What happens if the scoring tracker is on your side and mechanics ask you to place a momentum token where the clear crystal is? Does the game end or is the momentum token not placed? Example; the clear crystal is on three on your side of the tracker and your momentum is on four at the moment and a game mechanic ask you to play some momentum token, which would go on three, which is on top of the clear crystal?
It’s a great question and one I forgot to cover off. You win the struggle whenever a momentum token and the struggle token meet on your side of the tracker - so in your example, you would win the struggle!
@@RichMidGaming I might be understanding it wrong, but what I got from the rules is that momentum tokens can't be placed over the struggle token, even if that's in your side of the tracker. It has to be the struggle token the one that meets a momentum token. So I think that in that example, the momentum token is not placed, "neither player wins, and play continues until the Struggle token would move to a space occupied by one player’s Momentum token."
@@pacollonchtarruella2976 Yep - your understanding is wrong. This is the extract directly from the rules book: 'A players wins the Struggle if the Struggle token would be placed in a space that is occupied by one of their momentum tokens, OR if that player would place a Momentum token in the same space as the Struggle token' I think where you are getting confused is around not being able to place a momentum token on the centre spot...
I like what a fresh take on scoring this game has, I've played tons of board games and it feels innovative even among those (where the methods of winning/scoring are much more varied and nuanced than minis games).
Scoring system is easily the most innovative and unique part of Shatterpoint. Fast paced, back and forth, momentum all looks fantastic! Stay well, keep up the excellent work and don't let the Quinn bugs bite!😂
To your point about winning by removing all your opponent's forces: that just feels bad in a friendly game. Always interested in games with unique and different win conditions (scoring). Thanks for all the hard work you put into these videos!
I love how fluid the scoring feels. Most other games are very static scoring, where shatterpoint is a dynamic tug of war. I'm really looking forward to this aspect of the game!
I've played several games where there's a "tug-of-war" type scoring system but none as cool as this. I love how the momentum mechanic adds a ticking timer to the struggle. Keep the videos coming! I learn better from watching instead of reading. :)
Closest scoring system I've seen to this is Godtear - a game I really like. The back and forth is really fun and leads to loads of decision points on where to try and force the vps back in your favour, and also teaches you when it's with cutting your losses and going for the next struggle. Keeps you invested and doesn't feel like an auto loss (which can happen in a lot of other games). Great content as always, the visuals are really helping!
I really like the scoring system. It's going to favor a think on your feet style of gameplay, vs having a more static strategy ( stand back and shoot attrition, or grab and hide)
It's as fast pase as it needs. Since the game is based on the clone wars era of action, having a way to finish up the game in a relative time and not being a killing fest. Also the stacking mechanic keeps the game on the move and not camping on the objectives. I am looking forward for the next episodes.
I think the scoring system is going to be what sets this apart. The whole idea of doing a tug-o-war for points while moving the goalposts is actually NEW to me. Which is super rare. So I look forward to it a lot
Rich so thankful for these videos! I loved the back and forth feel. Another skirmish game that used something similar was GodTear. Cannot wait for this game!
I like the scoring mechanics in general. The push pull and built in catch up mechanics are nice. The only thing I don't really care for is how objectives are retained by players with the same number of units instead of it going neutral. Perhaps it will all even out, but I see this giving the first player a tremendous advantage more so than a skirmish game like this should. I am still excited for it and I will happily play it even if it isn't super balanced as a beer and pretzels game
The tug-of-war type system could be really awesome. As more and more characters come out they could have even bigger impacts. Imagine being able to remove your opponent's momentum cubes. They can do a lot with it and much different than "score X points to win."
I really dig the scoring system here. The momentum tokens sound like they can facilitate a comeback, and I'm hoping that we see characters that play with that "from behind" sort of gameplay.
Loving these videos! Every new detail I get about this game I get more and more intrigued. This scoring system looks like it will be really swingy but I hope it won't only benefit the berserker game.
I love the dynamic nature the scoring seems to have. I think it will never feel like you are just getting crushed. You always get the dopamine rush for scoring points every time you activate a unit. But I am excited to expirence the system first hand.
