After reading the rulebook, I searched for a play through to reinforce my understanding and I not only got the reinforcement I wanted, but found myself enjoying simply watching the game you had and understood before even playing just how good this game is. I can’t wait to play. Thank you.
@@BeansAndDicePodcast I know it’s an older vid, but sent it to my good buddy Grant “Pushing Cardboard” as an example of some great “live editing” - very cool
The Overrun on 37:09 is not correct. 7.4.3 in the rulebook: "Enemy units who control a castle cannot be Overrun." Also a Siege cannot only happen when you retreat. It can also occur when the defending player (controlling the castle) decides to resolve the battle "inside". But he can only decide to do that if he has 2 or less blocks. Otherwise the battle will always be "outside" (normal battle). In Siege or "inside" battle only the attacker can play cards and therefore do damage while the defender can only watch. The question I always had is, why you would choose an inside/Siege over a normal "outside" battle when you are unable to act at all and can only watch how your units die. But there are good reasons to do that: - You gain one card for each ONE unit killed (instead of just one for each TWO). - In a Siege the attacker cannot make use of any special attacks, which could make it quite hard to get rid of 2 blocks in one turn. Therefore the defender can likely win some time. Anyway very nice video! For some reason we also had difficulties to play everything correctly in our first few games. Although Sekighara isn't a hard game, espacially as a wargame, the rules are not intuitive and hard to remember. But beside that the game is great, you just need a bit longer to wrap your head around it compared to some other games.
Bows mostly would only wound. Guns would mostly only kill. They changed war forever, making range centric infantry a viable focus for army compositions. Also yes the reduced training time and cost were huge advantages.
I don’t think Castles can be overrun. And I believe you must keep a unit in a castle to score points from it. They aren’t retained like resource points.
18:13 Looks like you played reinforcements incorrectly: In the case of a tie for most Resource Locations, both players draw an extra block. (quoted from rule 6.2)
After reading the rulebook, I searched for a play through to reinforce my understanding and I not only got the reinforcement I wanted, but found myself enjoying simply watching the game you had and understood before even playing just how good this game is. I can’t wait to play. Thank you.
Thank you for the kind words. This makes what we do feel like a worthy contribution to the gaming community.
Crazy good camera work - great setup - looking forward to more!
Thank you! I’m meeting up with William for more games in July. I’ll try and get him on camera again.
@@BeansAndDicePodcast I know it’s an older vid, but sent it to my good buddy Grant “Pushing Cardboard” as an example of some great “live editing” - very cool
@@williamscottbauer1826 Thank you!
The Overrun on 37:09 is not correct. 7.4.3 in the rulebook: "Enemy units who control a castle cannot be Overrun."
Also a Siege cannot only happen when you retreat. It can also occur when the defending player (controlling the castle) decides to resolve the battle "inside". But he can only decide to do that if he has 2 or less blocks. Otherwise the battle will always be "outside" (normal battle). In Siege or "inside" battle only the attacker can play cards and therefore do damage while the defender can only watch.
The question I always had is, why you would choose an inside/Siege over a normal "outside" battle when you are unable to act at all and can only watch how your units die.
But there are good reasons to do that:
- You gain one card for each ONE unit killed (instead of just one for each TWO).
- In a Siege the attacker cannot make use of any special attacks, which could make it quite hard to get rid of 2 blocks in one turn. Therefore the defender can likely win some time.
Anyway very nice video! For some reason we also had difficulties to play everything correctly in our first few games. Although Sekighara isn't a hard game, espacially as a wargame, the rules are not intuitive and hard to remember. But beside that the game is great, you just need a bit longer to wrap your head around it compared to some other games.
Agreed, that's how I felt too. The rules were not difficult but some aspects were fiddly in application during the game. Thanks for the assist.
Amazing game. In wasn't sure if i would buy it. But i wil now. Thanks.
Nice video. Like the channel
Thank you for the kind words..
Bows mostly would only wound. Guns would mostly only kill. They changed war forever, making range centric infantry a viable focus for army compositions.
Also yes the reduced training time and cost were huge advantages.
Sekigahara is an amzing game.
I don’t think Castles can be overrun.
And I believe you must keep a unit in a castle to score points from it. They aren’t retained like resource points.
18:13 Looks like you played reinforcements incorrectly: In the case of a tie for most Resource Locations, both players draw an extra block. (quoted from rule 6.2)
That's even better. Getting reinforcements is so limited, this is a great help. Thanks.
What brand of card sleeves do you use?
We have been using Sleeve King as of late. So cheap.
That intro. 🤣
I'd like to see you two play Brass Birmingham.
I played Brass for the first time last month and immediately went out and bought it!