 Hello! Hi! Welcome back. We're into the agent phase now, which is the third phase in the... No, wait, I can count the second phase in the third video that we've done, second phase, because the first one was set up. So again in the round we have the enemy phase we've just done, and we both took a bit of damage from that, and now it's into the agent phase, time for us to get a revenge. Each agent in the agent phase has three actions represented by these cubes, and you can spend them in any order you like. Generally each one lets you do an action, but each agent has a set of unique actions, some of which take two or sometimes even three cubes to do. And this is one of the most interesting parts of the game, because it is a discussion between the players, it's a conversation about the best way to go about doing things. It's not like a lot of games where there's a very set turn sequence, there's a lot of room for us to improvise and put up with cool tactics. So what do you think we should do? Right, so first of all, I think we need to get that frog monster out of the same area as the clue, because if we try and investigate the clue while there's an enemy in the same area, that's going to downgrade dice. So what we need to do is either move that enemy or destroy him completely. Now he's pretty sturdy, so we might not be able to kill him, I mean we probably can. So when it comes to enemies in our grill, so to speak, I think Hellboy is the one to deal with that. So I suggest that I do a big right hook to get him out of the area, because even if I don't kill him, I'll be able to move him. This big right hook allows you to make a fight at action, and if you hit the target it suffers three additional damage, and is stunned and is hurled, and hurled basically throws them for a distance. So that's a really good one. It's a great fun. Who doesn't like it, you know? Yeah, but then I think Liz, you should probably just concentrate on then wiping out where it was left. Yeah, totally. Because your investigation is terrible. How dare you? I've got a focus and it isn't on looking at clues. It's on setting fire to frogs. That's what I do. So Hellboy's got a better investigation. So I've got orange or square investigation, where Liz has yellow or circle. So that means that Liz's roles would be worse for investigating. I think that's talking more punching. So I'm going to do that. Punch that frog. I'm going to punch the frog. You're going to roll your action cubes. You scored nothing. Go home. Right, okay. I'm going to do my effect dice as well. Hang on, hang on. Hellboy punching with orange dice. Oh, it's because I'm getting accused. You'll put me off. I am. The dice, instantly, you're talking about upgrading and downgrading. The dice go in stages. So yellow is worse. Then it's orange. Then red. Then there are these mystical black dice, which you only get by upgrading red dice. So certain things can upgrade or downgrade dice. So for example, if you were making dice, I could now spend an action cube to upgrade one of your dice. Turn it into a black dice. But you don't need it. Hellboy, you can roll those. It's going to be fine. You've got a reroll symbol. The question is, do you reroll that one? Well, the reroll lets you reroll as many dice as you like. I'm absolutely going to reroll the one. Go big or go home. Yeah, exactly. I mean, you didn't either. That's five. That was a reroll. The big right hook kicks in if you hit the enemy. That means you deal at least one damage to them. So five is your score. Mine's the resilience of two. Yep, they've got resilience of two. So you've hit three damage. Yep. Plus three more. Which is six. Which is actually enough to kill him. But as he's hurled, he then hits that. So what happens is that the order it goes in is that the Frog Monster is hurled, then he dies. Or I mean, I think either way, you're just going to punch a dead Frog Monster into his mate. I think whether he dies first is kind of academic at this point. But the important thing is when he gets hurled, he would smash into furniture and hurt himself or deal damage to other things in the area. So that other Frog Monster takes two damage. A mighty two damage. Which will track with these little red markers here. Yep. Okay, that's a decent start. That was good. So you've cleared the Frog Monster out of the area. Yep. I'm now in a position to have a shot at the other one. I couldn't shoot while the other one was in my area. Because you can't shoot actions while there's a Frog Monster in your area. Or any way you like. Now you could, if you wanted to, now use that examine action. I suggest that I hold off. Yeah. And that you take out that Frog Monster however you wish to do it. And if I've got any actions left. You can then spin directions to upgrade my dice roll. I love it. So I'm going to have a go with living flames. I'm going to do a flame blast here. Liz has got some really cool pyro-connectic abilities. So every agent has two starting cards. Hellboy's ones are a bit more straightforward. You've got a pistol. And the ability to dig in useful kit out of your pockets. I've got a pistol and this thing here which is living flame. It's an ability, the tracker on it. As I take damage or spend actions stoking the fire. I start increasing this. And the higher it goes the more damage my flame attacks do. Whenever I use a flame attack it will bring this back down. It's like a pressure cooker. I'm releasing some steam. But if I take damage and that advances into one of the red squares. It advances twice. And if it goes off the top I flip it and explode. No one likes it. No, it's quite bad really. Yeah completely. So what I'm going to do, I'm going to fling some flame at this frog. Fling the flame at the frog. Fling the flame at the frog. I can do this. I've got a three red dice and a blue. And let's see what we get. That's not a brilliant roll is it? One, two, three, four in total. Plus a living flame of one which is five. Venom's frog monster has a resilience of two. So that's three damage. He's not quite dead yet. But you know what? I only think it's one more to hurt him. Now that would reduce my living flame attack by one. But it hasn't been increased at all. So it stays there. And that cost me one action cube. I'm going to do it again though. Oh sorry, the most important thing. If you're playing as Liz, you need to get hold of the inferno markers because you're going to be using them a lot. Again in the retail version, these are cardboard but we've got the lovely Kickstarter ones. I've just set a small