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Lonely TTRPG EP 24 - Dr. Who Solitaire Story Game 3E by Simon Cogan
Episode 242nd September 2022 • Lonely TTRPG • Black Dragon Dungeon Company
00:00:00 00:34:45

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Dr. Who Solitaire Story Game 3E is a solo play Dr. Who adventure. Choose your Doctor, select your companion, gather your tools, and hop in the TARDIS for fun across time and space.

Thoughts: This is a fun game. Definitely worth checking out if you are a fan of Dr. Who.

You can find information about the release of Dr. Who Solitaire Story Game at www.twitter.com/DWSSG01 or a copy of the 2E game at https://boardgamegeek.com/boardgame/233361/doctor-who-solitaire-story-game-second-edition

Credits and Contact:

BDDC logo by https://www.instagram.com/craftyteapotfox/

You can find us on Twitter @bddc_pod

You can support us on Patreon https://patreon.com/blackdragondungeoncompany for early releases and exclusive content.



This podcast uses the following third-party services for analysis:

Podcorn - https://podcorn.com/privacy
Chartable - https://chartable.com/privacy

Transcripts

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greetings, weary, wanderer, and welcome back to lonely.

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TT R PPG, the solo actual play and review podcast.

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This week, we are playing Dr.

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Who the solitaire story game by Simon Cogan.

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So this week, we're gonna do something a little bit different.

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We're gonna go over the basic rules, but we're gonna kind of skip around

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a lot because the way that this game is set up is you actually have four

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booklets that you'll be using throughout.

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All right.

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You have your rules, booklet, your enemy booklet, your TARDIS

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booklet and your adventure book.

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We are gonna be focusing on enemy adventure and rules,

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but dr.

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Who solitary story game is a unofficial fan game for the Dr.

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Who series.

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So all my Whovians out there, rejoice, this one is for you.

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Now, this is currently the beta edition.

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We have been given a little sneak peek to see what changes are

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coming for those of you who have played first and second, edition.

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For everybody else.

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Third edition does promise to be doing some major revamping.

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So no worries there.

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Dive right on in.

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So for gameplay, all right.

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How to play

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again?

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You have multiple booklets, so your adventure booklet will detail

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all the incredible locations that the TARDIS can visit.

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The enemy booklet is going to describe the various villains and aliens that

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oppose the doctor and the TARDIS manual details, how to fly the

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incredible ship between adventures.

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And then of course you have the rules booklet, which tells you all the rules.

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So Dr.

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Who solitaire story game hereby refer to as Dr.

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Who?

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Because this is a long name.

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Consists of a series of adventures adventures are reached by using the TARDIS

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and played out as a series of turns, a standard turn starts with you selecting

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an action such as exploring planning or investigating, depending on the action.

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You are usually referred to a chart where you roll two D six, that role

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will then describe what is happening.

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After each action, you're gonna roll two D six on the enemy action table to see if

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the enemy has advanced their diabolical plan, or if you have encountered

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them, if you do have an encounter, then you consult the enemy booklet.

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Now with this, your characters are gonna have several values qualities and stats.

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All right.

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So the qualities are gonna be broken up into brain's brawn, and bravery.

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Now a higher number is better with the human average of one, of

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course, the doctor being the doctor.

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Is gonna be above one in most of their stuff.

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In fact, with three being gifted doctor has stats, usually above three

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characters are also going to have skills which are useful throughout the game.

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There are 12 skills and they are things like aware, charm computers,

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TARDIS stealth, that type of stuff.

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So for quality and skill roles, making these roles is the heart of Dr.

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Who and often you have to make a role based on a quality or skill such as a

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brain's role or a charm role All quality or skill role uses to D six to equal

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or exceed a target number for a success such as history nine or brains 12.

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Roll your two D six and either count all the matching skills

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that your group has or total the quality of the characters involved.

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If the total of the role and skills or qualities equals or exceeds the

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target number, then you have succeeded note that sometimes an event will

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only allow you to add your personal skills or qualities as the doctor.

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In addition, you have some abilities.

