I considered that, but I figured that I enjoy King just fine without it - it can make the game longer because people keep spending time trying to acquire the power ups.
The Catan expansion I find essential is Cities & Knights, to the point where I've barely touched my copy of Seafarers. Cities & Knights provides multiple routes to victory, in a way that base Catan was lacking: if you find yourself cut off with nowhere to expand, you can still win with Cities & Knights. Seafarers also provides a way out if you're cut off, but Cities & Knights adds just a touch more complexity, with trade goods like cloth and coin, and a greater importance to development cards. In Cities and Knights it's quite possible to win even if you don't have room for more than three cities (though it's still hard to win if you never settle a third location).
Wow, thank you! I hope it does well analytics wise as it was a time-sink to get that intro, the clips and the transitions sorted for a new format - but I look forward to the next Top 10 which I'm already planning.
Big one missing here is PARKS: Nightfall. This adds a great deal to the base game and fixes several issues and bumps PARKS up as a game. I think there's an argument for the Exosuit Commander pack for Anachrony
Meteo and Peleton for Flamme Rouge. Salsa for Concordia. Any Agricola expansion. Any Napolionics expansion. Invasion for Orleans. All expansions for Hive. Maps for Carcasonne.
One quick note all - you may wonder why the resolution is low - RU-vid is just taking forever to process the HD version - please be patient and soon it will be nice and crisp for you!!
I'll agree with Wingspan European expansion, it very much felt like an essential one for variety in the bonuses and round objectives alone when I got it, not to mention the bird abilities and variety. Between that and Oceania, honestly for me Wingspan is Base, European and Oceania as essential and we made the bird deck 6 cards using the additional card holders and I don't really want to go back to just the base game.
as terraforming mars is my favourite game, I do love all expansions of it, but prelude is by far the essential one.. :) played a solo game of it with all expansions, 3D-tiles, improved components (metal cubes, etc.) last night.. :D
While I agree that Prelude is the best expansion for TM, it is in no way essential. It limits randomness but it also limits the amount of options that the player can take during the game. It basically sets a strategy in stone right in the beginning and it makes it much harder to change it a turn or two later. The way it affects game length may or may not be positive. Shorter games are welcome in many circumstances, but shorter game also limit the strategy aspects. Especially when it comes to board placement. It can result in boards where right from the start the best places on the board are taken and the classic "race for the board" (which tends to happen when people finish their resource engines) doesn't happen. Basically it depends on the desire for the game session. Shorter game revolving around perfecting a preset strategy? Prelude. Longer game based on coming up with a strategy and only a vugue idea what the opponents are doing? No Prelude. I don't also consider the other expansions as bad. Turmoil may be the weakest, simply because of the theme, but all of them add new options and ways to win the game. It greatly enhances the strategy aspect of the game. Sure, TM with all expansions is only for TM veterans. But what game with all expansion thrown in is noob-friendly? My pick for essential expansion would be Dunwich Horror for Arkham Horror - the 2nd (and best) edition. Injuries and madnesses are the best feature. Even when playing the first game, without including anything else from DH the injuries and madnesses really help the game. Later, the addition of burst gates really helps with the pacing, because after closing 2-4 gates the rate of new gates slows down considerably, tension drops and the investigators tend to "free roam" doing whatever they want instead of focusing on the goal of the game.
Having a half decent path to aim for helps new players though. And technically you should be gearing your strategy to your Corp, but the cards are too random to rely on it. At least with prelude, now it's more like you can choose a strategy and follow it through.
I would highly recommend an expansion to the expansions lol. Catan Treasures, Dragons and Adventures is an expansion to both Seafarers and/or Cities and Knights. It has some really fun scenarios including Treasure Islands and Greater Catan. Most of the scenarios give you the choice of just playing with Seafarers or both Seafarers and Cities and Knights
I second the Valhalla being an essential expansion to champions of Midgard. My brothers and I won’t play base game only. Now I am interested in getting the Norwegian expansion to a feast for Odin.
thematically the european expansion for wingspan is great for us europeans, like we actually recognise the birds better! when it first came out - not having european birds stopped us from buying it
Agreed on Seafarers, Minions (Won't play RP without it) and Tuscany (At-least the board). I think I prefer Midgard without Valhalla myself. I haven't played Skulls yet but I may prefer base Waterdeep. My picks would have to include Inns & Cathedrals (Carcassonne), Hall of Heroes (Raiders of the North Sea). Expansion Set (Pillars of the Earth). Crossroads for Tokaido is an improvement but not sure I would say essential. Druids for Isle of Skye also borders the line.
