The video shows the basics of Fatefield: setting up the battlefield, turn order, what to do on your turn, using guns and items, and winning the game.
Game adjustments for other modes and number of players
Allies can pass around guns and items. In team mode, players can pass guns and items to their allies — either at the start of the game before Player 1 lands on the battlefield, or when allies share a field and one of them has an unused turn.
The team loses if all of its players are eliminated. A team is out once every one of its players has been eliminated from the battlefield.
Friendly fire and other team mechanics. Players can choose to attack their allies, who can react as usual — sometimes useful to move or heal in tight spots. Splash damage like "dmg to everyone in a field" includes allies too. Check individual character cards for exact mechanics.
Landing safe-distance adjustment. On the standard 4-player game, players may only land 2 fields away from enemies. For 5-6 players, 1 field away is allowed. For 7-8 players, there is no safe distance. Team-based games always use a 2-field safe distance. Players can adjust all of this to suit their liking.
What is Ban-N-Pick? A phase used in serious character-card games where teams ban unwanted characters and strategically pick strong ones for the current setup.
When does it happen? After all players receive their starter guns/items, the battlefield is set up, and player order is agreed.
Learn how gun damage and range work. The Shotgun and Sniper Rifle B are the best guns for teaching damage and range. New players can ignore dice-roll gun effects early on to avoid extra complexity.
Skip the 'react' mechanic at first. Moving with a dice roll and then acting can already be a lot for non-board-gamers — it's fine to skip 'react' early on.
Show the character cards, but don't use them yet. Character skills require a full understanding of act/react and damage/range, so introduce them once the basics click.
Set up a smaller battlefield. For 1v1 on a smaller table, build a battlefield with only 12 field cards.
Picking up a gun/item after landing = wrong. Players may only take a gun or item card on a field at the very start of their turn.
Using 'Armor' as a react = wrong. Armor is used when taking damage — drop it for all to see to reduce damage taken, then react afterward if allowed.
Using 'Frying Pan' as a react = wrong. Frying Pan only activates when damage would bring your HP to 0. Drop it, roll a dice — a 6 (16.67%) lets you live with 1 HP and react afterward.
0 HP means you can't react. Once your HP hits 0 you can't react with a medkit or retaliate — only Frying Pan or specific character skills can save you.