Episode Transcript
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0:13
Hello and welcome. I'm
0:13
Rachel.
0:16
I'm Jake.
0:17
And we're so bored. The
0:17
Podcast where each episode we
0:22
take a close look at a tabletop
0:22
game and discuss our personal
0:25
experiences with said game to
0:25
help answer the question, Will
0:29
this cure our boredom?
0:30
That's right, we look at
0:30
the mechanics complexity and
0:33
replayability in a game to
0:33
determine if it's the perfect
0:35
alternative to well, let's say,
0:35
trying to keep your sweat off
0:40
your computer while you plan for
0:40
your next podcast episode in a
0:43
90 degree house because the AC
0:43
repair company first broke your
0:47
AC five days ago, and now can't
0:47
come to replace it for another
0:51
five to seven business days.
0:53
Yeah. Love living in
0:53
Arizona.
0:59
Good thing it wasn't 115
0:59
Now yet? No, not yet. We are
1:05
getting there.
1:06
Before we get started
1:06
today, we have an exciting
1:09
announcement. So this is
1:09
something that I've been teasing
1:12
for a couple of weeks now. But
1:12
we are going to start streaming
1:17
board games on Twitch. Yes,
1:17
we've got basically all the
1:21
equipment that we need. At this
1:21
point in time, we have run a
1:26
little like setup and test
1:26
recording, which I did upload to
1:30
Instagram and Facebook recently.
1:30
So you can go and check that out
1:34
and kind of see what things look
1:34
like. But basically, tomorrow,
1:39
Wednesday, April 27, we are
1:39
going to be doing our first live
1:44
stream.
1:45
Yes. And a very, very,
1:45
yes.
1:48
Very what?
1:50
That's it. I'm just very
1:50
Yes.
1:52
Okay. I'm not sure what
1:52
we're playing yet. But it is
1:56
30pm Pacific
1:56
Time, which is 8:30pm. Eastern
2:03
time. So you can follow us on
2:03
Twitch at so board podcast just
2:08
like everything else. Right now
2:08
our goal is to stream a board
2:11
game about once a week, I'm
2:11
hoping that we can increase that
2:16
in the future. But our plates
2:16
are just so full right now. So
2:20
that's what we feel we can
2:20
commit to is once a week. Come
2:23
check us out. And we would love
2:23
to have you guys come interact
2:26
with us and tell us all about
2:26
how we're playing the board
2:29
games wrong or something.
2:30
That's probably true. And
2:30
speaking of streaming, I have
2:33
been streaming video games semi
2:33
regularly on my personal Twitch,
2:38
you can find me at
2:38
twitch.tv/naughty Doc 541.
2:44
That's NAU gh t y d, OC 541. My
2:44
schedule changes each week. So
2:50
every Sunday I update that to
2:50
reflect the coming week of what
2:54
I'll be streaming and when I'll
2:54
be on. So come check me out if
2:57
you'd like to watch video games.
2:57
And if you don't, you can come
3:00
check me out and just make fun
3:00
of me. That's fine, too. So come
3:03
check us out. We're excited for
3:03
this new streaming platform.
3:06
Yeah, that should be
3:06
fun. All right. So today we're
3:09
talking about Root.
3:11
Yes, Root is an asymmetric
3:11
start area control game. It was
3:17
published in 2018. By letter
3:17
games, that's le d e r. It was
3:21
designed by Cole whirl with art
3:21
by Kyle Ferran. And this game is
3:26
pretty impressive. It's been
3:26
nominated for a ton of
3:28
international board game awards,
3:28
and won no less than 13 of those
3:32
nominations since 2018. This
3:32
game is always very high on the
3:36
board game geeks hotness list.
3:36
As of today, it is number 15.
3:41
Which is once again impressive
3:41
for a four year old
3:43
game. It really is.
3:43
Okay, so what is Root,
3:47
bear with us because this
3:47
is going to be kind of a long
3:50
rule section. Probably the
3:50
longest one we've ever done.
3:54
That's probably true.
3:54
But I think you'll understand
3:57
why it needs to be that way as
3:57
we're going through it. So this
4:01
is a game about forest critters,
4:01
basically trying to take control
4:06
or take over or maybe liberating
4:06
the forest and all the forest
4:11
creatures. The goal of the game
4:11
is to either be the first person
4:15
to reach 30 victory points, or
4:15
you can choose to complete a
4:20
dominance card which sets up
4:20
some separate set of victory
4:25
conditions in the middle of the
4:25
game. You can choose to switch
4:28
over to that.