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So some characters, especially TARDIS characters or allies have

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certain abilities that might help in your adventure, such as adding

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plus one to certain actions.

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And of course you have luck points because.

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Luck is very important in the adventures with the doctor after all the doctor

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counts on luck more times than not.

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And then he waves the Sonic screwdriver and says it was all skill.

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Finally, you have your victory points.

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You gain victory points for successfully completing your adventures.

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When you defeat the enemy, each goal on an enemy sheet has victory points shown next.

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You can also gain some bonus victory points in other ways,

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such as meeting historical icons, such as William Shakespeare

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now for your character and friends.

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All right, you're gonna have your doctors, you're gonna have your companions

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and you're gonna have your friends.

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Doctor is gonna be with you.

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All right.

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You are the doctor, your companions.

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May or may not stay with you the entire time.

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They are not necessarily permanent.

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At the end of every adventure, you are going to roll a D six.

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And if you roll less than your total number of current companions,

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then one of them will decide to move on from the doctor.

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And then of course you have friends and these friends can

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pop in and out of the adventure.

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Usually they are adventure specific.

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Now, some other things that you have in here, you have idea cards and these

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cards represent the various ideas plans or quirks that the doctor uses.

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The core set has 30 cards, three for each doctor and 18 generic.

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Each idea card has a luck cost to play as shown by the upper left green

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circle icon at the start of the game.

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Construct your 12 card idea deck from a pool of all the generic cards.

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Plus the idea cards that correspond to your doctor.

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If playing a created doctor, because you can create your own.

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There are rules for that in here, you must construct your idea deck from

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generic idea cards only, then draw three random cards for your starting adventure.

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Idea cards may be played at any time in an adventure, as long as you can

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meet the luck cost, most idea cards are one use only and are then discarded,

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but some attached to the doctor and remain until the end of the adventure.

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At the end of an adventure.

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If you have less than three idea cards in your hand, you may draw a new one.

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You may also spend one victory point to gain a new idea card, but

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only one at the end of a successful adventure, you may never have more

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than five idea cards in your hand.

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At any time . You may also discard an idea card at any time to gain one luck point.

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Now the TARDIS exists.

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It does things.

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We are not gonna be talking about it because we have

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quite enough to go over today.

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But you are able to fly the TARDIS.

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There is a whole book on what you can do with the TARDIS.

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However, we are just going to do an adventure and you

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also have your gadget cards.

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Now, gadget cards represent devices carried by the doctor.

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With the Sonic screwdriver icon or systems onboard the TARDIS

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which has the TARDIS console icon.

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Each gadget has a luck cost as shown on the top left hand corner, and some have

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a doctor icon in the lower left corner to indicate which doctor can use them.

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The Sonic screwdriver, for example, has several different versions

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each with different bonuses and abilities at the start of the game.

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Choose up to three cost in gadgets, and you may spend

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resources to buy TARDIS gadgets.

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You may later spend luck points to gain new gadgets after

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completing a successful adventure.

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You may also gain devices in adventures, such referred to on goal events,

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for example, but unless these have the gadget keyword, they are lost

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at the end of the current adventure.

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Gadgets, including all TARDIS gadgets normally remain

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with you between adventures.

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The Dr.

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May only carry up to three gadgets between adventures, however,

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and a companion may not normally carry any unless otherwise noted.

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Excess gadgets must be discarded unless stated gadgets are not

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unique and you may have duplicates, but may only use one at a time.

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And then the rest of the rule book talks about adventures

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and how the adventures run.

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All right.

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So first with your adventures, they broke the timeline up into 12 different eras.

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So you can select a specific era.

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You can kind of roll randomly for it, whatever you want.

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Regardless when you start your adventure, you're gonna have two

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quantities vary throughout the adventure.

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And those are gonna be danger.

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And knowledge.

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So danger represents how threatening the current situation is and how

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an enemy completes their goal.

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Knowledge represents the information you have and gain in an adventure.

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It starts zero and is gained from plot events, meeting characters, et cetera,

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gaining knowledge means you first reveal the enemy and then

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how you discover their goal.

