This is the best playthroughs show on RU-vid. So well produced and Dave does a great job explaining the rules. Have watched all the episodes and always look forward to the next. Keep up the good work g 😀
First heard this game from ProZD then watched Rahdo’s playthrough and thoughts of it then now I’m watching this channel’s 3 years-ago-released video and I’m really impressed by this presentation. Now I’m really convinced. Luckily I found a restock from my place! Can’t believe how underrated this game is but is actually kind of hard to find (then I guess it’s pretty popular). I’m considering the Emergence of Shy Pluto expansion in the future. Thanks for sealing the deal for me to buy this game. Now the hard part: waiting for its arrival 😂.
It can be read as a 2 in either direction, but notice that just like the 3 is pointy on the upper end, so is the 2, and the shadows on the card’s corners also show that the deck is upside down. I wouldn’t be able to play like that, I’m too much of a nitpicker 😆
I bought this game earlier today and was looking for a How To Play video, as the instructions are pretty wordy. This video was perfect in explaining the mechanics. Also, great job on the multiple camera angles, clear audio, and 1080p60.
Good game, we just got it recently. One correction though, at 7:20 you say that you cannot spend a cube in the turn you get it. But in the rules, "As long as an ability can be used after gaining rewards for the dice roll, you may use that ability the same turn it becomes fully charged."
I just read the rules and played my first game (solo). You are correct. In addition to the rulebook quote you mention, on pages 12 and 13 the rules state that turn phase 4 is "gain rewards", which is followed by phase 5 "abilities may be triggered", followed by phase 6 "buy a card", and then followed by phase 7 "charge abilities may be triggered". So, it's totally permitted to trigger abilities after rolling and gaining rewards. However, the dice+arrow type card used in the timestamped example above doesn't allow a player to both allocate one or both dice to this sector to gain charge for the card as a reward, and then reallocate both dice and trigger this ability. Dice are only allowed to be allocated once per turn - in turn phase 3 "allocate dice".
@@chaosinthechasm You are correct in that that you can't allocate the dice twice. That point should have been made separately.Just saying you can't use the charge in the same turn without pointing out that you can if you otherwise have the ability to take the action definitely sounds to the person you're teaching like you just can't do it at all.
Funny story. I've had this game on my wishlist for four years now and I just got it for Christmas this year. It's been long enough that I completely forgot about it and I looked up this video to learn how to play. It looked really fun and I understood why I added it to the list. Then I found this comment I made back then and I laughed out loud.
Honestly came to this game rn, it seems that a great strategy especially in 4 player is to get those opponent role (red) for VP. Since it’s literally 3x the chance to roll those abilities than relying on rolling your own
I really hate the one card that makes everyone lose points. It's insanely powerful as it nets you points and an extra buy on a commonly-rolled number. But, more importantly, it drastically slows down an otherwise fast and fun game. I have removed it from my copy and don't regret doing so.
I'm guessing there might be something in the rules that prevents this, but it looked like there was a possible infinite loop/instant win possible if somebody managed to get both of the starting cards that Mike and Lincoln ended up with: One was on the 12 and gave 3 Victory Points and activated the 11, the other was on the 11 and activated either the 10 or 11. If you had both of those, all you would need to do is roll an 11 or 12, and then they would just activate each other in a continuous loop, until that person got past the 40 or whatever they decided to take to win.
You can only activate each reward once per dice allocation. So if you allocate the dice together then it only happens once total. However, if you roll doubles you could activate that numbers reward twice, but each reward can only happen once per dice (so twice) but still not an infinite loop.
1:06:36 The ship classes and etc give immersion to the more RP-esque kind of sci-fi gamers I am sure. They can play the game and tell stories about 4 empires with their ships doing stuff and etc as they go around every turn.
At 2:20 you made the assumption that all players play another round if there is a tie. That is correct because it stipulates the winner is the person with the most points even if the winner is not one of the original tied players.
Great play though, but I agree with Lincoln, BIGGER TEXT please! It was good you called out the numbers on the cards. Even watching on my big screen and increasing the resolution didn't help.
You, sir, do an excellent job teaching games and explaining rules and mechanics. It also proves that if your gaming group will shut up and listen while you explain, they might actually learn something and not have to ask 50 questions later! Uh...sorry....hahaha...
I know perfectly what you mean. Once I notice someone is not paying attention when I’m explaining (it might even be because of something really important outside the game), I just stop talking and smile patiently. But I really like watching this Game Night group playing.
With all due respect, Johnny, I teach a ton of games and I have a little more empathy than that. There is a big difference between hearing someone talk about a game, and actually playing it. I assume and expect I will have to repeat some things.
@@chuckm1961 Slow ur roll there partner... Nothing bad was intended, and it was said in jest, though there is a vein of truth there regardless if ur empathic or not.
There is one game I was thinking off when you get to do stuff on somebody elses turn: Machi Koro - great little game too. But this looks nice, charming and colorful. Ohhh.... now I know what Mike meant with "fixing some issues" - yes, I have to admit, that you can build up quite an engine for money in Machi Koro - that's true. Thanks for showing us this game - great playthrough Edit in Jan2019: thanx to amazon I could get this cool game shipped from the US to Germany and tuck it under the Christmas Tree. Played it quite a bit now and I haven‘t won yet. I can never catch up with the leader. Maybe I have to figure out my engine but it is luck if you get the right cards (with VP on it) 😉
Can you charge cubes when it’s not on your turn? And can you use the charged cube on a separate time on another players turn? Or is all of the cube actions on your turn only
The squares that you place charge cubes on are color coded. When it is blue you charge it on your turn. When it is red you charge it on someone else’s turn. The ability may be a different color than the charging color. If the ability is blue you can only use it on your turn, regardless of what color square charged the ability. If the ability is green in color you can use it on anyone’s turn.
At 11:58 you say the blue card can be used at any time.? Since it’s blue doesn’t it have to be rolled on your turn to be used? The instructions reference this video and I love the game. Just wanting to make sure I understand it correctly. I thought green was play anytime?
It depends on the card. Some cards have multiple squares that are linked together. In this case, you need all of the linked squares "charged" to be able to use it. Other cards may have multiple squares but are not linked. In this case, you can hold multiple charges, but only need one square to be able to use it. Pages 20-27 of the rule book go into detail on the abilities.
What game is Mike saying Space Base fixes some of the issues, and which issues are those? It seems the rest of the group understands, but I can only guess which game he was talking about.
IMO Machi Koro is notorious for being a runaway engine game. In many cases, you can pretty much figure out who is going to win (based on which cards you're using) within 5 or 6 rounds and it's often impossible to catch up if you fall behind. One of the things that Space Base does better is that you lose all your income when you buy any card. This keeps a much more level playing field. In contrast, in Machi Koro you can buy low priced cards that feed your engine while still saving dollars for cards with larger effects.
Nikki is slightly AP prone. I find Dave and Lincoln may make suggestions but only really "tell" her what to do when she's debating a choice that may be sub-optimal.
The end of the game is triggered once a player reaches 40VP. You finish the current round. The player to the right of the starting player takes the last turn.