⭐⭐⭐⭐⭐ Cyber-Darrel looked down in shock at the spot in his chest where the gaping hole had been moments before. Had the Shel'Adi truly been able to locally undo the timeline? "Now do you believe? Will you help us?" they intoned. How could he not believe them? He got up and properly dusted himself off, taking note of the wreckage around him. "I'll need a replacement for my bio-machine interface deck that was destroyed along with the shuttlecraft." "That is not outside our powers, but tell us; how much do you know of Yggdrasil?" Cyber-Darrel cocked an eyebrow. He wasn't sure where this conversation was headed, but he knew he didn't like it. He leaned down, picked up his signature cyber-sunglasses from the ground where they settled after the crash, and, putting them back on, replied "More than I'd like. Tell me what I need to do, and when it's done, I expect you to send me back to before the Net collapsed. Deal?" The Shel'Adi inclined their head in assent. Looks like CD had another shot at correcting this time line. With a little luck, maybe this time it will stick.
I've just noticed that having the streamer be one of the two players south of the board is a big advantage in terms of viewability, since there's no overlay, but also, you don't really need an overlay if that section the player card area is just on screen, hmm
It's a somewhat outdated concept we used to explain passive effects that you want to trigger as often as possible for maximum effect. Sarween Tools and Neural Motivator in Twilight Imperium being tech worth getting early so that you maximize the benefits
when playing as Mahact, in order to gain another player’s token, do the factions have to go into one round of combat for the retreat to count as a “win,” on Mahacts part?
what is the advantage of having 2 space docks in a single planet? Can you only build 1 ship per dock. I dont get why you would ever put 2 ships in a single planet.
@@SpaceCatsPeaceTurtlesPodcast Oh thanks I missed that. I thought you could build as many ships as you wanted. . we did so many rules wrong when we played our first game Saturday. . I learned a lot. the 7 imitative card is very confusing and not explained in the rules very well. . we thought you could seize initiative with it no matter what card was lead. . We also had the defender to damage to the ships not the one rolling the dice. Love these Arcs videos does hunter play as well?
I really want to like this game, but you had such bad hands for the most part Matt, It felt like a three player game. The more playthroughs I watch, the more I can see my gaming group just being bored a hella lot of the time. Really enjoyed your video though, although what happened to the rest of the tournament?
Seems like the action cards not only make the timing of actions extremely tight, but they make it difficult to do what you want/need to do on your turns.
@@NewBoardGameDesign By also giving you ample access to resources which can provide bonus actions as well as court cards that provide more abilities, I'd definitely say you have control over your success. But failures can definitely feel incredibly taxing... Worth also noting that this game is without some of the asymmetry that is possible through the Campaign game or just Leaders and Lore cards that give you a lot more possibilities
You can't always do what you want on your turn, and there's definitely such a thing as a bad hand. But the more you play the more control you realize you have. Knowing when to copy vs pivot and when to seize or even pass the initiative, as well as how to take advantage of what your hand *can* do, can make a huge difference. You just have to get used to the idea of needing to work for your actions
Arcs campaign looks a lot more "fun"... the base game feels too balanced and bland by comparison... Please do more Arcs campaign content in the future :D
The rules really make it seem like the simple base game is just an introduction game. Throwing in the leaders and lore variant really adds to the complexity and flavor of the game. I think it’s how the base game is really meant to be played. Playing without leaders and lore first helps teach the basics of the game. It also helps you appreciate how the leaders and lore enhance/restrict you. However, it could be argued that leaders and lore serve as an introduction to the asymmetry and insanity of the campaign.
That was fun to watch! And I learned a lot due to you commentary of your moves and your way of thinking! Plz keep those Arcs videos coming! :)
So many missed opportunities with that weapon ressource reminds me of my first few games :D
⭐⭐⭐⭐⭐
Cyber-Darrel looked down in shock at the spot in his chest where the gaping hole had been moments before. Had the Shel'Adi truly been able to locally undo the timeline?
"Now do you believe? Will you help us?" they intoned. How could he not believe them?