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And then of course you have your enemies and locations.

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So your adventures are going to help tell you what enemies you can choose

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and is going to provide a list of locations that you can travel through.

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If you meet the criteria.

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Now your adventure is also broken up into three phases.

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The discover phase, the dilemma phase and the defeat phase, your discover

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phase is when your adventure first begins and it is as you attempt to

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discover the identity of the enemy.

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And this might take a couple turns.

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It might not.

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Your dilemma phase begins.

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When you discover the enemy plan by revealing their goal, this is achieved

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by gaining knowledge equal to the scheme value given on the enemy sheet

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or by gaining a reveal goal result as a part of an action or event.

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And then the defeat phase, which is the final phase and the object of the defeat

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phase is to defeat the enemy and prevent them from accomplishing their goal.

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If you complete the requirements on a goal before danger reaches 20, then you defeat

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the enemy and have won the adventure.

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If not, you have been defeated and lost the adventure.

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So for a standard turn, all right, the player is going to

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choose an action and resolve it.

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You are going to roll and resolve any encounters at locations, you are going

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to roll for enemy actions, and then you're gonna add one to your danger.

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Now, nighttime in your adventures, lots of the doctor's

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adventures take place after dark.

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So to give some sense of time passing in an adventure and to

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give more thematic flavor, some adventures feature night rules.

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They may alter encounters at exterior locations.

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Give modifiers to roles such as enemy action or change rules.

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Some enemies such as the weeping angels get even more terrifying at night at

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night, exterior locations become dark.

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So you gain.

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Plus one to stealth roll and all human characters must spend one turn

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of night resting and take no action.

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Or be minus one to all qualities until the end of the adventure night may also have

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other effects if detailed on the adventure or enemy sheets, if an adventure features

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night rules, it will explain when night falls and for how many turns it will last

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for winning and losing adventures.

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If you win you gain victory points, gain enough victory

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points and you have won the game.

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But if you lose, then you need to roll two D six on the setback table

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and determine what your setback is.

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Right.

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So with that that's pretty much, pretty much a lot of the

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rules that we need to go over.

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Anything else we will kind of get into as we play.

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So we're gonna go ahead and dive right on in.

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So I've already set up my mat

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and all we have to do is add our luck of five.

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All right.

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So we're, we set up our map real fast.

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We have a luck of five zero danger.

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Right now.

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We haven't picked an adventure.

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We are on turn one, which will be the start of our adventure

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and the discover phase.

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We have no knowledge now in the beta rules that I have, I have eight

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adventures to choose from, which means we are going to roll one D eight.

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And determine what our adventure is.

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So we got adventure four

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Adventure, four takes place in Victorian era London, 1892.

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The 11th doctor with his faithful companion Amy pond.

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Why 11?

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Because I have two doctors available to me in this beta test.

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And they always say that your first doctor is your favorite.

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So yes, Matt Smith is my favorite doctor.

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I haven't seen enough of David tenant.

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I just started his season, not too long ago, still working through.

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So Matt Smith, it is why, because Matt Smith is cool.

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It's cool.

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Okay.

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Fezs are cool.

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So Victoria era London, you have landed in Victorian London.

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It is a dark cold evening and thick fog covers the cobbled streets, which are lit

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by the soft, but eerie glow of gas lamps.

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A handsome cab rattles past you as your breath curls in the chilly air

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in the distance, you can hear the unmistakable sound of a ship's Foghorn.

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You must speak close to the docks, time to experience living history.

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All right.

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So right off the bat, it is nighttime.

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And night is going to last for four turns.

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If we remember.

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All right.

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So the first thing that we need to do is we need to choose an action.

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And as we are in the discover phase, we have relax, study,

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explore, and investigate.

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We are going to go with explore.

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So to explore, you decide to explore the immediate area, to see what you can find.

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Roll two D six.

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If you roll doubles after resolving the result, the exploring characters

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randomly separate into two groups.

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So that is not doubles, we rolled a six.

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So on a six or a seven, you discover nothing unusual, no further effect.

