Good to see how fast this game can be played when everyone is experienced. In our group of beginners, a 3 player round took 5 hours ... :D Appreciate the commentary, cool gameplay.
Awesome to found your channel - TM is a great game and it's nice to see good players doing live commentary of their games :) Just a small suggestion - at the end of round 1, I expected you to take earth-2 tile instead of water-1. It would help you solve worker income problem (always a thing with engineers) and contribute to these lovely earth cult bonuses in first two rounds.
Glad you liked it. I played this game a couple of years ago when I was relatively new to the game. Now I would be far more confident taking alternatives to earth 1.
Glad i found your channel! Love the commentary, i've bought the game and app and have gotten a feel for each faction, i look forward to learning more from this channel :3
I just found your videos and they are awesome! Was there any thought to digging and placing a dwelling on C4 so you wouldn't need to upgrade shipping, or did you figure that you would need all the dwellings you could get at the end?
well played Sir. The content is good, and the high elo player at the “table” give an extra boost. His strategy was awesome, PS: in my honest opinion the darklings place the second house in the center of the map scared by cultist presence on the right land and lost too much power (and obviously connection score race) to be competitive. Nomads play pretty bad and his no presence on the map (unbeliveable from this faction) give a little help to you :)
I'm happy to listen to your game analysis. The number of your subscribers is unjustifiably small. It may be worth leave a link of your chanell on the boardgamegeek forum?
Thanks for the positive comment, Andriy. Great advice and much appreciated. I have shared a couple of videos on the site to date, but haven't mentioned the channel in the forum as yet. Still trying to build content before calling on people to view the channel.
Could you give your expert opinion on how common a tie is? Also why there is no tie-breaking mechanism? After playing this game with my family, we've had TWO ties in a row! Unbelievable after such a long game haha.
Mike, thanks for the comment. A strength of the engineers is their flexibility in strategy. The SH - bridges strategy is viable, but I tend towards that strategy when I'm denied access to areas of the board where I can form a third town and compete for longest network. If I had the extra resources and a SH/SA round bonus had come in the latter rounds or if the nomads had taken the red hex on the south of the central continent, I would probably have taken that strategy. In this game, the SA/SH scoring bonus came in round 3 which is too early to devote resources to the SH in my opinion.
Thanks man! I tend to get tunnel vision with the engineers and always focus on the SA instead of the 3rd town. I'll have to give it a shot the next time I pick them.
I was going to give an answer like the temples are what you really need as the engineers for that massive flexible power income. And thus it's hard to build a SH early so the round 3 scoring bonus of the SH was ill timed for it. But i saw that you got a better answer from the one that actually played the game anyways .
its crazy to me that you can have such an amazing game without having to make use of the engineers special ability i dont quite get it you have little workers but have to pay extra workers for bridges seems counter intuitive no?@@onlytm981
Quick questions since I'm new to the game: Could you have gotten one more dwelling at the end of the game by burning 2 power and then converting three into a worker? Great game overall.
Thanks for the comment, Alex. The reason I was unable to put down another dwelling at the end of the game was that I had already placed all of my eight dwellings. In order to work around this, I would have had to upgrade a trading post into a temple or stronghold, then upgrade one of my eight existing dwellings into a trading post, so returning one dwelling to my player board, then finally placing that dwelling on A2 (the gray hex in the North-West). This would have required far more resources than I was left with, so I just claimed the points for the left-over resources at the end of the game.
Only Terra Mystica make a lot of sense. I missed that you had run out of dwellings. Great content I really like the human player videos. Since watching some of these I’ve gone from getting 89 points in my first game to 127 in my third so thanks!
90 minutes flew by, amazing video and fantastic performance by the cultists, you did really well too!
Good to see how fast this game can be played when everyone is experienced. In our group of beginners, a 3 player round took 5 hours ... :D
Appreciate the commentary, cool gameplay.
Dope vid, enjoyed your commentary. Terra Mystica is a wonderful game and you do it justice.
Awesome to found your channel - TM is a great game and it's nice to see good players doing live commentary of their games :)
Just a small suggestion - at the end of round 1, I expected you to take earth-2 tile instead of water-1. It would help you solve worker income problem (always a thing with engineers) and contribute to these lovely earth cult bonuses in first two rounds.
