Game is unreal. Picked it up since it was so affordable and well regarded. My dungeon crawl group was missing a member so we didn't want to do more than one scenario and we decided to play this with the spare time we had. None of us had any experience with trick takers and we all fell in love with it. We must have played it for 3 hours straight. The one thing I never hear anyone talk about is how funny the game is. Every time it comes to the table (and believe me I am bringing it EVERYWHERE) I end up laughing just as much as my brain is burning. Currently prefer this version as we can just pick a number and work our way up instead of relying on the mission book. I was worried about teaching but found that as long as I curate the first 2-3 teaching missions (namely, by picking the single card challenges out of the deck) pretty much everyone gets what's going on right away. I can't believe that my favorite game right now is a cheap card game you can get at mass market but there's no use in denying it.
This one hits the table everytime our current game ends early and people still want to stay. Whether its for a couple of hands or 10. Always a good time
@@singingsimon For sure! I'm not the best at teaching games but I came up with a little spiel for this one I'm happy with. I go through the task deck and grab one of the "I will win (single card)" tasks and set it to the side. I then explain how a trick works verbally followed by playing a quick 2 trick game with cards I pick from the deck and open hands to really quickly demonstrate how must follow works in practice and reinforce the trump cards. After that I shuffle all the cards and show them the task card and explain the mission structure and communication rule (I dont explain how missions are picked by difficulty # yet). We then play out that trick so they can see the game work in action with a very easy & quick task. Then as we shuffle back up I grab another level 1 task and explain how the difficulty number works and we'll chit chat about general strategy. Then we play out that 2 difficulty mission (the same card form the first round + this second level 1 card). From there I can usually get a feel if they're picking it up to move forward as normal or if we need to back up and go over some things. So far the only time I feel like I messed up the teach was when I had a friend say they knew trick taking. I skipped explaining the trick taking part and short cut right to the task card and it was a big mistake: from now on I always explain and walk through a trick. Takes under 5 minutes and it gets everyone on the same page imo.
I agree with you completely. This version I find just a tad better than the first and it's because of the objective cards. Also the objective cards are a little easier to explain and understand then the original game. My group still talks and we still lose the mission. One time we thought it was a sure win and someone put the wrong card out. If you don't want a co-op card game, then Diamonds is worth a look. It's also an awesome game.
This sequel is better in basically every way than the first one except one: I think the first one is still a more beginner friendly game. This one is slightly harder to teach to new players. Otherwise, it’s a sequel done right. Phenomenal game
I enjoyed the Crew 1, but passed it on as wasn't getting played enough. Wonder if the improvements would get more plays. We still play Nyet!, think my family like the artwork and variability. Hmm, may keep my eye out for a copy. As always, thanks for the concise content.
Just to piggy back: what was it you didn't like about the first crew? If it was the gameplay itself I don't think this changes much. That being said the way the task cards work is much better imo. We often shuffle up and just pick a challenging number and draw from the deck going up and down in challenge as we feel like. I prefer this more fluid less rigid structure than going through the actual missions.
Dunno, based on some patreon feedback, i've started slowing down the rules section speaking a smidge, while keeping the rest fast, but it could be the music.
The crew 2 > The Crew. And the Crew was one of the best games i've played in years. This is how you do a sequel/new edition of a game.
Game is unreal. Picked it up since it was so affordable and well regarded. My dungeon crawl group was missing a member so we didn't want to do more than one scenario and we decided to play this with the spare time we had. None of us had any experience with trick takers and we all fell in love with it. We must have played it for 3 hours straight. The one thing I never hear anyone talk about is how funny the game is. Every time it comes to the table (and believe me I am bringing it EVERYWHERE) I end up laughing just as much as my brain is burning. Currently prefer this version as we can just pick a number and work our way up instead of relying on the mission book. I was worried about teaching but found that as long as I curate the first 2-3 teaching missions (namely, by picking the single card challenges out of the deck) pretty much everyone gets what's going on right away.
I can't believe that my favorite game right now is a cheap card game you can get at mass market but there's no use in denying it.
This one hits the table everytime our current game ends early and people still want to stay. Whether its for a couple of hands or 10. Always a good time
Can you explain how you curate your first three games? That would be awesome!
@@singingsimon For sure! I'm not the best at teaching games but I came up with a little spiel for this one I'm happy with.
I go through the task deck and grab one of the "I will win (single card)" tasks and set it to the side. I then explain how a trick works verbally followed by playing a quick 2 trick game with cards I pick from the deck and open hands to really quickly demonstrate how must follow works in practice and reinforce the trump cards. After that I shuffle all the cards and show them the task card and explain the mission structure and communication rule (I dont explain how missions are picked by difficulty # yet). We then play out that trick so they can see the game work in action with a very easy & quick task. Then as we shuffle back up I grab another level 1 task and explain how the difficulty number works and we'll chit chat about general strategy. Then we play out that 2 difficulty mission (the same card form the first round + this second level 1 card). From there I can usually get a feel if they're picking it up to move forward as normal or if we need to back up and go over some things.
So far the only time I feel like I messed up the teach was when I had a friend say they knew trick taking. I skipped explaining the trick taking part and short cut right to the task card and it was a big mistake: from now on I always explain and walk through a trick. Takes under 5 minutes and it gets everyone on the same page imo.
I agree with you completely. This version I find just a tad better than the first and it's because of the objective cards. Also the objective cards are a little easier to explain and understand then the original game. My group still talks and we still lose the mission. One time we thought it was a sure win and someone put the wrong card out. If you don't want a co-op card game, then Diamonds is worth a look. It's also an awesome game.
I mentioned Diamonds at the end of the vid ;)
We're playing currently. Up to mission 22 and loving it!
Love this game! Didn’t expect it to be so entertaining
2:20 Clarification: If there are task cards in the game, you must first divide these among yourselves before you are allowed to communicate.
This sequel is better in basically every way than the first one except one: I think the first one is still a more beginner friendly game. This one is slightly harder to teach to new players. Otherwise, it’s a sequel done right. Phenomenal game
Maybe? I think the training early missions are still pretty simple and like easing yourself into a hot bath.
We enjoyed the first one and passed it on. Maybe a second go round.
I enjoyed the Crew 1, but passed it on as wasn't getting played enough. Wonder if the improvements would get more plays. We still play Nyet!, think my family like the artwork and variability. Hmm, may keep my eye out for a copy. As always, thanks for the concise content.
Hard to say, I mean its better but if the original didnt pan out i'm not sure it will fix much
Just to piggy back: what was it you didn't like about the first crew? If it was the gameplay itself I don't think this changes much. That being said the way the task cards work is much better imo. We often shuffle up and just pick a challenging number and draw from the deck going up and down in challenge as we feel like. I prefer this more fluid less rigid structure than going through the actual missions.
rules lawyer alert: you cannot use communication tokens before choosing tasks :-)
Yeah, Mike Sands told me that after i posted the vid. I'm not sure i like that or not
And you can also pass on selecting a Task if there is less Tasks than players
Feel like you changed up your narration style for this video, and I liked it a lot! Maybe it was just the chill music in the background though
Dunno, based on some patreon feedback, i've started slowing down the rules section speaking a smidge, while keeping the rest fast, but it could be the music.
@@3MBG whatever it is, I liked it! :)
Looks interesting, what’s the best player count do you think?
4 seems to be the sweet spot for it. 4 suits, 4 submarines, 4 players, it all seems at its most playable at that count.
We completed the original one. The final mission took us ~20 re-try.
Wow, we only got about 30 in. Well done
Comment