I think Crossroads I did consider actually. Druids is great but i wouldn't say essential, it's more of the good stuff. I've sadly not even seen the Pillars expansion in action.
Oh wow, I haven't played without prelude in so long that I forgot it is an expansion - agree 100%. Similarly, the new milestones from Food Chain Magnate expansion are a must from me. It is essentially prelude but for your restaurant.
I would argue the Oceania expansion is better than the European expansion. Not "needed" though. Great to know about Feast of Odin in case I get it one day...still not sold on it. Firefly the Game Kaledesa and Blue Sun Expansions are needed to get the full theme and feel for the expanse of space. Agree with Ticket to Ride...not "necessary".
Another one just came to mind. Raiders of the northsea. Hard to say which expansion though. I own the Dutch version by White Goblin Games. They published one expansion that included both international expansions..the one with the beer/tavern and the one with the Jarls. I think that one is essential. Without the expansion it feels like raiding the topmost settlements is all the game revolves about in a winning tactic.
Pantheon is great and I did consider it, just not quite Top 10 as base 7WD is still great fun. Lol on New Discoveries - those boards are needed, but I can't call an expansion essential just for components! :P
I went all in with Xia from the start.. Embers, missions, sellsword... And don't regret it! I really like TM but I love it with Prelude...I totally agree with these 2 picks. After playing wingspan on Steam I decided to get European expansion at the same time as the base board game. Being from the UK it seemed kind of essential not for game play but more so I could recognise the birds!
You have nailed it on the head with Terraforming Mars and Prelude! It is such a long game with such little player involvement in other people's turns. I can recognise the objective greatness in Terraforming Mars but I feel Prelude, personally, fixes its biggest problem by accelerating play.
Holy cow, I was thinking TM: Prelude while watching this video, and there it is! Will never play without it, the starting conditions add so much in terms of variability and synergy!
OMG...yes 1. Seafarer is awesome and i never play Catan without it 2. Cities can be fun, but Leaders is a must have! 3. I also agree to disagree with the people's choice on Wingspan European Expansion...I think none of the expansions is essential but IF one of them is then it is The Oceanic Expansion....because it actually changes the gameplay to an even better game
I'm on the fence about Oceania as it takes the game to a complexity level beyond the reach of new gamers. But it was about 12-13 in the Peoples Choice.
Fantastic format and editing on this one Luke! The ad for Zatu in the middle worked well and the end "credits and recommendations" section flowed nicely.
Thank you so much you two! This took me a long time to make and edit and I'm so glad it's doing well compared to my other videos. Clearly omitting the Top 10's from my channel to try other things out was a bad move so I'm glad to be back doing these again on top of the Top lists I do with other channels on live streams. I guess the channel should focus more on these overall.
That's exactly why I didn't like 7 Wonders: Leaders, being funneled to a certain play style instead of adapting with the drafts. That's why I got Cities, which expanded the choices rather than focus you on a certain path. Great video!
I really like this video. You talking in depth about some problems of otherwise great games, and then how the expansion provides a solution, very enlightening thank you.
So so very helpful! Because expansions are so $$$ and sometimes you don’t like the game until you use the expansions then it’s 🥰🥰 we’ll have to give a few of these another chance once we get a hold of these expansions!! 🎉🎉🎉 thank you!!
I know I’m late to the party, and I don’t have that many board games let alone expansions for them, but I feel “Brood War” is an essential expansion for “Starcraft the Board Game”. I will never play without it. The leadership cards did a lot for variety and strategies and the defensive orders helped too (not as much “attack and win”).
Imhotep: A New Dynasty. Some of the C and D site boards stray from their original title but the market cards it adds are neat and the Prophecy of the Gods cards make players' goals a little less transparent which makes successfully countering their efforts devilishly fun.
This are the expansions I consider mandatory for their respective games: Kraken (Abyss) - The base game is fun, but it lacks something. This expansion adds the extra fluffy it needs to really shine! It's so fun trying to get rid of your nebulis by passing them to the other players to screw them hahaha. Leviathan is nice, but you can just remove the monsters all together from the base and it wouldn't be missing much, so I don't consider it a NECESSARY expansion to the game. Golem (Alchemists) - The base game is a little too easy, and has a HUGE problem with regarding luck. The golem module adds that extra layer of complexity the game needs (just not use it if there is someone playing the game for the first time). And the colors publication is necessary to fix the issue where someone could be screwed over by the RNG in the base game when testing potions. Mother of Dragons (Game of Throne) - It solves the problem the base game has where it only works with exactly 6 players by adding the vassals system. PS: I NEVER liked Catan. A competitive game where you can go better or worse hugely depending on lucky has no place in my group.