I like the tug-of-war feeling of the scoring system as opposed to both players just amassing victory points. It does seem hard to win by wiping the enemy team but maybe some dark side units will be released who will specialize in that...
I love the faster pace of the game....I get fatigued in Legion at times. The momentum tracker is a bit confusing, but will likely clear up in actual play.
I agree the scoring system feels like its set up for a much faster game. Interested to see just how quickly a game can get done. Also leads me to think that focusing on an enemy unit would help with scoring as the games get to phase 2 and 3.
I think I’m a fan of the scoring and the way the phases work, seems different and interesting. Although probably need to see more of them and also how it actually plays to get a real feel for it.
Scoring system matches the fast pace cartoon feel of the game. I also like how you still get momentum tokens even if the opponent has the struggle token most of the game. This can create massive comebacks late game.
I think the scoring system in this game is going to be the thing that sells it. It's simple but so effective and really promotes that battle between you and your opponent
I really like the idea on the system, my worry is, I just hope I remember to add momentum, to get closer to a chance of winning. When it’s in my hand is when I’ll really know.
I like the scoring system a lot. Leaves room for come backs and rewards various actions/play. With that said, I will probably make/source a different tracking aide cuz I will lose those dinky cubes......
The scoring system is probably the thing that I find the most interesting from Shatterpoint. I'm wondering if strategically keeping the struggle token on your opponents side of the board can be a viable strategy. So, each turn, you are gaining momentum tokens until you are ready for a big swing in your direction.
Huge fan of a bo3 setup, gives more opportunities for comebacks. I wonder if there is any merit to purposefully forgoing early objectives to gain momentum and swing the struggle token back for the win.
It's interesting with this sort of rubber-banding. On one hand it's a great handicap system if one player is lagging behind, but on the other hand it reads like the achievments of one player will be offset by the momentum tokens. This is one that I have to play to be able to judge, to see if it feels right...
I'm eager to get a feel for the scoring system after a few games. My impression is that you are going to need to find ways to score each and every activation, so probably not much hanging back or "turtling" like you might see in other games.
This scoring system seems very unique and makes for a fast game. It does appear to be very balanced and not create a snowball effect for the winning team.
I'm not sure what to think about the scoring honestly. Think I'll need to play a couple of games to see how it fares but I'm hopeful! Even if I don't vibe with it, I am so in on this game at the moment so I'm sure I'll cope!
It sort of reminds me of the “river” in Conan. But I am looking forward to trying. Worried that I will spend a lot of time jumping around to gain points and no real confrontation.
The scoring seems potentially really fast which is good, but I can see someone falling behind easily. The speed seems to lend itself to the simplicity of the game overall it seems. I'm hoping that the game cans till be tactical and fun like MCP with maybe a few less things to keep track of.
I was pissed when Shatterpoint was announced to be incompatible with Legion. I was mildly curious when I took a look at MCP. It was the struggle mechanics that made me reconsider. Everytime I heard some more details about the mission design, I was pushed towards the game more and more. It was the picture of Kenobi facing off against Grievous that finally won me over tho 😂
I think the scoring will add a lot of tension during the game. The anticipation of drawing the right or wrong card from the deck might stress my partner out a bit though!
I'm curious how the scoring system "scales up" to tournament formats. You sort of have 2 scoring systems on top of each other (struggles won and VPs). Legion has this as well (objective points scored vs army points destroyed). In a tournament, the nature of the struggles won doesn't play nice with typical ranking systems (MoV for example). Is winning 2-1 different than 2-0 in struggles? Its going to be interesting for sure.
All my first 3 games the 1st Act took over 2 hrs bc the strugglewas consistentlytugged back and forth like 16 times, then 2nd Act took less than 30 mins, then only my 3rd game got to the 3rd Act, and that last 15 mins 😂 it went so fast I loved it!!!