Glad you liked it. I played this game a couple of years ago when I was relatively new to the game. Now I would be far more confident taking alternatives to earth 1.
Cultist were insane this game! Great upload!
been waiting for this type of content for so long
Glad i found your channel! Love the commentary, i've bought the game and app and have gotten a feel for each faction, i look forward to learning more from this channel :3
I just found your videos and they are awesome! Was there any thought to digging and placing a dwelling on C4 so you wouldn't need to upgrade shipping, or did you figure that you would need all the dwellings you could get at the end?
I really need to improve my TM skills! Your videos look like the key. Great stuff!
Why not a Dwelling on last turn to C8 ? (so no extra shipping needed)
well played Sir. The content is good, and the high elo player at the “table” give an extra boost. His strategy was awesome,
PS: in my honest opinion the darklings place the second house in the center of the map scared by cultist presence on the right land and lost too much power (and obviously connection score race) to be competitive.
Nomads play pretty bad and his no presence on the map (unbeliveable from this faction) give a little help to you :)
I'm happy to listen to your game analysis. The number of your subscribers is unjustifiably small. It may be worth leave a link of your chanell on the boardgamegeek forum?
Thanks for the positive comment, Andriy. Great advice and much appreciated. I have shared a couple of videos on the site to date, but haven't mentioned the channel in the forum as yet. Still trying to build content before calling on people to view the channel.
I bought a terra mystica t-shirt and after wearing it a few weeks this video shows up in my feed. You should thank Google spying on me for a sub
Big brother is watching you! I've had a similar experience.
Could you give your expert opinion on how common a tie is? Also why there is no tie-breaking mechanism? After playing this game with my family, we've had TWO ties in a row! Unbelievable after such a long game haha.
Trippy shirt dude
Oof yeah, never take water 1 that early especially as engineers when earth 2 offers double cult rewards. Early economy for engineers is just so good
Hello !! question. Why are towns being formed with 6 points?
Good day
Hi Juan. Towns can be founded with only 6 power if you have the fire 2 favour tile.
@@onlytm981 Thank you!
Why didn't you go for the stronghold and bridges?
Mike, thanks for the comment. A strength of the engineers is their flexibility in strategy. The SH - bridges strategy is viable, but I tend towards that strategy when I'm denied access to areas of the board where I can form a third town and compete for longest network. If I had the extra resources and a SH/SA round bonus had come in the latter rounds or if the nomads had taken the red hex on the south of the central continent, I would probably have taken that strategy. In this game, the SA/SH scoring bonus came in round 3 which is too early to devote resources to the SH in my opinion.
Thanks man! I tend to get tunnel vision with the engineers and always focus on the SA instead of the 3rd town. I'll have to give it a shot the next time I pick them.
I was going to give an answer like the temples are what you really need as the engineers for that massive flexible power income. And thus it's hard to build a SH early so the round 3 scoring bonus of the SH was ill timed for it. But i saw that you got a better answer from the one that actually played the game anyways .
its crazy to me that you can have such an amazing game without having to make use of the engineers special ability i dont quite get it you have little workers but have to pay extra workers for bridges seems counter intuitive no?@@onlytm981
Quick questions since I'm new to the game: Could you have gotten one more dwelling at the end of the game by burning 2 power and then converting three into a worker? Great game overall.
Thanks for the comment, Alex. The reason I was unable to put down another dwelling at the end of the game was that I had already placed all of my eight dwellings. In order to work around this, I would have had to upgrade a trading post into a temple or stronghold, then upgrade one of my eight existing dwellings into a trading post, so returning one dwelling to my player board, then finally placing that dwelling on A2 (the gray hex in the North-West). This would have required far more resources than I was left with, so I just claimed the points for the left-over resources at the end of the game.
Only Terra Mystica make a lot of sense. I missed that you had run out of dwellings. Great content I really like the human player videos. Since watching some of these I’ve gone from getting 89 points in my first game to 127 in my third so thanks!
How did darklings win?He‘s been blocked
The cultists won. Darklings were in 3rd.
Towns need a minimum of 4 hexes right?
yeh, Unless you have a SA which makes is so you only need 3.