 So I want to slam your guy. How do I do that? Okay, so which character are you slamming with? I want to use Carradon because he's my shark in the water. Yep. Okay, so slamming is Very very straightforward and it always well mostly always starts with a run So you'll need to do your normal move So for example, what you want to try and do is you want to try and get one of your threat hexes touching my base pretty much So you have got some options if you imagine there's a Kind of an imaginary line that goes through the base So those front two and any sort of hexes in front of those and my front arc and These ones behind me from this one here are My rear arc now if you can get in the rear arc it gives you a bonus So it's actually quite good to maneuver around so that's why fast characters like Carradon are quite good because they are a bit more Manoeuvrable, so I'll just explain so let's take spawn. I know you're not using spawn. So if spawn was here That would be in my front arc As you see here spawn was around here That would still count as in my front arc because All of spawn's base isn't in the rear to actually get to the rear You've got to be all the way behind me like that. You can see here He's tickling him So what you want to try and do is you've got the option there of kind of coming in the front or Trying to get behind me and slamming from the rear. So I don't know if well, what's your move? So for the Carradon he's quite fast. So his movement is five. Okay. Well, let's just do a normal slam So you come into me and you can choose whether you want to Go at the front here or go where you want. Would you always go from the closest to closest point? No, you can you can totally choose where you want So if I just grab Carradon for a second and remember where Frank is you can come in like that Which is one hex you can come in two Or you can even you know come in here at the side like that. So the reason for Choosing where you might want to slam me is because if you win You can push most characters out of the way. So again, that's really really key You know where depending upon where they are in this scoring zone You might want to push them a certain direction. So that might dictate as well where you're gonna Is it also the fact that if you you might want to settle a secondary turn with with somebody else So you might want to leave some space for them to get into as well. Yeah So if you came in the front here, you might not allow space for one of your other characters to get in Whereas if I came to here, there'd probably be a little more space for them to make that attack Yeah, and actually that's a good question Martin because another thing that will happen is if you've got two players that have got a Threat hex is on me. I'll actually get a minus in my role for the second player So that's one thing to bear in mind actually with the modifiers is You remember when I said before is it you have three dice you stand there the way the modifiers work They're the add or take away a dice. So for example If I was slamming back talk about in a minute or dodging I would lose a dice if I had another character and if you was in the rear, I'd lose another dice as well some characters Will gain the dice so you'd always add an extra one so you never modifying your stats You're modifying the amount of dice that you've got. Okay. So now do you want to come in and slam? Okay So slamming is a strength test. So how many dice do you start with Martin three? Great and because you didn't start adjacent to me. It means you get a bonus dice now because you've decided to slam in my front arc as the kind of Defending player. I've got two options. I can either dodge Which means I'll try and avoid the tack or I can slam back Now you may be wondering why don't you just always slam back It's because some people have much better agility which you use for dodging than they do strength for It doesn't look the most agile. No, Brank is awful So Brank has an agility of five plus Which is pretty dire Whereas he has a strength of three plus. Okay, so I think I'm gonna slam you back. Okay, so you roll Okay, so let's go through you actually let's go through your role first to see what you've got So you've got a six of five strengths is four. So I need a four plus. That's right. You need four plus Yeah, so at the minute you've got two successes. You have got six which explodes So I just reroll one of these. Yeah, oh you roll an extra dice, whatever if you roll on your misses So still a miss. Have you got any abilities that would affect that role? I've got a reroll so One of my abilities is called bloodlust and I can reroll one dice when I make a slam. Yeah So that's what I'll do. So one of these you just the other one. Yeah, it was a failure Six and this is getting tasty and then I won't I don't want to use that one because I jinxed it Yeah, that's fine a new one and so that was a bit so I finished with three so you've got three successes So you talked about one of your abilities there on the front of the cards They have their each player has their always-on abilities. So that stuff that they can pretty much always do now some of them will be affecting roles like that one was some of them will be extra actions Like the spawn has got drag Dozer has got something called teleport And Sync Docker has got something called push so there'll be a mix of different things that you can do so Getting the most out of those abilities is kind of key to success. I would say okay, so now you've got three successes I roll mine now. I'm slamming back. I need a three plus. Oh So the minute I've got two with a six Okay, that's wow it's gone exactly how we wanted because now we can show what happens when I lose So I got two you've got three So first of all I take damage so what would normally happen is You look at the difference between the successes and the failures So I've got two you've got three so I would take one damage token. Okay now luckily for me Brank has something called can't feel a thing which is anytime this player would receive a damage counter They would use the total number received by one in that case. I don't actually take any wins So he brank is really really tough to shift. So you've got to get quite a few wounds on it He's almost like your tank, isn't he? Yeah, brank the tank. Let's coin that phrase right now However, although you haven't Damaged me what you do get to do is push me back and the way pushing back work is you have to push me back directly Into one of the hexes like that So you've got the option of pushing me back As long as you leave a one hex gap to me and you so where would you like to push me back? Well that now you've got the option of following up So you can either stay where you are if you want or if you're thinking maybe of slamming brank again with another player You might want to follow up and get stuck in and again you move into basically my vacated hex So you so where you you were there weren't you like that? So actually yeah, you could only Go into the So you see the taxes out. Do you want to kind of move in and kind of make sure there's another threat hex on me? Or do you want to kind of stay back and potentially slam again to get the bonus and So that is how slamming works now obviously if you had come Behind me and slammed in the back. I would only have been able to dodge so not only would I've only been able to dodge with a five plus I would have lost a dice as well, so You know, that's a good tactical thing if you're looking for strong characters like brank is normally get behind them and punch them in the back Okay, so I think we've explained how slamming works next we'll go on to ranged attacks