fire in that area there. Now that will potentially do some damage to him at the end of the round. So I could leave it there, use my other action to help you examine that clue and let the fire kill the frog. In fact, you know what? I'm going to do that. I'm living dangerously. Yeah, okay. So what are you going to do? Are you going to upgrade my dice roll? So I've got one action that I can do to make a clue test. You know what? Actually, I'm thinking no. Because what we want to do, we've taken a lot of damage already. We want to rest. So we want to clear out the enemies in the agent phase. It's going to be really wrestling with the fire burning. I can see that. It's warming. It's nice, you know? Okay. It's cozy. And you're basically immune to fire. It's not immune though, is it? No, resistant. So I've got a one, two, three. Yeah, that's enough. One, two, three, four, five. Six, five, four. Four damage. He only has one left. So that is a dead frog monster. Now, incidentally, even though I've done another flame attack, but don't add another inferno marker to the area. You only do it once. Basically, it's binary. An area is on fire or not. Just like in real life. So that's the, I've got one action left. You've got one action left. So if you could spend your action to upgrade one of my dice, then what that means is that one of my dice has been upgraded to a red. And now I can make an examine roll on that clue. Yep. And the way this works is, that's just terrible. The way that the examine roll works is if you score three, so a zero, one or two, nothing happens. Three, four or five, you discard the clue token and you advance the information gathered track. Six or more, you discard the clue token and advance the information gathered track twice, which would be awesome. However, you've rolled a catastrophe there. That's the skull. That's not great, is it? The skull wipes out your high-scoring die. So you've got one. So I've got a one. So you're going, I don't know what this is. I'm sure it's something. Liz, Liz, look at how, look at this weird thing. What does it mean? So that's the end of the ancient phase. On the plus side, with no enemies on the roll, we can now go into the rest phase. Now in the rest phase, we each get to make one rest action. Okay. Also, this is called taking time. And some things, you have planets where you take time. You've got one of your guns. It's run out of ammunition. It might say, flip this when you take time. So taking time is a really useful thing. What it does, though, is it advances the impending doom marker one space along the trans. Because it takes time. And this is a trend. It's currently on one, isn't it? I know we skipped around, didn't we? We should be on two. Yeah, of course. That's good. That was on two. That was on three. Yeah, because we're advancing it. Taking time. You're a maniac. Yeah, okay. Right. So now, we have the choice. Either clearing out the fire, which I think is fine. It's any fire. Picking up the clue. And if we do that, we pick up a clue and we advance the information gather track twice. So it's likely a good role on an exam. That's because you're taking time over it. You're looking really carefully. Or you can roll two red dice and heal that much damage. And that's each agent can do one of those things. Each agent can do one of those things. Can do one of those three things. So that's clear out a fire, investigate a clue, or heal. You know what I'm going to do? I'm feeling charitable. So I'll get rid of that fire I put down. Oh, thanks. It's like the country code. It's like closing a gate after you've gone through it. I'm just going to get rid of the fire that I've made. I might roll a heal. Yeah, yeah. Oh, that's the first good role I've done. So you've cleared out all your damage. So that was a round of five. So I cleared out all of my damage. Brilliant. There we go. Nicely done. Taking a breather. It's all good. So we just took time. Mm-hmm. And one of the cards that's in play says when the agents take time, flip this immediately after advancing the impending doom track. So generally we would advance the impending doom track at the end of the thing. But now we do that. So flip it over. See what it says. It says, you gladly take the opportunity to catch your breath. As you're getting ready to carry on, you hear the sound of wet slapping footsteps back towards the entrance. Uh-oh, reinforcements. So we spawned some minions in the starting area. This is the kind of thing the game can do. You'll get little things that react to what the players do. It's almost like this one running the game for you. Mm-hmm. Uh, so we end up with an A. A minion A and a minion C. A rampaging. And an armed. There we go. At the bottom it says, then discard this card. So those have now spawned in the starting area. Well there we go. So that's the, um, uh, the rest phase. And we might as well jump quickly into the doom phase. Ooh. Do it all in one go. Doom. Doom phase is dead easy. The top card in the deck of doom. Oh dear. Bad temper. Put this card in play next to Hellboy's agent board. Each round, one of the Hellboy's actions can be only spent to make fight actions. It cannot be spent in any other way. Discard this card when Hellboy suffers an injury or the agents take time. So an injury is when your health tracks fall and you start flipping these over. Um, so you've got angry. Yeah. Probably because a lot of footballers have turned up next to us. Exactly. I still get my three actions every single turn, but each round one of them must be a fight. So it limits my options. I can't choose to investigate three times or to move three times. What it means is that I'm limited and I'm constantly having to fight. To be fair, if you're Hellboy, I mean, you're probably going to do it anyway. Yeah, exactly. Now also a lot of these cards will also tell you to advance the impending doom track. This one hasn't? No. But that's generally how the impending doom track will advance. So that's, that's it. So that's the end phase and we get our action cubes back ready for the next round. Also, if there was fire on the board, we would roll to see if it spreads. Frog swarms might do things. There's also the little fiddly rules that come in in the end phase. But it's basically, like I say, it's an admin phase. It's been 30 seconds cleaning the board up really for the next round. Really? That's a round of play. Yeah. There we go. Go team. So we're going to do a few videos now on some of the other rules in more detail on the agent board, and we'll see you next time. Bye.