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Add plus two to the roll.

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If you explore next turn.

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So as we move through the foggy London streets, we take in our surroundings,

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but we haven't really seen anything.

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Nothing that really like stands out to us just yet.

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So now we need to roll and resolve any encounters at the location.

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And because we are in the London streets at night, that is

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going to be a D six minus one.

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But plus two, if in the discover phase, so D six plus one.

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And we rolled a two plus one is three.

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So we're going to remember that three for just a second, because

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in order to have an encount.

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We must first have an enemy.

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To determine the enemy.

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We are going to roll one D six

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and we got a two.

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So with a two, we get a Gothic enemy.

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So moving over to our enemy book,

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moving over to the enemy book, we have two potential Gothic enemies.

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We have the weeping angels and we have the carionites

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so we're gonna do even an odd with odds being the Gothic angels

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and evens being the carionites

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Ah, we got an odd, so our enemy is going to be the weeping angels.

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Which of course appear to be angelic stone structures, but in reality are terrifying.

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Quantum creatures.

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And I was slightly mistaken, which tends to happen when you play this stuff.

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Blind as I do.

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So that encounter roll we made, that's not going to be based on the enemy

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that is going to be based on a table that is already in the location.

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So for the London streets, with a encounter roll of three,

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we get an incident.

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So we need to go to our rules book and we need to find our incident table.

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So our incident table, we're going to roll two D six

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and we got a four.

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So at a four, we get, what have you done?

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So it would seem that something is happening.

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It would seem that something is going on in the streets of London.

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And here we have the doctor in his companion showing up with their estranged

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garb, obviously not from the area.

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And the local constabulary will come walking up to us

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and ask what we have done.

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We seem to have been be, we seem to be getting blamed for the

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strange events that's going on.

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And of course the doctor's going to be asking, what do you

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mean we haven't done anything.

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We've only just arrived to London and that's not going

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to generate a whole lot of.

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It's not going to generate a whole lot of

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compelling evidence to the Constable, but the doctor being

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the doctor is going to dazzle the Constable with his big, big brains.

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Manage to talk his way out.

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There doesn't seem to be any real mechanical effects for what

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have you done as of right now.

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So we're just going to let this be straight flavor.

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Now we are going to roll for enemy action.

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Probably should have rolled for the enemy action before

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deciding the, what have you done.

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But we got 11 for the enemy action.

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And in the discover phase, that is the enemy encounter.

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So for this enemy encounter, we are going to roll one D three to determine

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how many angels we have encountered.

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Luckily we only have one angel.

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Now it says, if you are not at a dark location and have more aware than the

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number of angels, they are quantum locked as statues, make an aware, roll nine to

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gain knowledge and the encounter ends.

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If the angels are not quantum locked, choose from the following.

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Well, we are in a dark location.

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It is night.

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So we are going to go ahead and attempt to evade this one angel and we must

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make a running 10 roll to escape.

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So that is going to be two D six, plus our running scores,

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which will be two.

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So two D six plus two.

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And we have to get a 10, not looking good for the home team.

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Oh.

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But we got an 11 and with that 11, with that 11, we are able to get away,

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so the enemy has revealed themselves.

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Therefore we move from the discover phase to the dilemma phase.

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As we attempt to figure out what the enemy goal is going to be.

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So we gain no knowledge.

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Now

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we will add.

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One danger, bringing our danger up to one and move on to turn two.

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So now we are in the dilemma stage.

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It seems that some, like it seems people were disappearing and the

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weeping angels were involved as we were confronted by the Constable.

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We.

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As we were confronted by the Constable, we found one of the angels

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and we luckily managed to escape by running away, maintaining eye contact

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without blinking the entire time.

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So now we need to.

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Now we need to either seek information, research, find help, or challenge.

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I think we are going to seek information.

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So with seek information, you get to add some character skills to this.

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So I think we are going to add history as the.

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Actually, no, I think we're gonna use charm.

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I think that I think that Amy and the doctor are going to attempt to charm some

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people on the London streets in order to try and find out some more information.

