Clearly, Jon didn't "get" JumpDrive: First, about 1/10th of the cards provide player interaction. Trade Pact is a fine opening card which makes an offer to other players: "Hey, you scratch my back; I'll scratch yours." (If multiple players have a Trade Pact in play, they each get 1 bonus income.) War Propaganda can really help a military player, but it's risky -- if another player gets higher military, they swipe it from you. Finally, a bunch of the big developments score for cards in one other players' tableau (of your choice). So, if you have just 1 Alien world in tableau, Alien Tech Institute may not score that well, but if another player has 1+ Alien worlds, then it can be worth it. Second, Explore lets you *mix* the cards you draw with your hand *before* you discard. You can use Explore several ways: On the first or second turn, +2 cards is a lot; by exploring instead of building, you can often get a useful combo of cards down on the following turn that would take you 3 turns to do if you had to first slowly build up your income. The other use for Explore is after you have some income, but haven't drawn cards that fit well together. This is where the *mix with your hand* part of Explore can often let you spend a turn to overcome a bad draw. Yes, you generally only want to explore maybe once a game (that's why 8 explore tiles are enough for 4 players), but a well-timed explore is often crucial to winning the game and mitigating the luck factor of a large deck. This is particularly true for the military strategies where finding valuable worlds can be quite luck-dependent. JumpDrive isn't a "deep" game, but it's a fun, fast filler that does reward skillful play. Obviously, I'm biased as the game designer, but I don't think Jon cared enough to delve deeper into the game, which in turn led him to have a "meh" reaction. As in so many things in life, what you put into something often determines what you get out of it...
Man, I've just discovered your channel (your playthroughs were so helpful in deciding between Mombasa and Great Western Trail) and I so wish I'd seen this before I bought this game. I agree 100% with everything you said about it, especially the lack of player interaction was a huge killer and the reason I'm trying to sell my copy of Jump Drive now. Still, this review was very helpful in articulating what I felt but couldn't quite explain and at least I can be confident in my selling choice rather than have the collector's mentality giving second thoughts.
I picked this game up yesterday and have already played more games of it than you have for your review.. So far I've won 4 games lost 2. I feel it's worth mentioning because neither myself nor the other people at the table felt that the game came down to luck in any real significant way, one of your main criticisms in your main review. That said I do agree with your positives It's VERY easy to teach and very fast. So fast in fact I actually played nearly half of one of these games while waiting for a particularly ap prone player to make their decision in Brussels 1893. If you want a 15 minute filler that makes you think and rewards tight play than this is a great game for you. If you like Jump Drive but crave something a little bit more, than try Race for the Galaxy.
I found it an underwhelming experience, even though I wanted to like it more. I appreciate it will be better suited as an intro or light filler but I'd rather invest that time having fun playing Roll for the Galaxy instead. Thanks for the thoughtful analysis, Jon.
So this is just another way of playing the game "Race for the Galaxy". All the cards are almost similar to this game. Is this game different enough from that game to be any fun?
thanks jon. dont be afraid to talk slower and say less. look at how nights around the table conveys gameplay using emotive examples and fewer lists of rules. I appreciate your eork but i often have a headache by the end of the video!
Could you change the winning condition to like 100 to extend the game a bit? Will that help with your issue of it ending too quick? Or will that break it?
This would only work if the scaling victory point cards were also removed from the deck since they build up so fast and would negate any VP threshold extensions.
I agree with almost everything you said. I expected some negative review from you on this, you like much more interesting engine building games. It's for a different audience, I can play this with my wife. I think though that the luck of the draw is mitigated most of the time when you draw a lot of cards every turn. thanks for your point of view, I completely agree on all the rest! :)
You have a Skip button in the top right, but I thought that was a removed RUclips feature? By the way, when I go full screen, it shows the title in the top right and in the top right is a clock, info button, and share button icons that block me from clicking the Skip button. Is there anyway you can scooch the Skip button down a bit, maybe 1/3rd down the page? Thanks!
Skip buttons were removed, but I have continued to pre-render in time stamps so people can fast forward easily to the section they want to watch. I know those icons can cover up the timestamp depending on where your mouse is, but I want to keep it up in the corner so that it doesn't impede the viewing experience of the main video.
I was looking at this game but thanks to your review I won't be getting it. Why would they have 0 player interaction?!!? That just doesnt make any sense to me. I dislike games that have no way of stopping others or helping others so this is a pass. Good Review!!
Clearly, Jon didn't "get" JumpDrive:
First, about 1/10th of the cards provide player interaction. Trade Pact is a fine opening card which makes an offer to other players: "Hey, you scratch my back; I'll scratch yours." (If multiple players have a Trade Pact in play, they each get 1 bonus income.) War Propaganda can really help a military player, but it's risky -- if another player gets higher military, they swipe it from you. Finally, a bunch of the big developments score for cards in one other players' tableau (of your choice). So, if you have just 1 Alien world in tableau, Alien Tech Institute may not score that well, but if another player has 1+ Alien worlds, then it can be worth it.