What happens if the scoring tracker is on your side and mechanics ask you to place a momentum token where the clear crystal is? Does the game end or is the momentum token not placed? Example; the clear crystal is on three on your side of the tracker and your momentum is on four at the moment and a game mechanic ask you to play some momentum token, which would go on three, which is on top of the clear crystal?
It’s a great question and one I forgot to cover off. You win the struggle whenever a momentum token and the struggle token meet on your side of the tracker - so in your example, you would win the struggle!
@@RichMidGaming I might be understanding it wrong, but what I got from the rules is that momentum tokens can't be placed over the struggle token, even if that's in your side of the tracker. It has to be the struggle token the one that meets a momentum token. So I think that in that example, the momentum token is not placed, "neither player wins, and play continues until the Struggle token would move to a space occupied by one player’s Momentum token."
@@pacollonchtarruella2976 Yep - your understanding is wrong. This is the extract directly from the rules book:
'A players wins the Struggle if the Struggle token would be placed in a space that is occupied by one of their momentum tokens, OR if that player would place a Momentum token in the same space as the Struggle token'
I think where you are getting confused is around not being able to place a momentum token on the centre spot...
Definitely different. Looking forward to winning so I can play 😉
The struggle mechanic, with the back and forth tug of war, and the momentum tokens... It's beautiful. Elegant.
I like what a fresh take on scoring this game has, I've played tons of board games and it feels innovative even among those (where the methods of winning/scoring are much more varied and nuanced than minis games).
Scoring system is easily the most innovative and unique part of Shatterpoint. Fast paced, back and forth, momentum all looks fantastic!
Stay well, keep up the excellent work and don't let the Quinn bugs bite!😂
To your point about winning by removing all your opponent's forces: that just feels bad in a friendly game. Always interested in games with unique and different win conditions (scoring). Thanks for all the hard work you put into these videos!
I love how fluid the scoring feels. Most other games are very static scoring, where shatterpoint is a dynamic tug of war. I'm really looking forward to this aspect of the game!
The scoring system feels great and innovative. I do like the catch up mechanic so there is some chance for a losing side to pull a win.
I am super excited to see how momentum swings will affect "come back" scenarios for players that are behind.
I'm really excited to try out the scoring system, I like how dynamic it makes the game
I've played several games where there's a "tug-of-war" type scoring system but none as cool as this. I love how the momentum mechanic adds a ticking timer to the struggle. Keep the videos coming! I learn better from watching instead of reading. :)
Closest scoring system I've seen to this is Godtear - a game I really like. The back and forth is really fun and leads to loads of decision points on where to try and force the vps back in your favour, and also teaches you when it's with cutting your losses and going for the next struggle. Keeps you invested and doesn't feel like an auto loss (which can happen in a lot of other games). Great content as always, the visuals are really helping!
Very unique system for scoring and it seems like you can swing it back in your favour if your behind so can play the long game as such.
I really like the “Timer” aspect of the struggle tracker, adds to the running out of time feel
Thanks for the video! Scoring looks interesting, I need to actually play to get my head around it properly. Can't wait for the next video!
I really like the scoring system. I think it will make a very interesting a dynamic game flow with tons of viable win cons
the scoring system seems like a really fresh approach! I'm really psyched to give it a go
I really like that the tracker "shrinks" as the game progresses. It makes it feel like you always have a chance to come back.
I like the scoring system. Reminds me of Godtear, which has a similar tug-of-war scoring mechanic.
The scoring/momentum system is pretty cool! Can’t wait to get my hands on this one!
I really like the scoring system. It's going to favor a think on your feet style of gameplay, vs having a more static strategy ( stand back and shoot attrition, or grab and hide)
It's as fast pase as it needs. Since the game is based on the clone wars era of action, having a way to finish up the game in a relative time and not being a killing fest. Also the stacking mechanic keeps the game on the move and not camping on the objectives. I am looking forward for the next episodes.
I think the scoring system is going to be what sets this apart. The whole idea of doing a tug-o-war for points while moving the goalposts is actually NEW to me. Which is super rare. So I look forward to it a lot
Rich so thankful for these videos!