4:29
Yes, so the board is it
4:29
looks like a forest. Honestly
4:33
with a bunch of clearings that
4:33
are connected by these forest
4:36
paths with a river going through
4:36
parts of it. Each clearing is
4:39
assigned one of three suits, I
4:39
guess you would want to call
4:43
them either rabbits, mice or
4:43
foxes. Each clearing has between
4:48
one and three spaces where
4:48
buildings can be constructed.
4:51
Some of those also contain
4:51
ruins, which are only used for
4:55
the Vagabond pretty much, which
4:55
is a playable faction the floor
5:00
stereo between the paths can
5:00
only be entered by the vagabond.
5:03
So all other players have to go
5:03
between clearings via these
5:07
forest paths, unless you are
5:07
either the vagabond, or you have
5:11
a specific expansion that we will talk about
5:13
later. So the cards that
5:13
you have in the game, this is a
5:17
deck of cards, you have a max
5:17
hand limit of five, but you
5:21
don't have to discard down to
5:21
that until the end of your turn.
5:25
And so that becomes important to
5:25
note that you do have the
5:28
ability to access and use more
5:28
than that during your turn as
5:32
long as you discard down later.
5:32
And so these cards contain one
5:36
of four suits. So again, you've
5:36
got the rabbits, mice, and
5:40
foxes. And then now you also
5:40
have birds, the birds act as
5:45
wildcards. So it's essentially
5:45
any of the suits that you want
5:49
it to be for whatever purposes,
5:49
and you use these cards in some
5:54
actions that require you to have
5:54
a suit matching a clearing. So
6:01
for example, crafting some cards
6:01
allow you to craft items and
6:05
gain victory points, if you have
6:05
like crafting abilities such as
6:10
workstations, or each faction
6:10
has their own specific like
6:15
building that allows them to
6:15
craft. Yeah, and so if you have
6:19
those in the specified
6:19
clearings, you can play these
6:23
cards, and like tap those little
6:23
workshops or whatever, to be
6:29
able to craft this item. The
6:29
items themselves are only used
6:33
by the vagabond, but you will
6:33
almost always get victory
6:36
points, I think you always get
6:36
victory points for crafting the
6:39
item. Yes. And then if somebody
6:39
is playing the vagabond, then
6:42
that's something that you can trade,
6:44
some items are worth more
6:44
victory points, and others, with
6:47
the exception of the Eyrie most
6:47
of the time, the Eyrie playable
6:51
faction will only get one
6:51
victory point for grafting most
6:54
of the time.
6:55
And we're gonna go into
6:55
all the factions in much more
6:58
detail later, you'll see, yeah,
6:58
some of the other effects that
7:02
you can have in these cards are
7:02
like ambush cards, these let you
7:06
as the defender do some damage
7:06
before a battle actually starts.
7:11
So it kind of lets you level the
7:11
playing field a little bit. If
7:14
someone comes in with a bunch of
7:14
warriors to attack you, and you
7:17
only have one guy there, for
7:17
example, there are also ongoing
7:21
effects that allow you to take
7:21
extra actions or do more damage.
7:26
There's a whole bunch of
7:26
examples of those that you can
7:29
craft similarly to the items and
7:29
have placed just beside your
7:35
board at something that you can
7:35
do. And then lastly, we have
7:39
those dominance cards that I
7:39
talked about a second ago. So
7:42
those are the new victory
7:42
conditions. When you choose to
7:46
take one of these dominance
7:46
cards, you remove your token
7:50
from the victory point tracker,
7:50
so you're no longer gaining or
7:54
losing victory points, and you
7:54
can no longer win the game by
7:58
gaining 30 victory points, you
7:58
have committed to this new
8:02
dominance card, you can only
8:02
choose to accept a dominance
8:06
card once you've gained 10
8:06
victory points. So that allows a
8:09
couple of rounds of the game to
8:09
have gone by at that point
8:13
before you decide to do that.
8:13
And if you use the dominance
8:16
card for it suit, like the fox
8:16
rabbit or mice, instead of it
8:22
getting discarded with the other
8:22
cards, it actually goes on the
8:25
side of the board and other
8:25
players can choose to pick that
8:29
up at any time and gain that and
8:29
so there's a little bit of deep
8:34
consideration that needs to be
8:34
taken before you decide to use a
8:38
dominance card as something else
8:38
and then discard it.
