Critical Plays - Hoplomachus: The Lost Cities (Scenario 1 V1)
Tox from http://www.CritsHappen.com plays through scenario one of Hoplomachus. See our full review of the game at http://www.CritsHappen.com and see version two here: http://youtu.be/i79ZT5Q4pdc
Rules Notes from this video:
Turn 3 Arena -- Once criminal engages, he stops (you can still move away from a criminal but once engaged, he has no need to move further)
Turn 4 -- cannot attack with Tactician on first turn (they can move - but they cannot attack the first turn they are played - as mentioned was an option not taken)
Turn 4 Arena -- Cannot use an ability more than once per turn such as Intercept Blow (this becomes very strategic in who you have attack first and which attack you choose to intercept)
Turn 5 Arena -- *This is the only big one* - Each time an Arena unit is eliminated, another comes out on the board at the start of the Arena's next turn (up to 8 units total). You roll to see which trap door they start on and they will continue to come out until all 8 are dead or the Boss is eliminated. This is the same for all 3 scenarios! Makes for a challenge but also for some interesting reasons to engage early or root/stun an arena unit rather than kill - while your other units try to take out the Boss.
Turn 6 Arena -- the Attacker unit can Retaliate even if dying on that hit. This was a recent change made to slightly to improve the Attacker's worth. Retaliate can now happen even if the Attacker dies in the process (which in this case would have given us one extra dmg on the BOSS).
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