@@TheBrokenMeeple If you play use your actions correctly, arent screwed by RNG and pay atention to what others are doing its too simple to deduce pratically all ingredients by the third turn, with perhaps 1 or 2 that you dont know.
@@TheBrokenMeeple Play the game times and you will dominate it to this point. When I think about expansions that are mandatory i assume you like the game and will play It a lot.
Probably only for the people that know the game but the "Powering up" is arguably an essential expansion for "Tesla v Edison: War of the Currents", making it way more accessible and fun.
Really enjoyed the video Luke. I agree with your #1 Prelude is a must include, Emma & I play a lot of TM. I don't have your other 9 games! I have considered getting them all though but there are so many games. I like your idea of the peoples choice, it does add a dimension.
Terraforming Mars is my favorite and yes for Prelude plus Hellas & Elysium and I agree: NO WAY the 3 others! But to be said: My son (15) and his friends like to play without Prelude just to see the engine growing slowly and they love to joke about their "looser buddies" friends who can't accelerate and stay low in production after some few turns like: "Hey baby you are lost without your mummy's Prelude?" or "Real men play without Prelude!" etc ... But you know the teenagers ... :))
I’ve heard for Wingspan the essential expansion is Oceania because of the new player boards and resource and it helps make laying eggs less broken compared to other strategies
That's the consensus, but I never subscribed to the whole "lay eggs is broken" strategy. You have a limit of storage for eggs and tere are plenty of high value birds if you have a good food engine. I've won the game many times trying out different things. Now granted you do get in a situation where laying eggs for your last 2-3 turns is typical, but not always my strategy. It's good though, just makes the game a bit new user-unfriendly.
I agree with this as I hammered the core set when I got it. However if you only play the base set a few times over a year say you will not be memorising the cards and will probably appreciate the lower cost. For that reason I think it's a great expansion and I am not usually a fan.
Great choices here. Leaders, Prelude, Monsters and Minions, and Terra Incognita, are all solid picks. Might I add: 1. Clash of Cultures: Civilizations. So good that for the WizKids reprint, they just make it part of the game. 2. Flash Point: Fire Rescue. Tragic Events. 3. Root. Underworld and Riverfolk. 4. Nations: Dynasties.
Wingspan European expansion is highly rated because it SOLVES many base game issues. The primary issues are lack of player interaction, and the grasslands being too powerful. Europe buffs some other strategies.
@@TheBrokenMeeple it is indeed a must have. And I agree about Venus and Colonies. Have yet to try Turmoil, will do it once just so I can say I played it, but... yeah, no one's favorite expansion is Turmoil. :D
Ha ha, I never thought of that - took me forever to find a decent song though, i then came across that and luckily Adobe Audition remixed it into the perfect length I needed with no way to tell it's remixed.
I think the more essential expansion for Wingspan is Oceania. I really enjoy the addition of the nectar and how it speeds up the likelihood of getting birds out faster. I will teach it right away to new players, too. As it is not too difficult to grasp the concept of a wild resource.
I completely agree with your #1, I'm not interesting in playing without it. Another one that is essential to me is Farmers of the Moor for Agricola. I recently ranked my top 10 Uwe Rosenberg games, and Agricola didn't make it. Partially because I prefer Caverna, but also because Agricola (an amazing game when it was new) is all about food stress. They solved it in Caverna, but also in the expansion. Today I'm not interested at all in playing Agricola unless we include the expansion,
Thanks for the video! I understand that for You catan seafarers is essential as long as you want the same complexity... as base game. For me (I don't like to trade other than 1-1 and don't like to play aggressive vs the other players. So we play mostly friendly as long as no one gets too far/obviously ahead) the cities and Knights expansion is the essential one and also some mdules added from the Atlantis expansion is also essential for me (Events on Catan, The Specialists, The Harbourmaster, The Magic 7). Then there are more decisions, more ways to make points and a 3 player game (the count I like the most) will take around 45 minutes (16 points to win), which I think is perfect. Catan and Seafarers for me had not enough different resources, not enought to do (too simple) and it takes way too long to play for me. So after around 20-30 minutes I'm bored and my only fun is watching the others having fun. (The problem I've with most new expansions and new variants of catan: They have mostly the same complexity and feel as the base game and I would like to play all the variants but only if it does not take so long to play and has variants have more ways to make points/more complexity. There is one standalone I enjoy playing from time to time even if it also needs more depth and could be a bit shorter: Catan Histories: Merchants of Europe)
Other adds: Catan - Cities & Knights is as essential for Catan as Seafarers Dominion - basically you need at least 3 boxes to have enough variety to feel like the game is fresh each time 7 Wonders - For our game group Leaders was expelled (not my opinion). I'd say for that variety Armada is now the best, but basically should be one of Babylon, Armada or Leaders. Cities is nice, but not critical for any set of the game.
