Tutorial & Solo Playthrough of The Plum Island Horror – Part One



In this video, I teach and play through the solo mode of The Plum Island Horror by Hermann Luttmann and GMT Games. In The Plum Island Horror, you lead a faction of survivors to rescue civilians and keep the horrors at bay. In the solo mode, you control at least two factions. This is part one of a two-part video tutorial series. Please see this description or the pinned comment for rules corrections and clarifications.

Disclaimer: I purchased this game myself through GMT’s p500 system. My opinions are my own.

Publisher Link:
https://www.gmtgames.com/p-940-the-plum-island-horror.aspx
BGG Link:
https://boardgamegeek.com/boardgame/341166/plum-island-horror

Corrections and Clarifications:
Emphasis: After each close combat with a Horrors unit, add one Biohazard cube to the bag.
Correction: A Shield roll during a ranged attack only does damage if the target is in a Field. If the target is in a building or forest, a Shield roll is considered a Miss.
Clarification: A unit that survives a last stand moves one space from that location, but cannot move north. If it cannot move, it cannot perform a last stand.
Correction: I had mentioned that the Exhausted Location markers get removed at the end of the round. They get removed at the end of the day (end of each night round).
Correction: When using the medi-vac helicopter, it must be not be disabled and must be in the hospital area (uncompromised). The unit you want to heal must be in an area with a heli-pad that is not compromised.
Clarification: Healing always heals one hit cube, unless an ability says otherwise.
Correction: When an enemy spawns in a location with a faction/npc/civilian unit and unless otherwise noted, that enemy unit immediately conducts a close combat attack.
Clarification: The Horror +1/+2 tokens only get removed when their effects are applied on a Horror unit. If a lane that has one of these tokens gets activated, but there are no horrors on that lane, the token remains in that lane’s spawn zone.

Feel free to ask me any questions or point out any rules errors. Please like the video and subscribe to the channel. Thank you very much for watching Tabletop For One!

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Music by Paul Shapera

00:00 Introduction
00:12 Overview
01:47 Setup
08:49 Rules Reference Locations
11:08 How to Win or Lose
11:51 Hunger Phase
12:24 Activity Phase
12:36 Fate Turn Token – Spawning Horrors
13:43 Activating Horror Tracks
19:16 Doom Turn Token – Event Cards
20:38 Mutation Faction Board
21:22 Faction Turn Token
21:26 Unit Token Anatomy
22:53 Crisis Adrenaline Move
23:20 Faction Actions
23:45 Move Action
24:57 Combat Action – Close Combat
26:38 Ranged Combat
27:34 Applying Hits
27:51 Last Stand Explained
28:50 Compromised Areas
29:10 Crowd Control Action
30:16 Evacuate Action
32:12 Repair Action
33:27 Build Compound Action
34:50 Location Actions
35:11 Forage Action
35:43 Search Action
36:39 Decontaminate Action
37:02 Heal Action
37:36 Faction Special Action
37:58 Follow Action
38:48 Reposition Action – Follow Action
39:21 Using NPC Units
39:39 End of Round Rules
40:08 Biohazard Step of End of Round
41:26 Start of Gameplay
42:11 Ranged Attack
43:11 Follow Actions – Repair and Search
45:22 Fate Token Drawn
47:31 Follow Action – Build Compound
48:43 Fate – Activation Results in Combat
50:37 Vehicular Movement
51:40 Event Card Penalty from Follow Action
53:19 Reanimated Spawn Card
54:29 Not all Search Cards are good
57:11 Doom Token Drawn
58:07 End of Round 1
58:46 Final Notes on the Video

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7 thoughts on “Tutorial & Solo Playthrough of The Plum Island Horror – Part One”

  1. Corrections and Clarifications:

    Emphasis: After each close combat with a Horrors unit, add one Biohazard cube to the bag.

    Correction: A Shield roll during a ranged attack only does damage if the target is in a Field. If the target is in a building or forest, a Shield roll is considered a Miss.

    Clarification: A unit that survives a last stand moves one space from that location, but cannot move north. If it cannot move, it cannot perform a last stand.

    Correction: I had mentioned that the Exhausted Location markers get removed at the end of the round. They get removed at the end of the day (end of each night round).

    Correction: When using the medi-vac helicopter, it must be not be disabled and must be in the hospital area (uncompromised). The unit you want to heal must be in an area with a heli-pad that is not compromised.

    Clarification: Healing always heals one hit cube, unless an ability says otherwise.

    Correction: When an enemy spawns in a location with a faction/npc/civilian unit and unless otherwise noted, that enemy unit immediately conducts a close combat attack.

    Clarification: The Horror +1/+2 tokens only get removed when their effects are applied on a Horror unit. If a lane that has one of these tokens gets activated, but there are no horrors on that lane, the token remains in that lane's spawn zone.

    Correction: I forgot and will keep forgetting that the Orange compound makes my ranged attacks for the golfer and tennis players free of supply cost.

    Reply
  2. this is a great overview…. you beat me to the punch as I was going to do something like this but I am still waiting on my game to show up… should be here this week but GMT always ships out P500 stuff slow and by last name… so I am assuming you have a last name letter to have your game so quickly…

    Reply
  3. I appreciate that you encouraged players to start with a two faction game. It really does help for your first game at least. I played with the Greenport Township and PIRL in my first playthrough. Definitely wanted to watch your video to make sure I got the rules correct. Turns out I missed one. I was not adding cubes when the horrors had a close combat with a civilian, only when they had a close combat with one of my player pawns. It will definitely make the Biohazard track a bit more difficult to control but should not be too crazy. Appreciate your enthusiasm for this game because I feel the exact same way. I keep having to remind myself to take care of other responsibilities first because all I want to do is play it again. I know you turned the board sideways for the video to keep everything on screen but is that how you normally set the game up? Do you feel it is better or worse with a horizontal over vertical board set up? Just curious because I've been debating on rather or not to try it this way next playthrough.

    Reply
  4. Excellent video. When explaining overrun, you should add a tile prior to murder of horrors elimination because you have defeated a civilian unit. One more tile out of the game…

    Reply

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