00:00 🎲 Overview of EZ D6 mechanics
01:18 🍀 Boons, Banes, and Karma
03:25 ⚔️ Hero Dice and their role
05:31 ⚔️ Combat mechanics and critical hits
07:14 🛡️ Armor types and saving from damage
08:47 🏃♂️ Miraculous saves and non-combat damage
10:01 🧙♂️ Spellcasting mechanics and consequences
13:33 🙏 Miracle mechanics and deities
In my experience, Tiny Dungeon is actually a game where being outnumbered can turn things south in a hurry for the PCs -- even against fodder, if you're using them "striaght" / as-written. Each one having two actions they can use for attacks, and rolling 2d6? Rough stuff.
Unless I'm going for a grittier feel, I prefer to limit the fodder in a couple of ways -- first, they attack at Disadvantage (1d6), and while I give them two actions, they can only attack once.
Such a great system to tinker with in this way... though I'd admit I think it loses something once too many changes are made. The minimalist part of it is what initially attracted me.
One the better overviews and reviews of the game.