One note about "Champions of Midgard: Valhalla". I loooove that game with the expansion, BUT I think people overrate how much the luck aspect is fixed. The main mitigating factor after having played it quite a bit is more in the amount of dice you roll over the course of the game (though with the leader die you do go into battle sooner so you do roll even more dice, so it does mitigate a bit and there is one more situation where it make a difference - more about that in the last paragraph ;)) Though I do think it is essential, but for slightly different reasons than I usually hear. What it does is: (1) it improves the balance of the clans, since the dice abilities are a bit better for those whose passive abilities have underperformed (though that might make it almost essential by itself) (2) it GREATLY improves how a bad roll feels, so it improves the experience, in which case it `doesn't matter` if it also actually reduces the luck factor (it always matters of course, but this is still a big draw for the expansion) (3) the leader dice allow for more early combats, so you get to the most fun part sooner Here is why I think the dead soldier tokens and mechanisms don't actually change the luck factor. In the base game if you get a crappy roll you get nothing, while the opponent gets the VPs. In this expansion if you roll crap you get the dead soldier tokens for valhalla stuff, so you do feel like you do get something even from a botched combat, BUT your opponent who rolled well gets the VP like before and then also can have the same amount of dead soldiers, so they get the same opportunity for valhalla stuff. So at the end you have "nothing vs VP" in the base game and "valhalla stuff vs VP + valhalla stuff" in the expansion - as you see the difference is the same in most combats. It does slightly alleviate the worst possible scenario from the base game where your opponent also had some shields and minimized losses, since they have to choose now between keep dice and valhalla stuff, but I have found that shields aren't rolled that often that it would make a huge difference (it can certainly come up), but maybe that is just me and my wife not caring much about red dice :P
I also find the love for Valhalla exp. a little overrated. The mitigation is more about feeling less bad when bad luck happens rather than bridging the gap accordingly. I think I kind of prefer the base game for a thematic reason. You are stocking a flimsy ship with warriors and sending them to fight monsters across the sea, if Odin does not want for my tribe to succeed (see bad rolls) that is fine and thematic, it is a quickish game anyway :D
Whenever I think about essential expansions I think of "Sid Meir's Civilization: The board game: Wisdom and Warfare". I like the civilization game quite a bit, but I would never play without the new combat system from that expansion - it literally replaces all unit cards from the base game with new ones, since they need a second number to work with the new rules. Though if you know the rules of the expansion you can technically play with the base game cards and just add the missing number in your head - the base game has one number on each card, representing both attack and health and lvl 1 units have either 1, 2 or 3. They are a random draw from a deck when you recruit them, so drawing a 1 is wasting a bit part of a turn and potentially loosing future conflicts bad, while a 3 is the opposite. The expansion differentiates between attack and health - all units with a 2 attack have also 2 health, 1 attack is 3 health and 3 attack is 1 health (so you could take the base game units and just imagine the health value and take the existing number as their strenght). So no matter what unit you draw it has uses in combat (the 1 / 3 s help you winning the battle the most, while the 3 / 1 s are the best at killing enemy units of for good, but will probably die themself and 2 / 2 is a nice mix of both). The fame and fortune expansion is also great and really helps tying the some of the victory paths together, giving you mechanism to switch from one path to a different one if you notice your strategy doesn't seem to be working out (you still have to notice that and it is not great, but at least you have the option), but I would play the game without it, but never without the revised unit and battle rules from Wisdom and warfare.
