Nice review! I had my first game one hour ago, but the germans came massiv from the West and I was unlucky with shooting, so they had a great storm into the castle. Next time! Yes! Next time! 😅
The key moment was when the French soldier killed the last German on the yellow track allowing the French Tennis Star to escape early and bring reinforcements. Although the card was still pretty low in the deck and you still won! Excellent!!
A very interesting and concise presentation and full replay! Did you use two distinct maps? the initial presentation has the tank cannon as 4/7, at 9:00 it's 3/6.
Oh hey, what do you know! If I remember correctly, David the designer sent me a folder of images, and I used those for the intro. Which would mean that that folder had an older version of the board (with the 4/7 cannon) that must have gotten changed, because the printed version is definitely 3/6. Fun to see these little signs of a game's development!
My own designs tend to involve dice-rollling more often than not. I've never a fan of complete determinism in games, and prefer some randomness through dice and/or card draws.
I was wondering in the game castle itter if a wall defense value is strong (as opposed to zero value)and if an SS reaches that wall do they immediately breach and game over or wait until wall defense value has fallen to zero before going inside the castle?
Mike,Love the video,Question..at 28:04 you attacked with the Frenchmen,but unless I'm missing something,it looks like he only has a suppression value(1) not an attack value(0).Just asking...
I loved the rule review and gameplay. Can anyone tell me how the 2 player version of the game works? I own the game and can't find and rules or resources online that provide this information. Thanks!
There is no 2-player mode for this one. But Pavlov’s House, another game from the same designer in the same series, DOES have 2-player. One player controls the tactical level combat, and the other controls the operational resource management.
@@alexm9125 oh geez! I totally forgot that existed. I don't think he's done it for any other game in the series. I just checked the rules, and it's super simple. Basically the SS player draws to a 4-card hand, and picks which 3 cards the allied player resolves each turn. They also pick which tactics card is resolved (from a hand of 3). So it's just adding a little bit of intelligence to the enemy card play, but they don't do anything else... Not a game mode I would personally recommend, but it IS in the game :)
0:00 - Introduction
1:47 - Set-Up
4:12 - How to Play
12:18 - Rounds 1-4
21:09 - Rounds 5-10
31:21 - Rounds 11-16
40:26 - Rounds 17-End
Nice review! I had my first game one hour ago, but the germans came massiv from the West and I was unlucky with shooting, so they had a great storm into the castle. Next time! Yes! Next time! 😅
Victory will be yours one day!
Big thanks to the guys who made COMPANY OF HEROES!!
Glad we can help!
Excellent review
Thanks! It's a great game. Maybe my favorite in the series, though the upcoming Lanzerath Ridge might challenge that...
The key moment was when the French soldier killed the last German on the yellow track allowing the French Tennis Star to escape early and bring reinforcements. Although the card was still pretty low in the deck and you still won! Excellent!!
Yeah, I looked at the remaining cards, and basically ALL of them spawned 2-3 more units. I don’t think I would have survived that
A very interesting and concise presentation and full replay!
Did you use two distinct maps? the initial presentation has the tank cannon as 4/7, at 9:00 it's 3/6.
Oh hey, what do you know! If I remember correctly, David the designer sent me a folder of images, and I used those for the intro. Which would mean that that folder had an older version of the board (with the 4/7 cannon) that must have gotten changed, because the printed version is definitely 3/6. Fun to see these little signs of a game's development!
Thanks!!
You’re welcome!
Mike seems to like dice games quite a lot. Hostage negotiator, One-deck dungeon, and Kardia all involves dice rolling.
My own designs tend to involve dice-rollling more often than not. I've never a fan of complete determinism in games, and prefer some randomness through dice and/or card draws.
@@OneStopCoopShop Maybe you will like Endangered, a dice placement game.
Funnily enough, one of our Slack members was just recommending it to me yesterday. Now I gotta check it out :)
I was wondering in the game castle itter if a wall defense value is strong (as opposed to zero value)and if an SS reaches that wall do they immediately breach and game over or wait until wall defense value has fallen to zero before going inside the castle?
Pretty sure they can just walk in. The walls don’t impede movement
And you can’t fall the walls defense value to zero, each minimum is four
Mike,Love the video,Question..at 28:04 you attacked with the Frenchmen,but unless I'm missing something,it looks like he only has a suppression value(1) not an attack value(0).Just asking...
I could be wrong, but I believe his “I” inspire ability also boosts himself, making him inherently a 1/2
@@OneStopCoopShop Great,enjoyed the video,Have Pavlov's house and enjoy it immensely,getting ready to get the castle on the table
Oh sweet! Despite the similar system, they feel quite a bit different
Yes, after playing later games in the system, where I units can’t inspire themselves, I’m pretty sure you are 100% right!
I loved the rule review and gameplay. Can anyone tell me how the 2 player version of the game works? I own the game and can't find and rules or resources online that provide this information. Thanks!
There is no 2-player mode for this one.
But Pavlov’s House, another game from the same designer in the same series, DOES have 2-player. One player controls the tactical level combat, and the other controls the operational resource management.
@@OneStopCoopShop though at 3min55 you remove cards for competitive game, not used for solo
@@alexm9125 oh geez! I totally forgot that existed. I don't think he's done it for any other game in the series.
I just checked the rules, and it's super simple. Basically the SS player draws to a 4-card hand, and picks which 3 cards the allied player resolves each turn. They also pick which tactics card is resolved (from a hand of 3). So it's just adding a little bit of intelligence to the enemy card play, but they don't do anything else...
Not a game mode I would personally recommend, but it IS in the game :)
How the defenders get disrupt tokens?
Mainly from mortars and machine gunners, but artillery can do it too, particularly once an areas defense has been fully lowered