He got up and properly dusted himself off, taking note of the wreckage around him. "I'll need a replacement for my bio-machine interface deck that was destroyed along with the shuttlecraft."
"That is not outside our powers, but tell us; how much do you know of Yggdrasil?"
Cyber-Darrel cocked an eyebrow. He wasn't sure where this conversation was headed, but he knew he didn't like it. He leaned down, picked up his signature cyber-sunglasses from the ground where they settled after the crash, and, putting them back on, replied "More than I'd like. Tell me what I need to do, and when it's done, I expect you to send me back to before the Net collapsed. Deal?" The Shel'Adi inclined their head in assent. Looks like CD had another shot at correcting this time line. With a little luck, maybe this time it will stick.
27:10 I felt so much pain seeing your hand! Definitely a tough one
I've just noticed that having the streamer be one of the two players south of the board is a big advantage in terms of viewability, since there's no overlay, but also, you don't really need an overlay if that section the player card area is just on screen, hmm
Nice - hope for more soon!
What is hunter’s law? I’ve heard you talk about it on many podcasts but I can’t find anywhere where you explain what it is.
It's a somewhat outdated concept we used to explain passive effects that you want to trigger as often as possible for maximum effect. Sarween Tools and Neural Motivator in Twilight Imperium being tech worth getting early so that you maximize the benefits
Surely had some bad luck in some spots, but I hate seeing you beat yourself up! Hope you enjoyed the game
“All these loyals suck.” Blasphemy! Fun game :)
when playing as Mahact, in order to gain another player’s token, do the factions have to go into one round of combat for the retreat to count as a “win,” on Mahacts part?
Hmm i liked the old map more, but this one fits the tournamet style.
what is the advantage of having 2 space docks in a single planet? Can you only build 1 ship per dock. I dont get why you would ever put 2 ships in a single planet.
You can build only one ship per starport on your turn, so more starports means more ships
@@SpaceCatsPeaceTurtlesPodcast Oh thanks I missed that. I thought you could build as many ships as you wanted. . we did so many rules wrong when we played our first game Saturday. . I learned a lot. the 7 imitative card is very confusing and not explained in the rules very well. . we thought you could seize initiative with it no matter what card was lead. . We also had the defender to damage to the ships not the one rolling the dice. Love these Arcs videos does hunter play as well?
I really want to like this game, but you had such bad hands for the most part Matt, It felt like a three player game.
The more playthroughs I watch, the more I can see my gaming group just being bored a hella lot of the time.
Really enjoyed your video though, although what happened to the rest of the tournament?
Does this game give players enough control over their own success?
Seems like the action cards not only make the timing of actions extremely tight, but they make it difficult to do what you want/need to do on your turns.
@@NewBoardGameDesign By also giving you ample access to resources which can provide bonus actions as well as court cards that provide more abilities, I'd definitely say you have control over your success. But failures can definitely feel incredibly taxing...
Worth also noting that this game is without some of the asymmetry that is possible through the Campaign game or just Leaders and Lore cards that give you a lot more possibilities
You can't always do what you want on your turn, and there's definitely such a thing as a bad hand. But the more you play the more control you realize you have. Knowing when to copy vs pivot and when to seize or even pass the initiative, as well as how to take advantage of what your hand *can* do, can make a huge difference. You just have to get used to the idea of needing to work for your actions
Arcs campaign looks a lot more "fun"... the base game feels too balanced and bland by comparison... Please do more Arcs campaign content in the future :D
The rules really make it seem like the simple base game is just an introduction game. Throwing in the leaders and lore variant really adds to the complexity and flavor of the game. I think it’s how the base game is really meant to be played.
Playing without leaders and lore first helps teach the basics of the game. It also helps you appreciate how the leaders and lore enhance/restrict you. However, it could be argued that leaders and lore serve as an introduction to the asymmetry and insanity of the campaign.
i feel like your initiative seizes in the first two chapters were not even close to being worth the action economy
According to the some poeple Loyal Empaths is the best card in the game and Loyal Engineers is the worst card in the game.
First