Terraforming Mars is one of my favorite games of all time, so obviously we disagree in that it's overrated, but I also think Prelude is the worst expansion. I will always try to convince the table to play without it in favor of other expansions or even just plain base game. The base game already has quite the luck factor, mitigated by the drafting yes, but the 10 initial cards are still very random. Like you said, sometimes your corporation is all about plants and you don't have a single plant card in you initial 10. Prelude just exacerbates this problem. It will always give you nice things, of course, and it speeds up the initial stage of the game, but it has the potential of giving a player or players an enormous advantage out of sheer luck. It's not very likely, granted, but sometimes you'll have a player with the plant corporation with several plant cards in their initial 10 and 2 plant prelude cards, and that's just game over from the get-go.
Wow, you're the first I've heard who doesn't like it. Interesting! I can see what you mean, but the differentiation and mainly just shortening the length of this overly long game is a must.
@@TheBrokenMeeple the number one reason I won’t invest in terraforming mars, I don’t want to eat lunch, start a game, finish it right before dinner. Bit overkill but it gets the point across.
@@TheBrokenMeeple Maybe I like the game so much that I don't care how long it takes haha. I won't play it with 5 players ever again, though. And the differentiation is nice but I believe the potential for unbalanced starting positions is too bad for me.
I only got branch and claw from your list, but still haven't tried it! (yeah.. I know... I know... :) What I could recommand from my expansions are : -Anachrony : Fractures of time -Architect of the west kingdom : age of artisan -Fallout : Atomic bonds And -Runebound : Bonds of friendship (both bring "real co-op" that was a big miss from those two games) -Shards of infinity : Salvation...
Fractures I did a video on - it's great, but not essential, it's a huge complexity boost. Artisans is also great, but I like Architects with or without it. Don't know on the others.
Why Don't I have Viticulture Tuscany? Because I can't find it anywhere now. It should be back in stock soon... ( I heard that before ) but It hasn't been available for a while now.
@@TheBrokenMeeple Ha.. Back in stock and have my copy of Tuscany! Yes.. now it feels complete. As for the Visitors expansions would you have any recommendations? Moor / Rhine? or none? Thanks.
I personally missed 2 essential extensions: Orleans Intrige: I makes the game more balanced and the deeds board gets a lot more interesting with 2 players. Kingsburg to Forge a realm. Without it the game is a bit boring.
The Kingsburg expansion is now folded into the 2nd edition so as much as I agree, it's no longer eligible. As for INtrigue, I'm not a fan of Orleans and I hear that in that expansion, people only like the Trade part, not the Intrigue part.
@@TheBrokenMeeple thanx for the reply. There is more to it actually. The events were not balanced. Some strategies had boons and negatives. Some strategies only negatives. This made it unbalanced. About the deeds board: the new board.in the expansion is double sided. One side I love. It scales a lot better with 2 players and gives more variety in the bonuses. The back side is intrigue, the one you mean. That doesn't give bonuses only very mean handicaps for other players. Most people.hate that side. Luckily the expansion is modular. So there are missons for trading to make trading viable, a better deeds boards, better balanced events and lastly some new buildings.
@@TheBrokenMeeple There are two things very essential about the "Trade and Intrigue" expansion: the Orders that add to the map, and one of the two Beneficial Deeds replacement boards (I can't imagine there's anyone who prefers the boring original board over at least one of the replacements, although which one you prefer/like may certainly differ). I would never play Orleans without those two things, but especially a Beneficial Deeds replacement board.
What I've heard from Wingspan fans is that Europe fixes the problem with the last round in terms of balance. Normally you would run out of meaningful choices and just lay eggs.
People said that about Oceania - I never really had a problem with the endgame before as in all games, eggs have their importance. And laying eggs is mainly good IF you have levelled up your plains habitat most of the way - if you went a different path, playing another bird would probably be better than eggs.
I agree that Oceania addresses this with the new boards rather than European, although both are nice expansions! I too never had a problem with laying eggs at the end of the game, as I find that more often than not you are much better off ponts-wise to do something else in your last turns such as playing another bird to contribute to bonuses etc.
@@TheBrokenMeeple the general consensus among the Legendary community is that the base set hero roster feels kind of incomplete, and that the difficulty level is too low. Dark City is viewed as the best big box set to fix these issues
You’re welcome 😊 I hope it does well analytics wise as it was a time-sink to get that intro, the clips and the transitions sorted for a new format - but I look forward to the next Top 10 which I'm already planning.
@@TheBrokenMeeple it completely changes the game to focus on the harvesting and wine making process (which is the actual point of the game) rather than winning purely through visitor cards (which defeated the theme and point of the game)
Of course on Prelude...but I'd argue that Colonies is a good variety to add to the game after playthroughs to have variety. Gives more possibilities with using energy and (like Prelude) will quicken the game because it pumps more resources in. Venus is meh. I have Turmoil but haven't prioritized playing with it due to bad reviews.