8:41
Yeah, you should hold on
8:41
to those if it's going to
8:44
benefit an opponent to pick that
8:44
up. Yeah, basically.
8:47
Oh, and like an example
8:47
of the dominance card says that
8:50
you need to control three mice
8:50
clearings or three Fox
8:54
clearings, or maybe the two
8:54
corner clearings that are kitty
8:58
corner from each other on the map.
9:00
That's my favorite
9:00
dominance card personally,
9:02
because you only have to hold two.
9:04
Yeah, but you do have to
9:04
get your warriors like across
9:07
the map. So that could be
9:07
difficult. It's difficult in its
9:11
own way.
9:12
So this game is an area
9:12
control and combat game. I don't
9:15
want to say it's a combat game
9:15
necessarily, because you don't
9:19
have to do combat to win
9:19
depending on the faction that
9:22
you're playing. If you play the
9:22
vagabond, you don't have to
9:26
fight. But it is definitely a
9:26
majority of the factions have a
9:30
area control and combat
9:30
component. In order to control a
9:33
clearing, you have to have more
9:33
of your units warriors really
9:37
than anybody else in that
9:37
clearing. With the exception of
9:40
the Eyrie which are the birds,
9:40
they can be tied and they win
9:44
those ties. And in order to
9:44
build any buildings there, which
9:47
is what we're going to be using
9:47
for those crafting elements
9:51
Rachel mentioned earlier, you
9:51
have to control the clearing. So
9:55
in order to start building up
9:55
your resources and really kind
9:58
of gaining ground you want to
9:58
control those clearings. This is
10:02
kind of an interesting take on
10:02
moving your troops as well.
10:06
Because in order to move your
10:06
troops to a clearing, you either
10:09
have to move from a clearing you
10:09
control or to a clearing you
10:13
control. So you cannot move from
10:13
a clearing, you don't have
10:17
control over into a clearing you
10:17
have no control over. For
10:20
example, if there are two
10:20
clearings right next to each
10:24
other one is empty one has a cat
10:24
and a burden, the cat cannot
10:27
move from their clearing into
10:27
the empty clearing because they
10:31
do not control this clearing
10:31
they're moving from nor do they
10:35
control the clearing they're
10:35
moving to however the bird would
10:38
be able to move from the
10:38
clearing because they win the
10:42
tie. They control it into that
10:42
empty clearing.
10:45
I had to read this a
10:45
couple of times when we were
10:47
first going through the
10:47
rulebook, it's confusing to
10:50
understand why they have that
10:50
setup as you're just reading the
10:53
rules. But as you play the game,
10:53
I feel like it balances things
10:58
out or prevents you from
10:58
retreating basically, like you
11:04
have to retreat back to where
11:04
you already are. If you're in a
11:08
clearing that you don't control,
11:08
you have to retreat back to your
11:12
own safety, not just some other
11:12
empty clearing or some other
11:15
clearing that's got less people.
11:15
But still more than you don't
11:18
know, it's really interesting.
11:20
Yeah, it is kind of an
11:20
interesting take on troop
11:23
movement, I don't think I played
11:23
a game that has anything very
11:26
similar to that where you have
11:26
to have control in order to
11:29
move. So battling. As we said,
11:29
this is a combat game. This is
11:34
an action that can be taken
11:34
whenever you have units in a
11:36
clearing with enemy units or
11:36
enemy buildings. So you'll take
11:40
two of these custom 12 sided
11:40
dice, they have numbers ranging
11:43
from zero to three. So there's
11:43
three of each of them on each of
11:48
the dice, and you'll roll both
11:48
of them the attacker the player
11:51
attacking will always take the
11:51
higher number, with the
11:54
exception of a specific faction,
11:54
the woodland Alliance, they will
11:57
take the higher number always,
11:57
the defender will take the lower
12:00
number, each side loses the
12:00
units and buildings, adding it
12:04
to the number on their dice. For
12:04
example, as the cat if I have
12:07
three troops there, and I roll
12:07
it three, I'm able to deal three
12:11
hits to anything in there.