I loved the back and forth feel. Another skirmish game that used something similar was GodTear. Cannot wait for this game!
How to win - trust in the force. Love the dynamic scoring system, there seems to be an easier path for people who need to make a comeback
I like the scoring mechanics in general. The push pull and built in catch up mechanics are nice. The only thing I don't really care for is how objectives are retained by players with the same number of units instead of it going neutral. Perhaps it will all even out, but I see this giving the first player a tremendous advantage more so than a skirmish game like this should. I am still excited for it and I will happily play it even if it isn't super balanced as a beer and pretzels game
The only other ladder/tug-of-war scoring I remember is from Mantic's Dreadball, and it was great there. I love the push and pull of it.
The scoring system sounds interesting, it’s different from anything I’ve played before. But I’m going to need to try it out to get a feel for it.
The tug-of-war type system could be really awesome. As more and more characters come out they could have even bigger impacts. Imagine being able to remove your opponent's momentum cubes. They can do a lot with it and much different than "score X points to win."
I really dig the scoring system here. The momentum tokens sound like they can facilitate a comeback, and I'm hoping that we see characters that play with that "from behind" sort of gameplay.
Loving these videos! Every new detail I get about this game I get more and more intrigued. This scoring system looks like it will be really swingy but I hope it won't only benefit the berserker game.
I love the dynamic nature the scoring seems to have. I think it will never feel like you are just getting crushed. You always get the dopamine rush for scoring points every time you activate a unit. But I am excited to expirence the system first hand.
I'm glad they put some thought into the scoring rather than just redoing the MCP win conditions.
The scoring is very different. I agree with you that it'll make the game fast pace and more dynamic. 😁
Scoring looks good, it does incorporate damage, but also your position matters.
Enjoying these videos. Will be interesting to see how much emphasis will be given to objectives v killing!
I like the tug-of-war feeling of the scoring system as opposed to both players just amassing victory points. It does seem hard to win by wiping the enemy team but maybe some dark side units will be released who will specialize in that...
I love the faster pace of the game....I get fatigued in Legion at times. The momentum tracker is a bit confusing, but will likely clear up in actual play.
I agree the scoring system feels like its set up for a much faster game. Interested to see just how quickly a game can get done. Also leads me to think that focusing on an enemy unit would help with scoring as the games get to phase 2 and 3.
Love this scoring system, anyone can win at any point, so you cant drop your guard.
The tug of war struggle is interesting I like that it makes every point count as it gets closer and closer to scoring
Very excited for the scoring system, seems like it’ll avoid blowouts and keep things intense to the end
I think I’m a fan of the scoring and the way the phases work, seems different and interesting. Although probably need to see more of them and also how it actually plays to get a real feel for it.
Scoring is really unique, i like the back and forth and it will be good to see how long tha games plays for
The scoring tracker is cool, seems to allow comebacks for feasibly!
The scoring system very much makes it feel like a real battle that swings in favor of either side very often
Scoring system matches the fast pace cartoon feel of the game. I also like how you still get momentum tokens even if the opponent has the struggle token most of the game. This can create massive comebacks late game.
It’s certainly a unique scoring mechanism compared to the other games I’ve played.
I think it remains to be seen for this scoring system but from what we know so far, I like it!
I like the scoring system think its a cool change of pace.
This seems like a crucial video ❤
I love the STruggle system with its black cubes. It is great to always be 5 cubes away
I think the scoring system in this game is going to be the thing that sells it. It's simple but so effective and really promotes that battle between you and your opponent
I really like the idea on the system, my worry is, I just hope I remember to add momentum, to get closer to a chance of winning. When it’s in my hand is when I’ll really know.
I think the scoring catch-up mechanics are good for keeping players in the fight for struggles 2&3.
I like the scoring system a lot. Leaves room for come backs and rewards various actions/play. With that said, I will probably make/source a different tracking aide cuz I will lose those dinky cubes......
The scoring system is probably the thing that I find the most interesting from Shatterpoint. I'm wondering if strategically keeping the struggle token on your opponents side of the board can be a viable strategy. So, each turn, you are gaining momentum tokens until you are ready for a big swing in your direction.
