CORRECTIONS: 43:25 - You are not allowed to use ship upgrades until your NEXT turn. So the Red player should not have gained that ship's benefits on this turn.
There's something so satisfying about placing a token down and gaining what's covered up. Same goes for gaining something after removing a token from your player board
As always, your tutorials make me so much more interested in buying the game. I had seen another playthrough somewhere else, and had discounted the game, but when I saw that you did this video, I decided to give it a second chance. I'm glad I did!
Got this game for Christmas, 2023. Your video is clearing up a few mistakes I apparently made in my 2-handed learn the rules play through. One, I didn't realize the ziggurat area required you to stack discs from different players. I wondered why anyone would claim the first space when it allows an opponent to claim a better one. But if each player is independently progressing, that makes more sense. (I think those tiles should have had a different design.) Two, whenever I gained a resource (from a placement bonus or action tile) I was thinking "the supply" meant dice on barges, not dice that had been spent. I'm very pleased to know I had this wrong, as it seemed like scorings were happening too quickly. Third, I was unsure at setup if placing the first building gave you the gold from the house you removed from you board. The setup instructions say you get the placement bonus where you place it, but is silent on the player board bonus. I now see under General Concepts they do say "except during setup" when explaining the player board bonuses. Thanks as always for your clarity.
LOL, still watching. Four, I just mentally assumed you could only build a building that had at least one project tile on it with your own marker. As I'm watching, I was thinking - wait, I wonder if that's a rule? And then @41:25, just after I thought this, you show this happening. That also, I think, will make the game flow better, as there's no obligation to revisit a district you've put down a project, you can build more tactically. (By the way, so far everything I've re-checked is in the rule book, which I think is very well done.)
just got this game based upon watching this... so I watched it a second time... think I might watch one more time and then I might get it to the table...
I really like that strategy of taking 2 turns in a row. :) This is another one, like Origins: First Builders, that looks really good. Love the interesting use of dice (almost a Nanga Parbat type system) and the interlocking systems, and the way you have to almost follow your opponents to get it on scoring.
I was so annoyed when I realized I'd taken 2 turns in a row. I got distracted by something and when I came back to the recording table I thought it was "our" turn when we'd actually just finished it. I think part of it is due to constantly planning the next turn with the architect mechanic, and I had those plans loaded too far at the front of my brain :P
@@JonGetsGames I assume your games are far less sequential than they look after editing. So what amazes me actually is that this doesn't happen a lot more often. Obviously by now you have a lot of experience with this, but I'm impressed how many things you have to juggle at once - showing of different rules, making intelligent moves for each player, keeping in mind what you are supposed to "know" (i.e., not the hidden info of another player), and also making sure the cameras are positioned correctly. I was definitely just teasing with my comment because what you do is darn impressive!
i hope u do an inis playthrough, ur videos are my main source to buy games and its funny but i see no good videos of famous inis on net, ps as always u made me buy this 😅
At 43:30, you had Red collect 2 Water tiles because they claimed the Ship in the 2nd row of the Port District during their first action. However, if I'm not mistaken, you aren't able to make use of a Ship ability until your next turn. So Red should not have been able to collect that water. On the other hand, they could have made use of their other Ship ability to pay resources to advance on the Mastery track, and I think you overlooked that (though that's really easy to do when you're trying to manage 3 different players!!).
Hmm, I can't find a rulebook to this one online and I have subsequently moved my copy on to someone else so I can't check the timing of the upgrade use, sorry.
@@JonGetsGames Just so you can add a correction this is in the rules page 17 "Every Ship tile with your Claim marker on it provides an ongoing ability, available to you starting your next turn."
Very cool! I'm waiting a long time to try this game by the correct rules ahah! The only thing I don't know for sure is how to score the Urban Cards, they require you to have the *exact* number of buildings on those districts or at least that number of buildings? It's hard because if there's no houses in the port, for example, that means you can never build there to score the 10 points...
The Urban cards indicate the _minimum_ number of Buildings (regardless of house) needed in the respective districts. You can also always build in the Port district. There are 12 spaces available each game (no Projects necessary).
Oh, I thought a scoring would refresh the entire board, not just the district that was scored. That makes this a much shorter game than I expected... I don't think I like that. I hate it when a game feels like it's rushing me.
