It really is, my wife and I are in the midst of a co-op campaign and are loving it! Only thing is the game can get a little long, but worth it every time! Just make sure you have enough time!
I love this game! At 52:22 you put a level 3 advancement into Row 2! Also, you played your Chief Officer that turn so should have rolled a dice to see whether you drew 1 extra (on a roll of 0) Also, you can replace ship upgrades and lay them on top of another, as your base 2 sail/cargo holds are not bad. Like at 1:01:03 you could have placed it on top of the 3rd section of your ship and not lost out on as many cargo spaces! (actually gained 1)
Thanks for the play through Colin. Great job. I backed the game and have played it solo 5-6 times. I enjoy it a lot. You did great! At 1:14:00 - I don't think the Automa gets the mercantile card upgrade bonus (a point for 2 cards) as part of their final scoring. I think that was asked and answered (by John) in the BGG rules forum. Let me know if you find that I'm wrong about that. I've found that the Automa's mercantile card upgrade bonus in later turns to be 'overboard'. He He I found that one bonus to really run up the Automa's score - so much that ending the game as early as possible helps insure a win by preventing that to happen too much. If the game goes 18 turns the Automa gets tons of points from that bonus, and it pretty much seals a win for the Automa. You played the game differently than me in that - you stayed closer to port and mainly hung around rows 1 & 2. I will usually go to rows 3 & 4 and get the discovery bonus. Then, I hang out at sea and upgrade my ship and islands, because I can do that with barrels at port. Unfortunately, that means I don't have barrels on ship to upgrade cards as much as you did. I'm not sure which strategy allows a player to 'sail' easier to victory. He He
Thanks so much for watching Tony! Based on this thread: boardgamegeek.com/thread/2835894/article/39755335#39755335 I feel like the AI DOES score 1 vp per 2 advancement cards at the end of the game. Let me know if you disagree! Thanks!!
@@OneStopCoopShop Thanks for sharing. I was wrong. Sorry about that. I misread the comment from John. Just fyi - one thing I noticed (maybe you have/will too) - The higher rows have better cards/bargains. One game we noticed sail cards on rows 1, 2, & 3. Each cost 3 barrels, but the row 1 had 1 sail, 2 had 2, and 3 had 3. I haven't compared all the upgrade cards, but it does seem that better cards/bargains are farther at sea. Shiver me timbers! Arrrrgh! He He
This game looks amazing! Shame our little group wont be able to afford it for ages... maybe never haha. Seems pretty hard to find now. Shame I found it so late. Great playthrough though, really piques my interest
I loved everything about this except for the tally up at the end, just personal preference. I like when I actually have some sense of if the score is close or not before the final tally. While I think some parts of the tally are apparent, there were quite a few victory point calculations that really left it feeling like it was hard to gauge where you could have done better or (as you put it) feeling like you were rocking it (or getting rocked) only to have the tides turn (pun intended) because of a few obscure island control totals or card upgrades. It's hard to say it'd be better with a tracking method though (like in Dune Imperium) because it would definitely add some time to the already long game session, and who wants to count after every single round of a thirteen round swashbuckling?!
Great video! Made this game seem manageable. Tho that bookkeeping at the end was hefty. I went all in on this, but haven’t got to play it yet. So many games on the list. Hope you come back to this for more plays soon. After Xia tho :). Still waiting on the next one in that series.
I'm ashamed to admit that it took way longer than it should have for me to realize that the red arrows on all the map tiles were, in fact, missing corners not red arrows.
@@OneStopCoopShop awesome! Exciting the read that. I have the base game coming soon...the funny/sad part is the temptation to back the expansion before even trying the base game, haha. The struggle is real 💪🤣
I really like card crafting, but the problem with it is that the game doesn't last enough for combos to really come online. It's not the game isn't long enough, making it longer would be a bad idea. But card crafting just takes longer to combo together than regular deckbuilding IME. I had the same problem with Mystic Vale. I end up feeling a bit unsatisfied at the end of Mystic Vale as a result, and kind of think - based on what I've seen of it - that I would feel the same here. Still, I do love the mechanics and the theme of this game. I might back the Kickstarter yet.
I can totally see that, however between the guaranteed level up of each card and you can get up to 2 advancements per turn I feel like if you wanted to go craft heavy you could in this game. I think I got 14 upgrades over the course of an hour+ game? Not too shabby if you ask me. Regardless I do agree that although it is a fun mechanic the game does not allow you to focus purely on the crafting. Good luck deciding!! Oh and thanks for watching!!
I don't understand why you purposely skipped flipping the island tile at 42:33. I didn't see you flip any other tiles on that same turn, so I would thought that you could. Can't see any reason why you wouldn't want to.
The rulebook says stopping on island tile "ends this particular move action but you may take subsequent move actions later this turn". I often move and stop on multiple island tiles in a single turn. Am I playing wrong?
@@OneStopCoopShop I LOVE your playthroughs, BTW. Your camera work and production values are really outstanding. I'm equally impressed at how quickly you master the rules of a game! Thank you for putting out such great content!