I've been looking at my this game for months and other playthroughs put me off, I've only been into board games 6 months. I just got this and looked up the rating it's by far my highest weighting games but you really explained it well and I feel like I can easily play this. Thanks for a great playthrough and the confidence to play it.
I believe you may only build one “network” of corridors/elevators. Thus all placements must be orthogonally adjacent to those already on the board. Aside from the first, of course.
You are correct. The rules state: Each subsequent construction of a conveyor entails adding a single stop that must align with an existing stop. Your conveyor system can run on any and all of the three axes (east/west, north/south, up/down), and can branch as much as you like. It can span between buildings. In fact, you are limited to one conveyor network for your entire clinic; you cannot start a second conveyor network, not even in a separate building. Can you give me a timestamp if Tom did it incorrectly and I will get a note added to the subtitles. Thanks!
@@theercs The rules says: A conveyor must always be built on a module. The first time you build a conveyor, you must build two aligned “stops”. So the conveyors not need to be orthogonally adjacent, they must be aligned. You can't start a second network that not be aligned to the already existent.
Just revisited this video! On the off chance that you see this comment in the remote vicinity that I've written it... I'm wondering how the weight compares to Lisboa? I find myself liking heavier games a little less as time goes by (which used to be the heavier the better for me) but after learning soooo many games I don't want to dedicate so much brain power to learning new games. I am super interested in this game though and the deluxe version is available for a decent price rn. I love the theme so much and so Lisboa is about the limit for complexity I'm willing to commit to.
Hi Jeff! I actually just did another playthrough for Clinic with some expansions mixed in so you're revisiting at the right time :D I feel like Clinic is heavier just because the 3D spatial element, having the right rooms next to each other and having multiple buildings, trying to be efficient in time and costs, just in the base game can get to be a lot. Then when you add modules in the decision space blows right up which is wonderful for variety and depth, it just might be a bit much for me weight wise. Lisboa is up in the higher end for me, but I feel like I've got more of a handle on what's going on.
Ive since recieved my copy of the base game and all expansions and I love it. The components are out of this world and the gameplay is thinky crunchy fun. Part city builder, part worker placement, lots of strategy. Very fiddly with so many pieces, but with some games fiddly is fun, for me it is anyway.
I think you made a mistake of refilling the patients after 3rd action?.. I believe you only refill patients after 1st and 2nd actions, not after 3rd..? you go straight to 'move' after resolving the 3rd action
You’re right - I think that’s a new rule though, I mentioned in the video I didn’t have access to those when I filmed so it’s mostly the original rules with the new (prototype) components :)
According to the rules Tom did it right. The rules as changing all the time...but I just went and just checked the latest and as part of the example for taking actions was: Action 3: All three players select Admit Patients. Alban admits patients, then Becca admits patients, and then Corinne admits patients. Finally, new patients queue. Move the Action marker to Move.
My problem with this game is that the very strange and bad movement system. Imagine when your hospital is big in round 4-5 and keeping track of everything moving back and fort. Its a night mare. I wish the designer removed that in 2nd edition and let you have total fredom for how you move stuff around.
@@slickerdrips I don't agree. Playing with people and people being people doing goofs and take backes... then it's very hard to keep track of the game state. This amplifies with the dossier expansions and if you optimize your engine more.
It's strange that you downgrade your doctors each round... why they lose expertise after working in hospital? this doesn't make thematic sense at all...
Yay for a solo playthrough! I originally came to your channel for the solo vids so I'm glad to see one again :)
Thanks for sticking with me John! 😀 Glad you enjoyed it
I've been looking at my this game for months and other playthroughs put me off, I've only been into board games 6 months. I just got this and looked up the rating it's by far my highest weighting games but you really explained it well and I feel like I can easily play this. Thanks for a great playthrough and the confidence to play it.
couple corrections: 1) labs upgrade a doctor 2 steps. 2) treatment rooms can hold up to 2 doctors + 2 patients + unlimited nurses.
Just when I thought my will was sufficient to deny KS any more of my money this year...