I've yet to play a full game of this, but it did seem like quite a bit can happen even before that first scoring. I think this game would take 3 hours to play if they all reset and there were 5 scorings overall. I can see your point though, it has a "walls are closing in" effect as al the barges get lighter and that won't work for everyone.
I had the same thought. In the example of this playthrough it seems the next two scorings would come very soon (yellow and white). Thinking that you need to lay groundwork for other people and build buildings for your own to score anything via the mastery track, there seems to be not enough time to pull that off. It would be really interesting to see an endgame state of this.
@@JonGetsGames Yeah, it's not the length so much as the feeling of being rushed. If say there were fewer dice on each barge but scorings refreshed all barges the game could be the same length but with the scorings more evenly spaced out... but on reflection, the way its set up makes it at least likely that each area is scored once, whereas my version that is not the case, which is not great either. Overall I think I just prefer a fixed number of rounds in my board games.
@@Skycroft1000 Keep in mind that the pacing is player driven. You also have a good idea, well ahead of time, of which Districts will score and how soon after the other. How? By observing which number dice are more abundant. If the numbers are fairly evenly spread, then there will be a lot of build-up, followed by 5 scorings relatively close one after the other. That said, the total number of rounds from one game to the next is pretty much the same.
You did an excellent job of explaining this game, so it’s no reflection on you when I say I don’t think I’ve ever wanted a game less after watching a tutorial than this one. It looks like an absolute mess to me, a bunch of loosely connected mechanisms with an almost endless supply of rules. Generally, I’ve liked Board and Dice productions, but this one is a hard pass.
CORRECTIONS:
43:25 - You are not allowed to use ship upgrades until your NEXT turn. So the Red player should not have gained that ship's benefits on this turn.
There's something so satisfying about placing a token down and gaining what's covered up. Same goes for gaining something after removing a token from your player board
As always, your tutorials make me so much more interested in buying the game. I had seen another playthrough somewhere else, and had discounted the game, but when I saw that you did this video, I decided to give it a second chance. I'm glad I did!
Got this game for Christmas, 2023. Your video is clearing up a few mistakes I apparently made in my 2-handed learn the rules play through.
One, I didn't realize the ziggurat area required you to stack discs from different players. I wondered why anyone would claim the first space when it allows an opponent to claim a better one. But if each player is independently progressing, that makes more sense. (I think those tiles should have had a different design.)
Two, whenever I gained a resource (from a placement bonus or action tile) I was thinking "the supply" meant dice on barges, not dice that had been spent. I'm very pleased to know I had this wrong, as it seemed like scorings were happening too quickly.
Third, I was unsure at setup if placing the first building gave you the gold from the house you removed from you board. The setup instructions say you get the placement bonus where you place it, but is silent on the player board bonus. I now see under General Concepts they do say "except during setup" when explaining the player board bonuses.
Thanks as always for your clarity.
LOL, still watching. Four, I just mentally assumed you could only build a building that had at least one project tile on it with your own marker. As I'm watching, I was thinking - wait, I wonder if that's a rule? And then @41:25, just after I thought this, you show this happening. That also, I think, will make the game flow better, as there's no obligation to revisit a district you've put down a project, you can build more tactically. (By the way, so far everything I've re-checked is in the rule book, which I think is very well done.)
Thanks for the play by play! I'm glad you found this helpful, I hope you enjoy this game. It's one of my favorite from B&D in a while.
Absolutely the best tutorial playthrough for this game. Thank you!
Game looks like a really interesting mix of mechanics. Have my preorder in already and excited to get my hands on it. Hopefully solo holds up 🤞
you really do a very good job, explaining the games. I am a big fan of you, congratulations!!!!
just got this game based upon watching this... so I watched it a second time... think I might watch one more time and then I might get it to the table...
Still the best game teaching videos!
So excited about this one
Looks good. 👍🌟
I really like that strategy of taking 2 turns in a row. :)
This is another one, like Origins: First Builders, that looks really good. Love the interesting use of dice (almost a Nanga Parbat type system) and the interlocking systems, and the way you have to almost follow your opponents to get it on scoring.
