Learn to Play Three Cheers for Master

Hi, I’m Jeff Tidball from Atlas Games. I want
to teach you how to play Three Cheers for Master. In Three Cheers for Master, you’re
the minion of an evil overlord. Now, the good news is that your evil overlord has conquered
the entire world. But the bad news is that now Master is kind of depressed. The thing
is that he didn’t really have an emotional endgame for what happens after he’s accomplished
his life’s ambition. And the worst news is that you’re afraid that Master is likely to kill you
when he comes back. So the thing is, you have a plan. You are going to coach all of Master’s
war-hungry minions to stack up into cheerleading towers, so that when Master comes back, they’ll
wave their pom-poms and pennants, and Master’s heart will be uplifted, and he will kill someone
else. It’s not a great plan, but it’s the plan you’ve got, so let’s do it. When
you play Three Cheers for Master, every player builds their own tower out of these Minion
cards, and this is what a tower might look like in the middle of the game. Now, from
time to time, these Big Hairy Fight cards are going to come to the top of the deck,
and when that happens, all the Minions in the tower attack each other. First the
three-arrow Minions, and then the two-arrow Minions, and then finally all of the single-arrow Minions.
So if this tower attacks, here’s what happens. First of all, Shydra, this three-arrow Minion,
is going to attack Walltor here. Now Walltor has got a shield here; that’s going to block
Shydra’s attack. No worries, though, because Unicone’s got two. Unicone’s going to kill
Walltor, so Walltor’s going to die. Then the one-arrow Minions all attack at the
same time. Lowkey will kill Hughbert, but that’s not going to work, since Hughbert’s
got a shield. Jawcer’s going to kill Unicone, and that’s totally going to work. Nomnom and
the Slay Team are pointed off here at nobody, so that’s not going to do any damage. And
Smug doesn’t have any attacks at all. After all of those attacks, gravity takes effect.
So Lowkey falls down, that’s fine. Jawcer falls down, that’s good. Now Smug does not
fall at all, because he is a Flying Minion with this Flying icon, so he just stays there
suspended in space. Now Nomnom is Heavy. That’s bad news for Jawcer, because when something
Heavy falls on your head, you die. When the Slay Team falls, they have this Weak icon. So anytime
a Weak Minion falls down, it dies. And your once-huge tower is now reduced to this state.
Now, the thing about everybody having a Minion tower is that you can play Minions onto other
people’s towers. So, here’s what’s going to happen on some later turn, is your opponent
is going to realize that you’ve got a Flying Minion who’s suspended with nothing to hold
him up. Anytime a Flying Minion has a Heavy Minion above him, that Flying Minion crashes.
Now, what we learned about Weak Minions is, when they fall, they die. So Smug’s
going to die in that case, and then Butcher’s going to fall down. And what we learned about
Heavy Minions is that they crush the Minion that they land on, so Lowkey dies in that
case. And that shows how interactions go between different towers. So these special Icons that
give all these Minions powers have a lot of effect on how the game goes, so not only is
there Flying and Weak and Heavy, there are other abilities. There are Ninja Minions who
come into play facedown, so nobody knows which direction they’re going to attack. Kamikaze
Minions die after they attack. Claustrophobic Minions die if they’re ever surrounded. And
Hungry Minions whose arrows point at Weak Minions kill them right away without waiting
for a Big Hairy Fight. There’s a bunch of these. Check the Reference Card as soon as
you get them in your hand so that you know what your Minions can do. The good news in all
this Minion stacking is that you’re around to keep the Minions in line. So this is you.
You’re a Foreminion, and you’re going to climb around the tower as it builds up. And
any Minion that you are sitting on is not going to be able to attack, and it’s not going
to be attacked, so you can can keep these Minions in line. Your Foreminion is also super
important to scoring at the end of the game. Now, more about that in a second. But the
thing to know for now is, the higher your Foreminion climbs, the better it is.
So there are a couple of kinds of cards in the deck besides the Minion cards.
Let’s talk about those quick. You’ve already seen Big Hairy Fight cards. When those
come to the top of the deck, all the Minions attack each other. There’s this Master Is
Here card. When that card comes to the top of the deck, Master has returned. There are
not one, not two, but three Big Hairy Fights, and then the game ends and scores are added
up. There is also this Master Is Coming card, and that one is in the deck somewhere above the