@@TheBrokenMeeple sure but as you said in the intro it's not about how good the expansion is. Still it is a really great list, I love format with people's opinion. I need to find that fb group. 😉
I don't have a review copy of it I'm afraid and I'm not seeing good reports on it. But if I get a chance to play it I will at least bring up first impressions in the podcast "what i played" segments.
It doesn’t qualify for “essential” as the base game is really fun, but I highly recommend the Danger Circuit expansion for Downforce so that players don’t see the same six power cards every single game.
Problem for me with Monsters & Minions is that it means paying £70 for a dice drafting system with an increased level of geekiness. It makes Sagrada look an even better option in comparison, especially for non-geeks (and Sagrada’s unappealing expansions help from a cost point of view!)
From a cost perspective yes - but Sagrada boils down to "always take the easiest board setup" and then hope it works out. Never take a hard setup board.
Nice video, thanks. There are few expansions on the list I wouldn't say are essential but it's just a thin line between great and essential expansion. But the one I just don't agree with, and I'm obviously in minority here, is Terraforming Mars Prelude. First of all TM is probably my number 1 game. I really like it and have played it a lot and have all the expansions. Generally what I don't get is the notion that shortening the game is such a great thing. If I like the game and have a good time, why do I want that experience to be as short as possible? Still I can see the good side of it when using colonies or turmoil expansion, as at that point game could be too long, especially with both. But the biggest problem I have with prelude is that it messes up the milestones. Some milestones become just to easy and then invalidate others that can't be rushed as much with prelude. There are milestones you can achieve just from the corp and prelude, and it's pure luck what will you get.
So you can play it more often! ;-) TM can drag on for 2-3 hours and at that point I'm not enjoying the game because I'm thinking "this should have finished an hour ago at least, we're just rinse repeating the same stuff".
lol "right" i agree, why on earth would european expansion be essential? if anything Oceania changes the game more and could be considered more essential. Essential expansions for me Stone age: the expansion, AFFO: Norwegians, Agricola Farmers of the Moor, Concordia: salsa, and Speicherstadt: kaispeicher expansion.
Monsters & Minions actually made game worse for us. Many did praise it, but it just brought more unnecessary randomness, made many items that are focused on discarding something from market worthless (you will just go for monsters instead) .
@@TheBrokenMeeple when you needed money discarding was normal thing to do especially if nothing on market was good for your build and you could screw someone from something rly good for him. Thus items that gave you money when someone discarded something made sense.
Great choices Luke. I thought architects would be your number 1, but I see why you left it out. Some expansions I like and I say are borderline essential are: age of artisans, suburbia inc, dinosaur island, 7 wonders duel agora. My next-step expansions are mysterium the second expansion, eldritch horror forsaken lore, castles of burgundy boards, carcassonne 1 and 2. I have teotihuacan late pré-clássic and underwater cities in my wish list.
Some expansions are great, but when the base game is already great, they simply make it greater-ER. Though I disagree about Agora - it's ok, but it's fiddly and takes the game to a level of complexity it doesn't overly need especially if you add Pantheon, which I believe to be the better expansion.
The Xia expansion also fixes an economy flaw that would let you run between two systems repeatedly to buy and sell and win the game. This is the TRUE REASON it is essential. Can't believe you passed that over. The rest of the things you listed are just "nice to haves" in Xia. Keep up the great work, your channel is great and you're pleasant to watch.
Honestly on my plays bare in mind it's solo only, the economy board has little impact on me. Bear in mind that cube delivery is the last path to victory I attempt, so it doesn't even feature in my plays very much. I do note that it's a big deal to some, but honestly I'm in space shooting up fools and exploring, why would I be pushing cubes?
@@TheBrokenMeeple I use the trading to get a quick boost of cash, upgrade my ship, then become the grim reaper of the galaxy. Thanks for replying. I wish you all the best buddy.
Yes and no. 7 Wonders is great base yes, but after playing it on BGA so much, it's really dying for me to play it with an expansion . . . . which I'll be doing tomorrow!
Gonna guess that TTR 1910 is on the people's list because of the LARGER CARDS... and not so much the new destinations. At least that's why we always add it.
Completely unrelated to the video, but have to ask as I see you have Suburbia and Castles of Mad King Ludwig. I'd love to know your thoughts on owning both instead of one over the other? I have Castles and have been on the fence about Suburbia.