Second, Explore lets you *mix* the cards you draw with your hand *before* you discard. You can use Explore several ways: On the first or second turn, +2 cards is a lot; by exploring instead of building, you can often get a useful combo of cards down on the following turn that would take you 3 turns to do if you had to first slowly build up your income. The other use for Explore is after you have some income, but haven't drawn cards that fit well together. This is where the *mix with your hand* part of Explore can often let you spend a turn to overcome a bad draw. Yes, you generally only want to explore maybe once a game (that's why 8 explore tiles are enough for 4 players), but a well-timed explore is often crucial to winning the game and mitigating the luck factor of a large deck. This is particularly true for the military strategies where finding valuable worlds can be quite luck-dependent.
JumpDrive isn't a "deep" game, but it's a fun, fast filler that does reward skillful play. Obviously, I'm biased as the game designer, but I don't think Jon cared enough to delve deeper into the game, which in turn led him to have a "meh" reaction. As in so many things in life, what you put into something often determines what you get out of it...
I love this game, and one of my friends and I play it once a month. Thanks.
Mr. Lehmann seems to have a tendency to ''bash'' on reviews that don't go his way. Rahdo and his review of Res Arcana comes to mind.
@@pocpoclachancehe proved his point perfectly in his comment. Well argumented comment with facts is far from "bashing".
Man, I've just discovered your channel (your playthroughs were so helpful in deciding between Mombasa and Great Western Trail) and I so wish I'd seen this before I bought this game. I agree 100% with everything you said about it, especially the lack of player interaction was a huge killer and the reason I'm trying to sell my copy of Jump Drive now. Still, this review was very helpful in articulating what I felt but couldn't quite explain and at least I can be confident in my selling choice rather than have the collector's mentality giving second thoughts.
I picked this game up yesterday and have already played more games of it than you have for your review.. So far I've won 4 games lost 2. I feel it's worth mentioning because neither myself nor the other people at the table felt that the game came down to luck in any real significant way, one of your main criticisms in your main review. That said I do agree with your positives It's VERY easy to teach and very fast. So fast in fact I actually played nearly half of one of these games while waiting for a particularly ap prone player to make their decision in Brussels 1893. If you want a 15 minute filler that makes you think and rewards tight play than this is a great game for you. If you like Jump Drive but crave something a little bit more, than try Race for the Galaxy.
Thanks for your honesty, Jon, really appreciate it. Keep up the #1 reviews! :D
I have no idea what the “/“ means for VPs - do I ADD if I have the right icon/planet etc? Or ONLY score IF I have the shown icon/planet?
I found it an underwhelming experience, even though I wanted to like it more. I appreciate it will be better suited as an intro or light filler but I'd rather invest that time having fun playing Roll for the Galaxy instead. Thanks for the thoughtful analysis, Jon.
So this is just another way of playing the game "Race for the Galaxy".
All the cards are almost similar to this game. Is this game different enough from that game to be any fun?
thanks jon. dont be afraid to talk slower and say less. look at how nights around the table conveys gameplay using emotive examples and fewer lists of rules. I appreciate your eork but i often have a headache by the end of the video!
Could you change the winning condition to like 100 to extend the game a bit? Will that help with your issue of it ending too quick? Or will that break it?
This would only work if the scaling victory point cards were also removed from the deck since they build up so fast and would negate any VP threshold extensions.
I agree with almost everything you said.
I expected some negative review from you on this, you like much more interesting engine building games. It's for a different audience, I can play this with my wife.
I think though that the luck of the draw is mitigated most of the time when you draw a lot of cards every turn.
thanks for your point of view, I completely agree on all the rest! :)
You have a Skip button in the top right, but I thought that was a removed RUclips feature?
By the way, when I go full screen, it shows the title in the top right and in the top right is a clock, info button, and share button icons that block me from clicking the Skip button. Is there anyway you can scooch the Skip button down a bit, maybe 1/3rd down the page? Thanks!
Skip buttons were removed, but I have continued to pre-render in time stamps so people can fast forward easily to the section they want to watch. I know those icons can cover up the timestamp depending on where your mouse is, but I want to keep it up in the corner so that it doesn't impede the viewing experience of the main video.
You made some valid points. This a good filler game and also a good introduction to Race for the Galaxy an San Juan.
I love this game😎
I agree, it is my current favorite game.
@@mollytherealdealwhy do you like it more than Race for the Galaxy?
I was looking at this game but thanks to your review I won't be getting it. Why would they have 0 player interaction?!!? That just doesnt make any sense to me. I dislike games that have no way of stopping others or helping others so this is a pass. Good Review!!