Huge fan of a bo3 setup, gives more opportunities for comebacks. I wonder if there is any merit to purposefully forgoing early objectives to gain momentum and swing the struggle token back for the win.
It's interesting with this sort of rubber-banding. On one hand it's a great handicap system if one player is lagging behind, but on the other hand it reads like the achievments of one player will be offset by the momentum tokens. This is one that I have to play to be able to judge, to see if it feels right...
Appreciate the videos and I hope that it won’t just be a slaughter fest and the scoring system will work for a more defensive team
I'm eager to get a feel for the scoring system after a few games. My impression is that you are going to need to find ways to score each and every activation, so probably not much hanging back or "turtling" like you might see in other games.
I like the scoring system. It’s different and fast paced. Push abilities could be super powerful in this game.
This scoring system seems very unique and makes for a fast game. It does appear to be very balanced and not create a snowball effect for the winning team.
I’ve only seen a similar momentum used in initiative systems. It’s super novel and I hope it keeps games fast
I like it gives it something unique too many games with points
Certainly different and a lot faster. Can't wait to play
i am very interested in see how the scoring tracker works in game play seem like it going to be fun.
Scoring seems really fast…I wonder if it’s too fast. Will the alpha jump on I’ll the objectives list be dominant?
I'm not sure what to think about the scoring honestly. Think I'll need to play a couple of games to see how it fares but I'm hopeful! Even if I don't vibe with it, I am so in on this game at the moment so I'm sure I'll cope!
It sort of reminds me of the “river” in Conan. But I am looking forward to trying. Worried that I will spend a lot of time jumping around to gain points and no real confrontation.
The scoring seems potentially really fast which is good, but I can see someone falling behind easily. The speed seems to lend itself to the simplicity of the game overall it seems. I'm hoping that the game cans till be tactical and fun like MCP with maybe a few less things to keep track of.
I think the scoring system perfectly captures what they were going for. I’m not going to like the priority objective moving, but that’s just me.
I was pissed when Shatterpoint was announced to be incompatible with Legion. I was mildly curious when I took a look at MCP. It was the struggle mechanics that made me reconsider. Everytime I heard some more details about the mission design, I was pushed towards the game more and more.
It was the picture of Kenobi facing off against Grievous that finally won me over tho 😂
I like the scoring system, provided I’m understanding everything correctly. Lol I think it’ll keep both players constantly on their toes.
I think the scoring will add a lot of tension during the game. The anticipation of drawing the right or wrong card from the deck might stress my partner out a bit though!
It seems a very unique score system, i need to get a few games in to have a solid opinion, but I'd say i think it is a pretty cool system.
I'm curious how the scoring system "scales up" to tournament formats. You sort of have 2 scoring systems on top of each other (struggles won and VPs). Legion has this as well (objective points scored vs army points destroyed). In a tournament, the nature of the struggles won doesn't play nice with typical ranking systems (MoV for example). Is winning 2-1 different than 2-0 in struggles? Its going to be interesting for sure.
Scoring is gonna be quick and interesting, hopefully the speed of the points totally make attrition / attacking totally pointless
All my first 3 games the 1st Act took over 2 hrs bc the strugglewas consistentlytugged back and forth like 16 times, then 2nd Act took less than 30 mins, then only my 3rd game got to the 3rd Act, and that last 15 mins 😂 it went so fast I loved it!!!
I like the scoring system. I played a fair amount of God Tier, which used a very similar method.
The jury is out for me on the scoring. I do like elements of it, but it's also very chaotic which might be stressful for OP!
I really don't like Anakin's beaver, buck tooth look. Looks like he's been chewing some bad wood.
Excited to see you cover the game though!
It's interesting score system just hope my little brain can get a handle on it 😁
Scoring is different. I feel like I need to get a few games to develop a better opinion on it.
Scoring seems simple enough. No need to be convoluted
Scoring is similar to God tear, combat similar to guild ball. Steam forged games have had their rules systems pillaged here 🤣