Set a Watch Glossary Lexicon
Have you ever heard the term “Set a Watch” and wondered what it meant? Well, let me break it down for you. Set a Watch is a phrase used in a game called Set a Watch, which is a strategic and cooperative tabletop RPG-style game. In this game, you and your teammates take on the roles of adventurers who are tasked with defending a fort from hordes of monsters.
So, what does it mean to “Set a Watch” in the context of this game? When you “Set a Watch,” it means that you and your team are taking a break from battling monsters to rest and recover. During this time, each player is assigned a specific task to perform, such as healing wounded adventurers or preparing for the next wave of monsters.
There are several different tasks that players can be assigned when they “Set a Watch.” These tasks include:
- Scouting: This task involves keeping an eye out for any approaching monsters and alerting the team.
- Healing: In this task, players focus on healing any wounded adventurers and ensuring everyone is in top condition.
- Preparing Spells: Some players may be tasked with preparing their magical spells for the upcoming battles.
- Meditating: This task involves meditating to regain any lost energy or magical abilities.
- Sharpening Weapons: In this task, players focus on sharpening their weapons to ensure they are as effective as possible.
By assigning these tasks to different players, you can optimize your team’s efficiency and increase your chances of surviving the game. It’s important to communicate and coordinate with your teammates to ensure that everyone is assigned a task that plays to their strengths and contributes to the team’s overall success.
So, the next time you hear the phrase “Set a Watch,” you’ll know exactly what it means. It’s all about taking a strategic break and assigning specific tasks to your team to rest and prepare for the next wave of monsters. Now that you understand the basics, it’s time to gather your team, set a watch, and get ready for an exciting adventure!
Ability cards: These are the special cards that I place on my Adventurer board. They also represent my health.
Base Health: The number printed on the Creature card is called the base health. For example, if I have a Forest Giant with a base health of 7 and another Forest Giant with a base health of 8, their combined health is 15.
Campfire: The center dial on the Camp board is called the campfire. It keeps track of the firewood in our camp. The campfire level determines how many Creatures we reveal at a time. For instance, when the campfire is at 7, we reveal the first 2 creatures in line.
Remember to always reveal these positions after we defeat Creatures.
Defeat: Refers to the act of putting a Creature card into the Graveyard.
Defeated: Sometimes when a Creature card is destroyed and sent to the Graveyard, we use the term “defeated”.
Direct Attacks: When you use your attack dice to damage and defeat Creatures, that’s called a direct attack.
Exhaust: When you flip over an Ability card to show that you’ve taken damage or used up that ability, we say you’ve “exhausted” it.
First Position: Some Creatures have special powers that only activate when they are the first Creature in the Line.
Graveyard: The Creature discard pile is called the “Graveyard”. Defeated Creatures are placed here.
Horde: The Horde is a stack of extra Creature cards that are added to the final round of the game.
The Line: The Line is a group of creatures that you have to defeat in each round of the game.
Ongoing: Ongoing abilities of creatures are abilities that continue to happen and change based on what is happening in the game.
On Watch: When we say “on watch,” we mean the adventurers who are currently in the middle of a battle.
Passive: Passive abilities of adventurers are abilities that don’t need a die to be used. They are always available as long as the adventurer is face-up.
Range: The range of an adventurer tells you how far back in the Line they can attack. Every adventurer can attack the creatures in the first position. But adventurers with range can also attack creatures in the second position.
Hey there! Let me break it down for you. When a card says all Adventurers’ ranges are increased by 1, that means each Adventurer can now target one more card in the Line. So, if you have Melee Adventurers, they can attack both the 1st and 2nd position. And if you have ranged Adventurers, they can attack the 1st, 2nd, and 3rd positions. Cool, right?
Now, let’s talk about recovering a die. You see, Ability Cards that say “recover dice” means you get those dice back, at their original value, and return them to the Adventurer they were taken from. Once you got them back, you can use them as you normally would. Easy peasy!
Next up is refreshing. This just means flipping over an Ability Card to its unexhausted side, so you can use it again. Some folks also call this healing. It’s like giving your cards a little breather before they come back swinging!
Lastly, let’s chat about resting. When we say resting, we’re talking about the Adventurer who went to camp during this round. Every Adventurer needs to rest twice, so make sure to use those Rest tokens to keep track of who’s chilling out. Gotta keep everyone well-rested and ready for action!
Reveal: When I reveal a Creature card, it means I flip it over to show what it is. Some Creatures have special abilities that activate when they are revealed.
Steal: There are powers that let me take someone else’s die. If I steal a die, I hold onto it until I defeat the Creature I stole it from. Once the Creature is defeated, I give the die back to its owner, but they can’t use it again.
Tame: When I tame a Creature, it means I take it out of the Line and keep it for myself. I can use it as an attack die in the future. Tamed Creatures can be saved between rounds, unless there’s a rule that says otherwise.