Port Arthur - Gameplay in Detail
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- Опубликовано: 12 окт 2024
- Video showing gameplay mechanics of Sequence of Play of Port Arthur, a game designed by Yasushi Nakaguro, with graphic art by Maud Chalmel, published in 2023 by Nuts! Publishing and Draco Ideas. Thanks to Draco Ideas for providing the game copy used for this video!
Excellent video! I just picked this up recently and look forward to getting it to the table. I’ll be soloing the game, and I’m glad to see that none of the mechanics look like a problem for solo play.
Thank you! And yes, the game is enjoyable in solo mode. Cheers!
Hey Joe, this was a really great help when I recently did my first play of the game. Really enjoyed the game, will look out for more designs by Nakaguro
You’re welcome! Nakaguro has another game which has also been well-received. Here’s the link in BGG:
boardgamegeek.com/boardgame/267058/300-earth-and-water
@@StukaJoe Yes i've played that, I find this is a bit better.
This was very helpful. Thank you!
This is a detailed gameplay video, showing one full turn of the game. The game takes about an hour to play. The video explains the victory conditions and many of the game's rules. The idea behind this kind of video is to provide the viewer enough information of the game, its flow and mechanics. Your feedback is deeply appreciated.
NOTE: At 41:34, the Battle at Tsushima ends. In the editing process, I inadvertently left out the scene where the players roll to determine who goes next. The Japanese rolled higher than the Russians and that's why they appear going next.
I got a copy arriving tomorrow. Looking forward to it. Games on this war seem few and far between.
Excellent video!
Thanks! Glad that you enjoyed the video!
Pretty cool. Thanks for the video. Did you play the rest out the rest of the game?
Thank you! I didn’t continue but the Russians started very well. Having 3 consecutive turns wreaked havoc on the Japanese. I would like to film a playthrough, but it will have to be later, since I have other games lined up for videos. Cheers!
Russian cruiser Askold had 5 funnels, not two!
Is it weird that one of the things im impressed about is how small the game is? The box and map are the length of my hand. Someone could mistake the box for a book or something.
Great point! A game with a small footprint, but very comfortable to play. Everything fits on the board. A good example that sometimes less is more.
@@StukaJoe Are there other games like this?
@@cadjebushey6524 Draco Ideas has a few of these small games which have been well received. One is “300” and the other is “Tetrarchs.” They are coming out with one soon: “Hispania.” I made a video of Hispania with the designer, showing the game.
lofty counterstacks obscure the ship anime
What strategies for both sides would you recommend?
I don’t think I have found a winning strategy, yet. There are a few options. As the Japanese, you may want to knock out the Russian Far Eastern Fleet before the Baltic Fleet arrives. Or, concentrate on landing 2 army meeples each turn to advance on the Manchuria track, before the Baltic Fleet arrives. On the Russian side, you want to be able to score control points and avoid falling way behind in points early on, so you must sail your ships out to sea; you can’t wait until turn 4 to catch up in points. A small game with lots of hard choices!
@@StukaJoe When in a home port or finishing repairs at the end of a turn, can ships between different squadrons be swapped between squadrons or create new squadrons? (Example:Move the Mikasa from a 4 ship squadron to a 3 ship squadron, and take the remaining 3 ships from the Mikasa squadron and add them to the lone Fuji to make a new squadron.)
@cadjebushey6524 Yes. A squadron is only formed when the ships sail out to sea.
@@StukaJoeSo while in port, you can mix up the squadron compositions with ships of varying quality: ships with firepowers of 4 or 6 to strengthen a squadron of ships with only 1 or 2 firepower each.
@@cadjebushey6524 Yes
One question about the japanese army: theres really no way for tge Russian player to halt or turn back their advance; Merely delay the inevitable via sinking troop transports?
@@cadjebushey6524 The Russians, in theory, could prevent the advance on the Manchuria track, by controlling the 2 sea areas that have the landing symbols, thus preventing the army meeples there from entering the track (they would be placed back in Japan). Of course, this is not easy for the Russians to do.
Another fine job. Once again, you are the only man doing wargame reviews and mechanics playthroughs who actually gets the rules! I still would LOVE to watch you play through The Next War series of games. I do understand that they may be a little crunchy and the cost-to-benefit for your channel lacking. I would settle for some MBT or Panzer. ;-)
Thank you so much! I’m gearing the channel to make more gameplay videos. The channel has been slow this year since I upgraded the studio’s hardware and software and there’s a learning curve for these things. It would be interesting to make a video of an example of play of the Next War. I only have the Pakistan game and haven’t played it, yet. My goal is to streamline the workflow to make more of these gameplay videos in less time. Hope to get there this year. Thanks for your support and for your patience, PatienceZero!