![Gen Con 2016: Video Round-Up IV — Thornwatch overview and playthrough](https://cf.geekdo-images.com/vhAmvzPoqf4v7yXy52X2NQ__thumb/img/SiboM-G-reD5Dytq__HRgnhrRW0=/fit-in/200x150/filters:strip_icc()/pic2776662.jpg)
Thus, we ended up recording a 56-minute video that starts with an overview of the game's origin and ongoing development process — ongoing in that the game design isn't final and no publication date has been announced as of yet — then we play through a scenario. For those who prefer words, let's start with the game description in the database, after which we can move to our poorly-lit, recorded-on-site video:
In game terms, through the play of Attack, Ability, Tactic, and Synergy cards, the Icons engage foes to resolve the "knot" that summoned them, with the knot giving players clues as to what their mission might be. Each player represents a character who fits in one of four classes — Guard, Blade, Sage, Greenheart — and each character has a deck that features moves and abilities specific to your character.
During the game, which lasts 2-4 hours depending on whether you're playing a single adventure or a campaign, you'll move characters on a map specific to the adventure and (most likely) encounter others that you must defeat in combat. When you suffer damage, you shuffle wound cards into your deck. Those cards stay in your hand once you draw them, and if you hold more wounds than your character's wound threshold, you die. You're a ghost, though, so death isn't permanent; instead you add a random Scar card to your deck, with each Scar having some negative effect on you.