Great play through Jon. I really enjoyed this one. This game seems like an interesting mix between tile laying, economics, and hand management. I'd love to give it a try sometime.
I am interested in this, but not going to watch it until I see it for sale in USA. It's not worth international shipping I bet. I'm sure you did a good job
I imagine there would have been more Pirating in general, and even if there wasn't it is possible we could have squeezed a few more points out and potentially had a shot at winning due to the several extra cards that we would have drawn over the course of a few turns. Not a gigantic change, but it is a good one.
SPOILER | QUICK ANALYSIS ALERT read more> Piracy is surely not worth unless used vs at least 2 other players. Where 2 fight 3rd takes advantage and usually wins. I wonder how does the game feel at the end - since you have no idea how many points your opponents have. It actually feels a little bit random due to price upgrade on cards as well as what people go into. Generally if one goes into something and the other goes into different thing you should just go in both which gives the last player the advantage to copycat materials other players use. To counter that you have to play pirates but you get less cards which gives even more advantage to the copycat since they can just go different spot and 1 turn blocking will cost 4 cards while opponent is only losing 2 cards. Playing like that might ruin the fun, but that's how it's built. There is not violent materials worth shifting thus game might become static quite fast. Worring about replayabillity here. The game looks gorgeous but I really wish there was more to it then just building up value. Also building the market is too expencive with the almost unlimited ammount of recources. I guess less tiles/materials could be avaliable to bring the building-site forward - in less then 4 player game. That said It's probably best to play only with 4 players. More shifting the value as well as less accessable resources would make the game more stressful yet more fun to play.
You may well be right, if I'm being honest I mostly wanted to show off the pirate mechanic and it seemed like a reasonable moment to do that. In the end I don't think it helped Red out much.
I've just found out that there was an error in the first printing's English rules regarding pirates. You can see more details here, but the change is that pirates still let you draw cards: boardgamegeek.com/video/169814/ilos/jongetsgames-ilos-full-playthrough So yes, that penalty really did seem overly punitive and I'm glad to see it was in error.
Great play through Jon. I really enjoyed this one. This game seems like an interesting mix between tile laying, economics, and hand management. I'd love to give it a try sometime.
~ worthy playthru Jon, you tore some more money from my wallet again dangit... Thanks? again!
I am interested in this, but not going to watch it until I see it for sale in USA. It's not worth international shipping I bet. I'm sure you did a good job
How do you think the rule change would have affected the end result?
I imagine there would have been more Pirating in general, and even if there wasn't it is possible we could have squeezed a few more points out and potentially had a shot at winning due to the several extra cards that we would have drawn over the course of a few turns. Not a gigantic change, but it is a good one.
do one for dungeon alliance !
Thank fors a Nice playthru. Ordered. I belive the updated rules dont come in the Box. Where can i find the updated rules?
Never mind, i found Your link. thanks!
SPOILER | QUICK ANALYSIS ALERT
read more>
Piracy is surely not worth unless used vs at least 2 other players. Where 2 fight 3rd takes advantage and usually wins.
I wonder how does the game feel at the end - since you have no idea how many points your opponents have. It actually feels a little bit random due to price upgrade on cards as well as what people go into. Generally if one goes into something and the other goes into different thing you should just go in both which gives the last player the advantage to copycat materials other players use. To counter that you have to play pirates but you get less cards which gives even more advantage to the copycat since they can just go different spot and 1 turn blocking will cost 4 cards while opponent is only losing 2 cards.
Playing like that might ruin the fun, but that's how it's built. There is not violent materials worth shifting thus game might become static quite fast. Worring about replayabillity here.
The game looks gorgeous but I really wish there was more to it then just building up value. Also building the market is too expencive with the almost unlimited ammount of recources. I guess less tiles/materials could be avaliable to bring the building-site forward - in less then 4 player game.
That said It's probably best to play only with 4 players. More shifting the value as well as less accessable resources would make the game more stressful yet more fun to play.
Good review! Thanks!
You may well be right, if I'm being honest I mostly wanted to show off the pirate mechanic and it seemed like a reasonable moment to do that. In the end I don't think it helped Red out much.
I've just found out that there was an error in the first printing's English rules regarding pirates. You can see more details here, but the change is that pirates still let you draw cards: boardgamegeek.com/video/169814/ilos/jongetsgames-ilos-full-playthrough
So yes, that penalty really did seem overly punitive and I'm glad to see it was in error.