That is so fascinating, if you are good at cyber attacks (that comes up *again*) you actually want all your allies to be really stressed out since they tend to do more impactful stuff. I never would have thought about that. Also, I am pretty sure that combined war really should have been one single war. Not for any rules reason, it just seems kind of silly to set up and immediately conclude two wars in a row.
I concluded it was separate due to how other dice rolls would have been individual wars against just one of the two. But after checking BGG, they said it is based on the conflict tracks. So Israel IRAN would be one war. Israel/Neighbors is another. And all neighbors would combine together.
Great use of the special actions. Looks like you're really getting the hang of this. I agree with what you said in another video, I would love to have a couple people all playing this game at once. You could even divide it up if you wanted so each person was "role playing" one or more of the cabinet positions. Wishing you the best for year two. I am looking forward to the absolute insanity that will happen when all those tension counters get added up.
I am entering year 4 at the time of writing this to you. The strategy gets refined even more. I really wish I could show what I'm reading, but the view of the actual game is tremendously better using TTS
This game in particular definitely makes me see why so many modern board games use a deck of modifier cards rather than a dice roll. I never really got it before, but knowing that you will get some good and some bad modifiers and that they will balance out would really make this game feel less swingy.
There is so much that goes on in one of these turns. It looks like civil wars can absolutely wreck your global position, so maybe if there is a way to get ceacefires that should be prioratized some more? Seems like something an ally in the region could try and do. Or at least a UN action.
Hi - have you incorporated the updated changes from the errata in your playthrough? FYI - GMT is offering an errata kit on its website and should get delivered later this year but I believe they have posted the changes already.
Think when its the last hour of the day there is a rule stating your only allowed to have a certain number of squadrons on petrol. Thats to stop you using them all.
I was about to write in the old series that missing the charts/booklets break the watching of the game; great that you did the effort to restart! Looking forward to the series
Good luck! I've been watching this all along. Hope for a better outcome this time. So much of this game seems to depend on the initial roll for the US to improve their cyber security.
Thanks for your playthrough! I would not "rewind" past errors: you are bound to make many (some you won't spot), so better move on rather than redo history. Rewinding takes considerable time and this game is closer to a rpg than to a tightly knit wargame - and even in a complex wargame, there is an instruction not to go back to correct an error when long past its commitment. But thanks for explaining how the system works: it helps me understand and learn it! 👍🏻👍🏻
I am just trying out this game for the first time, and I find your playthrough very helpful. But I have to point out, as you said at the beginning: you need to read slowly (and thoroughly!). You tend to skip paragraphs, if the first line does not apply, thus only playing half the game. For instance: China and Russia will always perform espionage. You read "if relations is 1 or 2 and posture is 2... it is not" so you skipped the rest of the paragraph, which ends with "otherwise...". Also, when you rolled a 4 on the D6-table, you concluded it was a waste of time, because there were no bills in play, but you missed the "if none, the -1AP, -1PA". But as I wrote, I have learned a lot from your playthrough. Thank you!
Good points. I do believe the "otherwise" clause needs to be more pronounced, because I will skip if it doesn't apply. Why would someone continue to read something that fails an if statement? But thanks for pointing it out. It might have helped.
The Chinese hack that crashed my economy killed me. I did a quick check on how the end of year works....I'm going to get a loss unless I can seriously turn around a few things. I don't even know if it is possible!!
It's important to remember that to produce resources, you must discard the card that produce them. So you do not get any tradegoods, for instance, until you discard a card to produce with it.
Great fun watching you play one of my favorite games! Happy surprise for you to get to play all the way to card 70😀 I noticed a few rule mistakes that can have an impact on your game though, I'll just pay them here so nobody gets confused: - when cards are discovered, they always go into discard pile (not into play), so you can't use them right away. - The bandit only blocks when it is played, if no gold-producing cards are in play you are in luck! The bandit does not block cards that are played later. - Whenever a card is rotated or flipped, it is always discarded. So you cannot turn it, and then use it. - at 55 mins, just a clarification: all effects are not simultaneous; "when played" effects happen at once, before other effects can be used. And when a card is blocked, you cannot do anything with it. - and you may not look at cards until you discover them (so no spoilers, even for yourself). I hope that helps, and that you continue to enjoy the game! Cheers!
@@BenjaminFryxelius my largest gripe is the rules don’t explain what “played” means. When played or play a card. It is on the text but no action in the rules is a play action. It is discard, upgrade, etc.
Yeah, I see what you mean. The rules are very compact, so it's not always easy to see, even though the phrase "play ( ...) cards" are mentioned under Game overview, Turn overview and Advance. The other instances when cards are played, they are usually played by other cards effects, that specify what is meant. But it is not like any other game I've played, so some things might seem counterintuitive at first. And then, it turns into the new normal 😀
@@MrSuperphil not intentionally. Sometimes it happens from landings and you have to spend action to move. If I did it intentionally, it was a mistake on my part.
First, thank you for your videos, I am really enjoying them. A couple of additional notes, when selling items you divide by 2 and round up, so Ch. 1 items still sell for 1 iron. Also, you were ambushed at the end of the story for chapter 2 (timestamp 1:08:47), when you tried to save Tam. You would skip the first two phases of the first round and the Satyr would attack you first (Encounter Rule Book, p.8).
Watch your AP's - they are getting low and you are only in the 1st Phase - maybe don't spend so many on re-rolls unless you really need to hit that roll - some cards need you to spend AP's to stop bad things happening and a lot of the Master actions need you to spend an AP to even try doing them
I watched a few people play this when it came out and all I can say is...good luck. Honestly it seems really weighty for not much actual fun (probably an accurate depiction of being President honestly). If there was a video game version of this where everything just did what it was going to do automatically until you needed to make a decision I would be a lot more interested in it.
This is Mike Bertucelli, the developer for Mr. President, very nice and thorough job on setup. I hope you enjoy the game. I'll give you one pair of advice that will help you immensely, read everything slowly, and carefully with the emphasis on everything.
FYI - GMT has already indicated that there is a massive errata update coming out and is available on preorder. A 2nd edition incorporating all of the errata is also available for preorder.
Make sure you check out 13.22 in the rulebook on US control of a hex for purposes of VP. TL;DR you need control (via a unit or blocking German communication to the hex), US Communication, and no German-occupied positions projecting a FoF onto the hex. You cover this yourself at about the 37:00 mark.
@2:30 Per 6.41, disrupted units and their depth markers are not considered when determining if the position is eligible to fire or when determining how many units the position can hit. So I contend that WN62 would not fire in your double-Green example since there's only a single unit without a depth maker in the mix for determining if it meets the criteria to fire.
I know this video is years old but I just got this game and this video is by far the best introduction that I’ve seen! Thank you for going into such detail. Outstanding player aid!!!
28:58 - It didn't matter that blue was disrupted, you still couldn't have cleared mines in blue's sector (you didn't, but you said you could have). See your errata video. One of these days, I'm going to get you to remember that rule that you hate so much. 😁