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So we are going to roll two D six plus our charm score, which is three and see

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what type of information we can get.

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And we roll the, or we rolled a one and a three for a total of seven

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and we discover nothing.

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We get nothing, sir, which brings us to the.

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Encounter at locations.

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So we're gonna roll another D six

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and we get a one.

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We are still in the London streets.

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So we get another enemy encounter.

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So once again, we run into another weeping angel.

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We run into two weeping angels this time.

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And we must evade as it is dark.

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They are not temporarily locked.

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So that is going to be two D six.

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Plus our running of three

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correction.

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That's going to be two D six.

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Plus our running score of two.

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We must roll above a,

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we must roll above a 10 in order to escape.

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And we got five.

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So now we are in conflict and we will attempt to outwit.

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We try to bluff our way past the angels.

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So this is going to be our brains versus their brains.

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And they have a brain of one.

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but there are two of them.

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So plus two for their brain.

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Luckily we have the doctor with a brain of six.

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Amy has a brain of eight or correction.

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Amy has a brain of two, so that is eight total.

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So it is two to six plus eight and we need to beat.

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They're two D six plus two.

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So we rolled a 16,

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they rolled an 11.

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Minor correction.

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I only have to beat their brain score straight up.

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They don't roll on their own.

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So

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we have outwitted the weeping angels.

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And with that outwit, we do gain one knowledge.

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Which is good because the weeping angel scheme score is four.

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So four is the magic number we need to get in this phase,

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but now the enemy gets to have their action.

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So once again, we are going to roll two D six.

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And the enemy got a nine.

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So with a nine, we have another enemy encounter.

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So as we outwit those two weeping angels, we find one more and we

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are going to attempt to run away.

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Trying to get 10 or better?

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We do.

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We got a 13, so we managed to successfully run away from that weeping angel.

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And finally, we are going to increase our danger to two and move on into turn three.

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It is still nighttime.

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We still have two turns of night left.

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Hopefully.

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We can survive two more turns.

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So I think after running around the streets, we,

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we are going to attempt to.

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I think we're gonna attempt to move towards the musical theater hall.

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So in order to do that, we are going to do a move role and we need to get a nine

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need to get a nine on our move role.

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So we're going to roll two D six plus our running, which is three, but.

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It is dark.

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So we're going to subtract one.

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So it's gonna be two D six plus or correction.

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Yeah, two D six plus two.

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And we have to be day nine in order to successfully move to that location.

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Luckily we managed to roll another 13, so we have successfully moved

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ourselves to the music theater hall, a grand music hall welcomes.

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Impressive acts and memorable characters both on and off the stage.

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So we get to add plus one to investigate and seek information actions here.

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If it is night, we will remain here for a full turn choosing no action.

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As we enjoy a performance in the hall and gain one luck point per TARDIS character.

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And the bright side is there are no.

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For encounters, not really a whole lot.

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We need to worry about unless we get a one, which of course

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we got, because I said it.

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So we have an incident.

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We have an incident.

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So we need to find what our dilemma incidents are.

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Rolling.

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Two D 12 or two D six.

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That is a six complications.

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All right.

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So according to the rules, complications.

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We need plus two knowledge to reveal the enemy or goal.

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So we need plus two to reveal the goal.

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So that sounds like instead of revealing the goal at four, which matches the

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enemy scheme we now need six knowledge in order to reveal the enemy scheme.

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Amazing.

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Yay.

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All right time for some enemy actions, three, nothing outstanding.

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The enemy does nothing.

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This turn, they are weeping angels.

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That makes sense.

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So now we advance our danger to three and we are going to advance our turn to four.

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Now we are going to attempt to seek more information.

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Because we get a bonus

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because we're in the theater hall, we get to add plus one to

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seeking information actions and.

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So we are going to be seeking information and

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we're gonna go ahead and use our history stat on this.

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So that is history plus one, and that will be, and then plus one for the location.

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So two D six plus two.

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And we rolled in eight.

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So on an eight, we meet someone who might know something useful,

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roll for a character event.