I believe you may only build one “network” of corridors/elevators. Thus all placements must be orthogonally adjacent to those already on the board. Aside from the first, of course.
You are correct. The rules state: Each subsequent construction of a conveyor entails adding a single stop that must align with an existing stop. Your conveyor system can run on any and all of the three axes (east/west, north/south, up/down), and can branch as much as you like. It can span between buildings. In fact, you are limited to one conveyor network for your entire clinic; you cannot start a second conveyor network, not even in a separate building.
Can you give me a timestamp if Tom did it incorrectly and I will get a note added to the subtitles. Thanks!
@@theercs The rules says: A conveyor must always be built on a module. The first time you build a conveyor, you must build two aligned “stops”. So the conveyors not need to be orthogonally adjacent, they must be aligned. You can't start a second network that not be aligned to the already existent.
@@theercs10:40
What did I do wrong there?
slickerdrips Your first placement of corridors was illegal. Only adjacent placement thus only one connected network allowed.
Just revisited this video! On the off chance that you see this comment in the remote vicinity that I've written it... I'm wondering how the weight compares to Lisboa? I find myself liking heavier games a little less as time goes by (which used to be the heavier the better for me) but after learning soooo many games I don't want to dedicate so much brain power to learning new games.
I am super interested in this game though and the deluxe version is available for a decent price rn. I love the theme so much and so Lisboa is about the limit for complexity I'm willing to commit to.
Hi Jeff! I actually just did another playthrough for Clinic with some expansions mixed in so you're revisiting at the right time :D I feel like Clinic is heavier just because the 3D spatial element, having the right rooms next to each other and having multiple buildings, trying to be efficient in time and costs, just in the base game can get to be a lot. Then when you add modules in the decision space blows right up which is wonderful for variety and depth, it just might be a bit much for me weight wise. Lisboa is up in the higher end for me, but I feel like I've got more of a handle on what's going on.
@@slickerdrips Thanks so much Tom! I appreciate the insight! 😊
Great video. Looks like my kind of fiddly brain burning euro puzzle.
Ive since recieved my copy of the base game and all expansions and I love it. The components are out of this world and the gameplay is thinky crunchy fun. Part city builder, part worker placement, lots of strategy. Very fiddly with so many pieces, but with some games fiddly is fun, for me it is anyway.
"The white doctor is very good at treating white patients" is a hell of sentence. ;D
Where did you get those minimalist coins?
They just came with the prototype :)
I think you made a mistake of refilling the patients after 3rd action?.. I believe you only refill patients after 1st and 2nd actions, not after 3rd..? you go straight to 'move' after resolving the 3rd action
You’re right - I think that’s a new rule though, I mentioned in the video I didn’t have access to those when I filmed so it’s mostly the original rules with the new (prototype) components :)
According to the rules Tom did it right. The rules as changing all the time...but I just went and just checked the latest and as part of the example for taking actions was: Action 3: All three players select Admit Patients. Alban admits patients, then Becca admits patients, and then Corinne admits patients. Finally, new patients queue. Move the Action marker to Move.
new rule has you do it after each action including the 3rd.
I'm normally a fan of Alban Viard but this one just seems a bit clunky and unintuitive.
Thanks for the playthrough Tom.
My problem with this game is that the very strange and bad movement system. Imagine when your hospital is big in round 4-5 and keeping track of everything moving back and fort. Its a night mare. I wish the designer removed that in 2nd edition and let you have total fredom for how you move stuff around.
I don’t think it’s unmanageable, I do it later on in the playthrough :) I like that it’s still there, it’s part of the puzzle of the game
@@slickerdrips I don't agree. Playing with people and people being people doing goofs and take backes... then it's very hard to keep track of the game state. This amplifies with the dossier expansions and if you optimize your engine more.
It's strange that you downgrade your doctors each round... why they lose expertise after working in hospital? this doesn't make thematic sense at all...
I think of it as they need retraining/refreshing to keep up with all the advances/changes in medicine - like Dick Van Dyke couldn’t do in Scrubs 😀