carried out.
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There's a, they can support other players, they can attack those monsters that have
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support around them or they can move around and face their facing.
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So moving they can activate things, there's a door that they can close and then there's
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some panels that they can operate.
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The panels are located, locations specific, they can change a bit.
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A bit of what happens in some places you can, for example, use electricity to dispatch
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those monsters and that is dangerous to your players or you then use teleport to jump
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ahead in the space.
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Those are important because it represents your Marines moving forward and closing doors
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behind you blocking the access of the monsters but by chasing them.
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Well, I already said there's a queue of Marines in the middle, on both sides of the Marines
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there's some terrains, those are guards and those terrains determine, determine points
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where the monsters are coming after you, Marines.
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So they give you a clue where the, where the monsters might be appearing.
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On top of that queue there's a two small piles of guards upside down, these are called
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radar guards and they, they give the players indication how much of, how much they are
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monsters left in this particular spot of the ship, whenever one of those piles go empty
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that means that you have cleared enough the area and then the old terrains are removed
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and you get a new location with where you put a new terrain, terrain cards and you fill
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those radar, radar places and when those location cards are empty those cards that they
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meet which location you are, you have reached the end of the ship and here and this is where
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you are given the, your task that you have to do.
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Sometimes it means that you have to, usually it means that you have to discharge a pile
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of monsters and sometimes there's a nest that you have to clean completely, sometimes
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there's a huge monster that you have to find again, sometimes there's some, some mechanical
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device that you have to operate but there's always at the end of the game there's a, if
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you make it, it put the end of the game there's some sort of slanted bubble, those are kind
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of neat because usually at that point if you get that far, the game is pretty difficult,
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oh I'm very good player either way, you are down to handful of Marines and it's really hard
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those few times that we have actually managed to win, the Marines have been very narrow and
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we usually had to sacrifice some Marines so that they will just slow down the onslaught of the
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enemy so that one could complete the mission.
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So, I could talk about how the turn goes, so first you are choosing your actions, this
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is every player choose their action and put their card on the table and that card tells
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what they are going to do and they can't pay that card on the next turn.
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Those cards have numbers that define in which order those are played.
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When everybody has chosen their cards, they are played in the number ordering.
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These are the spot where the Marines move around, attack the enemies, operate the terrain and
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do some special actions.
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For example, you have a library and that's a 400 equivalent of a wizard that can
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spell that blocks some group of gene stealers from attacking or being attacked too.
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This is a big pile of monsters, you can shield them off for a moment so that you can deal
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with threat somewhere else.
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Or you can some leader can threaten the monsters to scare them away, that means that some
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amount of cards are of those monster cards that are in the play are returned into the radar
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file.
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They are not removed that game, they will be coming back soon enough but they are out of
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the form for a moment.
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After all these actions have been done, it's the time for those scene stealers,
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they are sort of alien looking monsters with forehand instead of attack.
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First, they attack the Marines that they are facing and those group groups are
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attacked one by one.
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Hold the Marines that are being attacked, defend against them one by one.
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At that point, the Marines normally cannot harm those monsters anymore, they can just defend.
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And if the Marines in the descending nothing happens if they die, then the Marines are removed
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and the cards are moved together.
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Like if the Marines in the middle is removed from the play, then the bottom of the formation
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of the Marines are moved upwards so that there's no gaps in the formation.
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No, they hate moves and all the monsters move at the same time.
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And this is the next effect that the monsters tend to start piling to pick a
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coup.
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And the pick at the coup, they hide the defend against them.
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After that, I have a finish-finish-finish force here that's a tapahtuma
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wire.
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It's an action, no, event says, event says is a good translation.
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So, here the one player picks up a sort of an event card.
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They read it by themselves, they don't show it to other ones.
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They have to make the choice by themselves.
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They cannot consult any other player.
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There's usually something nasty in that heart.
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For example, they might be that somebody's weapon is jammed.
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They cannot attack anymore.
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They could be there.
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They are everywhere, event means that every Marine who's not fighting against them,
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Gene Stealer gets a new Gene Stealer in front of them.
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Sometimes there's a good one.
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Sometimes there's a good one.
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It's like you could have wounded Marine that has been removed from the game to come back.
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They could be a...
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They could be a scanner event, meaning that you can remove one card from the radar deck.
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That is really cool, because that means one less monster to fight against you.
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And so on.
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So, they have to make this in the...
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This is in by themselves.
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After that, they are simplest at the bottom of the card.
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They tell how many monsters are going to spawn and where.
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They are always going to spawn on these...
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These are terrain locations.
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And then they...
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Then all those monsters will move.
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All the monsters that are on the table.
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They will move one step to some direction.
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And this phase then to start viling them up.
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So you're going to get a bigger and bigger groups of monsters that are harder and harder to fight against.
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And after that, it's again players choose what they are doing.
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They play out those events.
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This hopefully this watch some genes feelers and so on.
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There's some special things.
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There's a...
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There's that these support tokens that you can get.
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Sometimes there's an event card that says that you can place a support token on one of your...
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One of the Marines, it doesn't have to be your Marine.
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It can be your co-players Marine.
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You can place support tokens on the doors when you are operating them.
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And whenever you move forward in the ship, you discard all the support tokens that are on the door.
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And you can remove that amount of gene stillers from the play.
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That represents your Marines moving forward and closing doors behind of them.
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You can place those support tokens on your Marines.
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And in the fighting, you can use one support token to remove one of your pros.
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This is really, really good for keeping your Marines alive.
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That's about the basics of the game.
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Like I said, this is really difficult game.
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If you played this quite a bit and haven't won that many times.
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I like that this is a cooperative game.
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So players are playing together against the game.
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The quality of the thesis is good in my opinion.
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There's a pile of different kinds of cards and some tokens and a die.
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I decided to put all my cards into the little plastic sleeves to keep them nice.
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But you can leave the cards without the plastic sleeves.
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They are a paper cardboard.
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Something pretty, pretty flimsy, but still sturdy enough.
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I know that there used to be some extensions to the game that would add more player characters and more monsters.
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But those were direct orders and trained on demand.
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And they are not available anymore, sadly.
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I kind of if that I would have gotten those when they were available.
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But the basic game is funny enough.
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Actually it's for the one to six players.
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So yeah, the game can actually be played solo.
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But it can be played up to six players.
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And take about half an hour to hour depending on how quickly you want to lose.
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Well, I have been playing this with our six year old kid.
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They love it. They just get excited when they have a lot of monsters and they can fight against them.
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But they do need a little bit of help still because there's some reading involved.
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They don't read that quickly.
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But as soon as you learn how to read, you can start playing this game without any help.
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Okay, that's my episode about the dead-end sort of card game.
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Catch you later.
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