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So we're gonna be rolling.

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Two D six off of the character's table.

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And we got a seven.

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So at a seven, we get the constables again, a pair of local Bobbys taking

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interest in you make a charm roll

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to see what happens.

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So charm, charm, charm, charm, charm.

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Luckily, my charm is plus three.

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So two D six plus three,

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and that is going to be a nine.

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So on a nine, no further events.

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Darn one more point.

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And they would've joined me as allies, but that's fine.

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Better.

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To have nothing further happen than anything else.

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Now we need to do

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anything at the lo God damn it.

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And then we rolled another one.

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Like the one thing that would cause an incident and we keep rolling it.

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And that is a six more complications.

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So now we need.

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Now we need a knowledge of eight in order to succeed.

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So basically we are not getting this plan unless like we're not

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revealing this plan unless we reveal the plan and for the enemy role

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seven an enemy event.

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So for enemy events, we roll one D six,

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we got a three.

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So on a three blink in the next encounter with the angels, one

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of your characters loses aware.

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Well, that's encouraging.

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And then that will be it for this round or for this turn danger moves up to four,

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turn moves up to five.

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It is now daylight, and that is also where we are going to stop.

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So that is Dr.

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Who solitaire story game.

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so again, keep in mind.

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This is beta.

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All right.

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This is beta.

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I got a beta release.

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Not everything is present.

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You know, think of this as think of this as doctor in the

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middle of their transition.

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All right.

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You got a lot of stuff there.

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You don't have everything there, but from what I've seen from what I've seen, this

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is definitely, this is definitely fun.

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This definitely has a little bit of a.

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This definitely has that doctor who feel especially if you can,

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especially, if you can pull it off, I can't, I'm not charismatic enough.

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All right.

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It's because I didn't go and find a bow tie.

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All right.

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Bow ties are cool and fezs are cool.

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And I don't have a fez and I didn't bother to go look for one of my bow ties.

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So I apologize for that.

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That's why I couldn't pull it off.

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But no.

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So the bones here are really great.

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The bones here are really great.

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After all, they are moving on to their third edition.

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So they have like, they have figured out how to make this game.

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And this is definitely a fun game.

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This is definitely something to like, if you are a big Dr.

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Who fan, you're gonna find enjoyment in this and you're gonna be able to.

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You're gonna be able to have fun.

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Like one of the issues that I'm running into is

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there's not a whole lot right now, again, beta, and then of course I would get the

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weeping angels, which like weeping angels, like weeping angels in Victorian London.

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Sounds.

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Like sounds like a good story.

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How I would craft that story is not necessarily how this game is going.

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You know, and then especially having the 11th doctor who has faced the weeping

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angels on several occasions, like, like that's, that's where things kind of get

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that's where things kind of get difficult.

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Especially with very iconic, very like known enemies, like the weeping angel.

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All right.

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The other stuff, a lot of the other characters, a lot of the other

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enemies in the book, very easy to, very easy to have a lot of fun with.

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Plus it gives you something to play off of.

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Weeping an angels.

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Don't give you anything to play off of.

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Oh no.

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Stare at the statue or run away really fast.

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That was just, that was just bad luck of the draw on my part.

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And part of the reason why we're part of the reason why we're wrapping

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it up a little bit early, and I say that I've been playing for an hour.

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It's late it's time for me to get to bed.

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But

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the doctor who solitaire story game third edition.

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Really fun.

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Great time.

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Make sure you go check it out.

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Now you will be able to find this on board game geek when it comes out.

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That is.

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Hopefully it is not released yet.

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And second edition does not seem to be on board game geek anymore, but

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if you want to keep up with this game and you want to find out where

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it's gonna be released and when

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make sure you go follow the game on Twitter at DW S S G zero one.

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All right.

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I will put that link down below.

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Go check them out.

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Go give them a follow.

SteelStash:

Make sure you let them know that steel stash sent you.

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And when this game does get its official release, make sure you pick it up.

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It is free because it is free.

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Have fun with it.

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And remember I mustache y'all to stay awesome.