12:12
It's a little confusing,
12:12
and I couldn't find the right
12:14
way to like word this in our
12:14
outline. So sorry, but basically
12:19
like you roll the dice, and the
12:19
number on the dice is like the
12:24
potential hits that you can take
12:24
against your enemy. But you also
12:30
have to have at least that many
12:30
units in order to do that many
12:33
hits, right? If I roll a three,
12:33
but I only have one unit, I can
12:36
only do one hit. But if I roll a
12:36
three and I have three units, I
12:39
can do three hits,
12:41
the defender will also
12:41
deal hits equal to the number
12:44
they roll on their die, assuming
12:44
they have that many troops
12:47
there. So if the cat rolls a
12:47
three and the bird rolls or two,
12:51
and the birds have at least two
12:51
troops there, they will deal
12:54
those full two hits to the cat
12:54
who is attacking. Yeah. Which is
12:58
kind of interesting. It makes it
12:58
so that even as a defender, you
13:01
can still take out enemy units.
13:03
You can but it does
13:03
limit you. I mean, if you have
13:07
only one guy there, you can't
13:07
destroy like three of your
13:11
opponents. Right, which it makes
13:11
sense for like the capabilities
13:15
of what a single warrior would
13:15
be able to do when surrounded by
13:19
a bunch of enemy warriors.
13:20
Unless you're me, then I
13:20
can do as many as I need to.
13:24
Okay, that's true, just
13:24
because you're Jake. Yes. Okay.
13:28
Got it.
13:29
Have you seen me play Dark
13:29
Souls? Okay, so each unit can
13:33
only generate one hit. That's a
13:33
very clear, concise way to say
13:37
that each unit can only generate
13:37
one
13:40
hit. But that's not the
13:40
case for modifying cards. If you
13:44
have only one unit there, but
13:44
you play an ambush card that
13:46
does two hits, you can still do
13:46
that two hits with the ambush
13:51
card. You just can't do two hits
13:51
from the dice after you roll. So
13:56
hopefully that's not confusing
13:56
at all.
13:59
Yeah, well, this game has
13:59
a lot of rules. And we're going
14:02
to talk about those rules later.
14:02
I mean, as far as the rulebook
14:05
goes. So the turns for each
14:05
faction are broken up into three
14:09
phases, Birdsong, daylight and
14:09
evening. And depending on your
14:13
faction, you can only take
14:13
certain actions at certain
14:16
times, sometimes they are in
14:16
specific orders as well. And
14:20
that's why we wanted to go
14:20
really in depth on these roles
14:23
on these factions. Because when
14:23
we say this game is asymmetric,
14:26
this isn't just a typical
14:26
asymmetric Star game where you
14:29
have a unique ability, each
14:29
faction is very asymmetric in
14:34
the way they play. Because
14:34
sometimes you will do things in
14:38
birdsong that another faction
14:38
doesn't do until the evening, or
14:42
the actions that they take are
14:42
completely entirely different
14:45
than the actions that another
14:45
faction would take. Yeah, and
14:49
the way that they complete these
14:49
actions is different from
14:51
faction of faction. So we're
14:51
gonna go through each faction
14:54
from the base game and talk
14:54
about them.