Master Is Here card so that everybody knows that the game is about to end. Now in addition
to that, there are Order cards. Each one of these Order cards has one or two different
options on it. If you play one of the ones with two options, you choose one or
the other. So here’s what the Orders are. There are Move orders; they let you Move a
Minion card the way it shows on the diagram. There are Swap Orders; that lets you exchange
the places of two different Minions in the way that it shows. There are Aggression Orders;
they let you choose some Minion in play and have it do its attacks right now, instead of waiting
for a Big Hairy Fight. And then there are Deflect Icons and you can use those when
somebody plays a card on you that you don’t want, send it off to somebody
else and have it happen there. You can’t usually send it back to the person that played it on
you, but that’s all right because it’s out of your hair and it’s not screwing you up
anymore. Remember, these Order cards can be played on your tower or on anybody’s else’s tower,
just like Minion cards can. Getting ready to play is easy. Just follow the directions
under “Starting the Game” in your rulebook. Everybody’s going to end that with a hand
of three cards, so you just start taking turns. Five things that you do on your turn. The
first thing you do: play a card. It can be an Order or a Minion; you can play it on your
tower or on somebody’s else’s. The next thing is to play another card, same way. Third thing:
move your Foreminion. Now on your first turn, you’re going to just put them anywhere on
the ground row of your tower. In turns after that, you can move between adjacent Minions;
you just can’t go diagonal. After that, you keep your third card or discard it, then
you’ll draw back up to three cards. Play continues around the table the way you’d expect. So,
the only other thing you need to keep an eye on is, when your opponents draw cards, anytime
one of these Big Hairy Fights comes to the top of the deck, it starts a Big Hairy Fight
and all the towers attack. So, when Master returns, everybody scores their tower. Now, each
one of these Minions has a base score that’s in the upper righthand corner, but your Foreminion’s
position is super important to figuring out what your score is. And the reason for that
is that you’re allowed to multiply a Minion’s basic value by its height in the tower as
long as your Foreminion got that high. So if you end the game with a tower like this,
Burpler and Darthur are worth one point and two points because they are in row one. Wingpin
is going to be worth six points because you get to multiply Wingpin’s base value of three
by two because he’s in the second row and your Foreminion got that high. But Poe is only
going to be worth one point because, although he is in the third row, you didn’t climb that
high, so you don’t get the multiplier in that case. The other important thing to know
is that, in order to get a multiplier, your Minion has to be contiguous to your Foreminion.
So, if you’ve got a tower like this where there is an empty column in your tower, and
your Foreminion is up here, you are not allowed to take multipliers for these Minions over
here, because they’re not contiguous to your Foreminion. So if you look at a tower like
this, Creeper and Mawl are worth two and three; they’re in the first row. Shakespear is worth
one, no multiplier for him. Fuzzyslug is worth two. He’s got a base value of one, times two
for the second row. Froggie’s base is two, but he doesn’t get a multiplier because
he’s separated from the Foreminion. This Tall is worth three: one base times three for the
third row. Captain Contusion is worth twelve because he’s got a base of three, he’s in
the fourth row, and you did manage to climb that high. So this whole tower is worth twenty-five
points. That’s it. Visit us at the web address on your screen, grab some downloads, get in
touch with us if you need to. Hey, thanks so much for watching. From everybody here
at Atlas Games, we really hope you enjoy Three Cheers for Master.

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7 thoughts on “Learn to Play Three Cheers for Master

  1. got this game is sooooo much fun! I picked it up at comic-con this year, and haven't stopped playing since! I'm just hoping with all my heart that i'll be able to buy the feats expansion. Thanks for the game Jeff!

  2. i like this game. it seems like the heavy minions are the best. you can just place one at the top of someone's line up and crush everything down stream if he ever loses one minion in the column.

  3. Game seems more like a collectors card game than a pick up and play. Just shy of 20 rule variations as well as initiative rolls. Lots of stuff going on here. Too much for drunk people. lol.

  4. Clear and concise explanation. There are moments that are not as audible though, because of the music.

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