Great explanation as usual... But also as usual Pfister seems like he could not stop designing. As with almost all his games, this seems to have 15% too many rules. Great ideas with the action selection, the resource management, the fact all players play in all turns, no rounds, the river, etc... But the buildings upgrade system seems very fiddly, each mechanism has 1 too many fiddly rule, the scoring is insane and there you go...
Fantastic tutorial as usual. One quick question…during interim scoring when you get to play a card or upgrade, do you pay the associated costs as normal, or do you get to do it for free in this instance? Thanks
Thank you so much for a clear explanation of such a dense game! Sadly this isn't a game I'm looking forward to playing, the rules mountain and muddled theme has me pretty unenthusiastic. Hopefully all that math will come together in a fun game!
Very good explanation for a game with a lot of symbols which are not explained perfectly in the rule book and some are not even defined in the rulebook at all. For a game without reference cards for each player they probably extended the time to play a game by at least 30 minutes for new players because there is no easy way to learn and reference the symbols. Very good game but not an excellent one. There is some significant imbalance with the powers of the levers that a new player will not realize right away and once all the tiles are placed and your upgrades are done, many of the actions dwindle in value with some becoming almost useless. So towards the end of the game, the excitement you had througout with the plethora of options each turn, there becomes only one option to playing cards/scoring projects for victory points. This is a bit anti-climactic when compared to games which can sustain the excitement right until the end, such as Dune Imperium or Tapestry. I think they should have certainly ended the game much sooner, perhaps after only 3 interim scoring and this may be a house rule we explore and adopt to help streamline the game. This game reminds me of a cross between Tapestry and Underwater Cities and I rate it an 8.5/10. Theme could have been more prevelant, rulebook needs an overhaul with reference cards, and the gameplay is too long.
Incredible. Played this game four times and still did five things wrong. Confirmed everything with the rule book and BGG. Thanks a lot for this one. Looking forward to our next game.
Díky za návod! Nedávno jsem tu hru dostal, tak je na čase ji zkusit s kamarády! :-) Jinak všechny návody od nitHRAnia jsou super - pomohl jsi mi hodně i s Kutnou Horou :)
Thank you, great job as always! However, I have one question - if after second interim scoring when first round ends, all ships are imidietly moved back to the starting position for second round, then why on this last lake space (behind the second dam) is a harbour symbol, witch sugests that more then one ship can occupy this space. We were confused if shouldn't we contiune second round from posiotions we finished round one, and have option to get this 4 VP that are printed on this last harbour space?
This is a good point 👍 but the rules are clear - move the ships immediately. I don't know why there's a harbour symbol there, it doesn't really make sense. Maybe just a thematic meaning, not really a gameplay meaning.