I just have to say that you just keep putting out high-quality content on this channel. Thanks for your meaningful and helpful contributions to the hobby.
That is so wonderful to hear. Thank you. We will always keep trying to improve our content, and our last few videos have definitely had some new ideas implemented. Thanks for noticing. 😁
Thanks for the video, I had high expectations for this one (being a big azul fan), hopefully they make a BGA adaptation so we can try it there first to see if it's worth buying. Azul has always been best at two so I don't mind if this one is also best at two, however the solitaire aspect worries me a bit, plus you might have broken the game with that winning one-sided strategy ha ha!
It's fine at two players, but we think it would be a bit better with more players. Hope you get to try it for yourself. When you do, let us know what you think.
Thanks! It's a question we find ourselves asking more and more. The gaming landscape is so robust, so it's harder and harder for games to compete. We played another recently (Minos) that didn't necessarily do anything "new" but the way it did things were a pure joy to play. So, games don't necessarily have to pioneer new mechanisms to be relevant these days. Stay tuned for our thoughts on that one soon. 🙂
I think this game looks great! Already preordered it! I have all the Azul games and they all get played frequently. I've heard glowing reviews and not so glowing reviews of this game, but I love abstract games that make me think ahead a few turns. It's gorgeous and it is Kiesling, so it is a no brainer for me!
I played the demo at GenCon. As a designer, the game is gorgeous, but gameplay-wise, I felt like I was managing an Excel spreadsheet. I'm not even a huge Azul fan, but Azul is more engaging to me.
@@meeple I think it was having to constantly monitor the grid of conditional VP cards and figure out which ones I met the conditions for or was about to meet the conditions for. That felt like busy work to me.
To me it sounds like you only took new resource cards when you built a connector or table. Note that you always take resource cards after you built something (one less than you spent, so you don't get anything after building a frame).
On another note, I think it's unfair to compare it so heavvily with one of the most succesful games of the last decade. Does every deckbuilder have to be better than Dominion?
While we didn’t mention it in the video, we did indeed take the rewards for each build level. Those just never felt anywhere near as satisfying or efficient as building connectors and then pivoting.
@@meeple all player counts, actually. The only thing that changes from one game to the other are the cards, and pretty soon you'll find yourself doing the same things over and over again. Probably for less experienced players this could be a nice game to play from time to time.