I was so annoyed when I realized I'd taken 2 turns in a row. I got distracted by something and when I came back to the recording table I thought it was "our" turn when we'd actually just finished it. I think part of it is due to constantly planning the next turn with the architect mechanic, and I had those plans loaded too far at the front of my brain :P
@@JonGetsGames I assume your games are far less sequential than they look after editing. So what amazes me actually is that this doesn't happen a lot more often. Obviously by now you have a lot of experience with this, but I'm impressed how many things you have to juggle at once - showing of different rules, making intelligent moves for each player, keeping in mind what you are supposed to "know" (i.e., not the hidden info of another player), and also making sure the cameras are positioned correctly. I was definitely just teasing with my comment because what you do is darn impressive!
Amazing! Can't wait to watch this!
Loooooooooved it! Thanks Jon!
i hope u do an inis playthrough, ur videos are my main source to buy games and its funny but i see no good videos of famous inis on net,
ps
as always u made me buy this 😅
I hope you enjoy this game :) Regarding Inis, I think the likelyhood of that is quite low unfortunately.
At 43:30, you had Red collect 2 Water tiles because they claimed the Ship in the 2nd row of the Port District during their first action. However, if I'm not mistaken, you aren't able to make use of a Ship ability until your next turn. So Red should not have been able to collect that water. On the other hand, they could have made use of their other Ship ability to pay resources to advance on the Mastery track, and I think you overlooked that (though that's really easy to do when you're trying to manage 3 different players!!).
Hmm, I can't find a rulebook to this one online and I have subsequently moved my copy on to someone else so I can't check the timing of the upgrade use, sorry.
@@JonGetsGames Just so you can add a correction this is in the rules page 17 "Every Ship tile with your Claim marker on it provides
an ongoing ability, available to you starting your next turn."
Thanks for that clarification! I've added a correction to the video.
Very cool! I'm waiting a long time to try this game by the correct rules ahah!
The only thing I don't know for sure is how to score the Urban Cards, they require you to have the *exact* number of buildings on those districts or at least that number of buildings? It's hard because if there's no houses in the port, for example, that means you can never build there to score the 10 points...
The Urban cards indicate the _minimum_ number of Buildings (regardless of house) needed in the respective districts. You can also always build in the Port district. There are 12 spaces available each game (no Projects necessary).
The brown crate is very hard to see. But looks like a fantastic game
Szia! Ha nem nézem meg a videódat, akkor rosszúl játszottam volna. Köszönöm a segítséget
Nice. Any plans for a Brian Boru video? :)
I'd be very interested, but up to this point Osprey hasn't reached out to me about it.
Oh, I thought a scoring would refresh the entire board, not just the district that was scored. That makes this a much shorter game than I expected... I don't think I like that. I hate it when a game feels like it's rushing me.
I've yet to play a full game of this, but it did seem like quite a bit can happen even before that first scoring. I think this game would take 3 hours to play if they all reset and there were 5 scorings overall. I can see your point though, it has a "walls are closing in" effect as al the barges get lighter and that won't work for everyone.
I had the same thought. In the example of this playthrough it seems the next two scorings would come very soon (yellow and white). Thinking that you need to lay groundwork for other people and build buildings for your own to score anything via the mastery track, there seems to be not enough time to pull that off. It would be really interesting to see an endgame state of this.
@@JonGetsGames Yeah, it's not the length so much as the feeling of being rushed. If say there were fewer dice on each barge but scorings refreshed all barges the game could be the same length but with the scorings more evenly spaced out... but on reflection, the way its set up makes it at least likely that each area is scored once, whereas my version that is not the case, which is not great either.
Overall I think I just prefer a fixed number of rounds in my board games.
@@Skycroft1000 Keep in mind that the pacing is player driven. You also have a good idea, well ahead of time, of which Districts will score and how soon after the other. How? By observing which number dice are more abundant. If the numbers are fairly evenly spread, then there will be a lot of build-up, followed by 5 scorings relatively close one after the other. That said, the total number of rounds from one game to the next is pretty much the same.
You did an excellent job of explaining this game, so it’s no reflection on you when I say I don’t think I’ve ever wanted a game less after watching a tutorial than this one. It looks like an absolute mess to me, a bunch of loosely connected mechanisms with an almost endless supply of rules. Generally, I’ve liked Board and Dice productions, but this one is a hard pass.
You took the words right out of my mouth. I love medium to heavy euros, but I won't pursue this one.