This game scratches so many itches of mine - the theming of jostling houses seeking power, the aesthetics (and Thomas Cole's artwork used for background), and the gameplay is really fun. I had to get my hands on this game when I found out about it. Thanks for your review! I'd love to see more from you on this game.
Jamey comes across as a man who love boardgames regardless of who makes them. We've come a long way since being at the mercy of dice in games like Snakes & Ladders. It's the sharing of ideas and iterative refinements that are leading to greatly varied quality games available today. I look forward to future games made by Stonemaier based on Jamey's ongoing study of the craft. I've seen this incremental refinement in Wingspan. I love how the various expansions address imbalances in the base game. I'd also suggest that Wingspan's round goals are a variant on the public achievement mechanism discussed in this video.
Thanks John! It's true that I love games, and I love learning from other games. I have to give credit to designer Elizabeth Hargrave to how Wingspan has evolved over time--while I had a pretty big impact on the original game, it's her creativity and hard work that is on full display in the expansions (and the original game too).
I'm excited that you got to try this game! I just received my copy of the base game and I'm really looking forward to trying it. The mechanism you mentioned is an interesting take on action availability. I like that upgrading them to a true Atlantean will allow them to go into the city walls and perform different actions. Do you think it is a good thing that the game is so generous with the morale? If you made the morale boosts harder to get would it add more tension to the decision space? Or would it just slow down the game because players might perform less actions per turn. There are definitely some nods to scythe in this game. The achievement track is a big one. I like having clear goals and know what I'm striving for in games.
That's an interesting question. I think I do like the level of morale generosity, as it makes simple turns more satisfying (and, as you mentioned, it speeds up the overall length of the game).
If it looks like something you'd enjoy playing, feel free to hunt it down! I'd recommend checking out some reviews first, though--I only highlight a few mechanisms here.
This game scratches so many itches of mine - the theming of jostling houses seeking power, the aesthetics (and Thomas Cole's artwork used for background), and the gameplay is really fun. I had to get my hands on this game when I found out about it. Thanks for your review!
I'd love to see more from you on this game.
Thanks Nicholas! I typically just do one video per game about my favorite mechanism in that game.
@@jameystegmaier fair enough!
Atlantis is probably my favorite theme in games. Hope I can get my hands on this some day!
Jamey comes across as a man who love boardgames regardless of who makes them. We've come a long way since being at the mercy of dice in games like Snakes & Ladders. It's the sharing of ideas and iterative refinements that are leading to greatly varied quality games available today. I look forward to future games made by Stonemaier based on Jamey's ongoing study of the craft.
I've seen this incremental refinement in Wingspan. I love how the various expansions address imbalances in the base game. I'd also suggest that Wingspan's round goals are a variant on the public achievement mechanism discussed in this video.
Thanks John! It's true that I love games, and I love learning from other games. I have to give credit to designer Elizabeth Hargrave to how Wingspan has evolved over time--while I had a pretty big impact on the original game, it's her creativity and hard work that is on full display in the expansions (and the original game too).
What a great use of a cube. Very smart
Imagine have this cube/workers in Scythe on player board and actions to manipulate this, maybe directly from factory, another layer on games really
I'm excited that you got to try this game! I just received my copy of the base game and I'm really looking forward to trying it. The mechanism you mentioned is an interesting take on action availability. I like that upgrading them to a true Atlantean will allow them to go into the city walls and perform different actions.
Do you think it is a good thing that the game is so generous with the morale? If you made the morale boosts harder to get would it add more tension to the decision space?
Or would it just slow down the game because players might perform less actions per turn.
There are definitely some nods to scythe in this game. The achievement track is a big one. I like having clear goals and know what I'm striving for in games.
That's an interesting question. I think I do like the level of morale generosity, as it makes simple turns more satisfying (and, as you mentioned, it speeds up the overall length of the game).
It's a shame this game is going to be so hard to find going forward. Hopefully El Dorado Games can pull out and begin reprints.
I love this game!
Thanks for sharing this video this one I almost backed but didn’t. Worth hunting down?
If it looks like something you'd enjoy playing, feel free to hunt it down! I'd recommend checking out some reviews first, though--I only highlight a few mechanisms here.
Cool worker mechanic. How do they get upgraded with the swords and are there other upgrades?
You can upgrade a worker by sending them to the center action space.
Is this game available anywhere or was this one you backed?
This is one I backed; I'm not sure if it's available.