14:56
Yeah. So we're gonna
14:56
start with the Marquis de cat,
15:02
as the cat, you start out with a
15:02
keep in one of the corners of
15:06
the map. And this is just kind
15:06
of signifying like your home
15:10
base. And then you get one
15:10
warrior in almost every
15:13
clearing. Basically, every
15:13
clearing except for the one
15:17
corner, that is kitty corner
15:17
from where your keep is, that's
15:20
where you exist. That's one of
15:20
the reasons why you can't have
15:24
dominance cards like right from
15:24
the beginning of the game,
15:27
because the cat would win every
15:27
time. If you had a dominance
15:29
card. If you could just pick
15:29
that from the beginning. Oh, I
15:32
have control of everything,
15:32
because they start with a one
15:34
warrior in every space except
15:34
that one corner. So yeah, it
15:38
wouldn't be okay. And then the
15:38
marquee gets three unique types
15:43
of buildings. It's the only
15:43
faction that does. You have a
15:47
sawmill which is used to produce
15:47
wood, you have workshops, which
15:51
are used for crafting, and then
15:51
you have recruiters, which will
15:55
be the locations where you spawn
15:55
more units. So once you have all
15:59
of that place, and then you go
15:59
through the setup of every other
16:02
faction, but the actions that
16:02
the cat can take are as such. So
16:08
in Birdsong, all you have is
16:08
each of your sawmills produces
16:12
one wood. That's it, that's the
16:12
entirety of your birdsong. And
16:16
then daylight is where the
16:16
majority of your turn is going
16:20
to take place. So you can take
16:20
up to three of the following
16:24
actions you can battle, you can
16:24
march, which is moving. And this
16:31
is also a little unique to the
16:31
cat, the movement includes
16:35
moving to spaces, so that could
16:35
be taking units from one space
16:40
and moving them two spaces away,
16:40
or two units from two different
16:45
spaces and moving them one space
16:45
away. You can also recruit one
16:49
warrior at each recruiting
16:49
station, you can build, which
16:53
consumes wood from your
16:53
sawmills, and the wood from the
16:56
sawmill stays on the board. It's
16:56
not something that you like
16:59
collect back into your hand or
16:59
anything at the beginning or at
17:02
the end of birdsong. And you
17:02
need to have basically a supply
17:06
chain from where those sawmills
17:06
are to wherever you're wanting
17:10
to build, you have to control
17:10
all the clearings between the
17:15
sawmill and the clearing where
17:15
you want to build. So that's
17:19
something to keep in mind when
17:19
you're kind of planning out
17:22
where you're going to be and
17:22
what you're doing. And then the
17:24
last action that you can take is
17:24
to overwork one of your
17:27
sawmills, this cos one of your
17:27
cards, the suit has to match the
17:32
clearing in which the sawmill
17:32
exists. And then you can produce
17:35
one more wood at that saga. And
17:35
so you can take three of those
17:39
actions. And then if you have
17:39
any bird cards in your hand,
17:43
like bird suit cards, you can
17:43
also play those to gain an
17:48
additional action during your
17:48
turn. Once you're done with all
17:52
of that you go into evening,
17:52
where you will draw a card plus
17:56
any number of cards that you
17:56
have uncovered on your board.
18:00
These are uncovered by replacing
18:00
recruiting stations. And so you
18:04
can draw up to three cards at
18:04
the end of your turn. And then
18:07
you have to discard down to five.
18:09
Yes, that is something
18:09
that is I think, typical of
18:12
every single faction, I think
18:12
you do discard down to five with
18:16
each one. Yeah. So the next
18:16
faction is the Eyrie dynasty or
18:20
the birds, the Blue Jays, I
18:20
really like these guys, the way
18:23
that they are set up is very
18:23
interesting. You start with six
18:27
warriors and a roost in the
18:27
opposite corner of the cat's
18:30
keep. So as Rachel was saying,
18:30
the cat gets one troop in every
18:34
single clearing except for one.
18:34
That's your clarity, you get to
18:38
start there, you start with a
18:38
leader, this leader provides a
18:41
special benefit these benefits
18:41
can range from when you remove
18:45
an enemy warrior from battle,
18:45
you get to score a victory point
18:49
or there is one leader that
18:49
allows you to gain extra
18:52
recruits when you take the
18:52
recruit action. So you get more
18:56
troops faster. There's a few
18:56
others. But this leader also,
18:59
when you choose, it requires you
18:59
to place your viziers in
19:03
specific actions for your
19:03
decree. And that's what we're
19:06
going to talk about next. This
19:06
is the way that the area's set
19:10
up that I find really
19:10
interesting. They have something
19:13
called a decree system. These
19:13
are all the different actions
19:16
that they can take. But they're
19:16
also all the actions that they
19:20
are required to take every
19:20
single turn. So we mentioned
19:24
previously, that each of the
19:24
cards and clearings are given a
19:27
specific suit either foxes, mice
19:27
or bunnies. And you're going to
19:31
be using cards from your hand to
19:31
Dino take what actions in what
19:35
clearings you're going to take.
19:35
So you start with two they're
19:39
called loyal visitors. And these
19:39
are your two starting actions.
19:42
So one of them starts with a
19:42
build and move. One of them
19:46
starts with a move and fight.
19:46
There's a few different
19:49
combinations that you start with
19:49
that you can choose from for
19:53
your leaders. You take those
19:53
visitors and put them in the
19:56
required actions have to have
19:56
your four slots to determine
20:00
what you're going to be taking
20:00
each turn each When you take,
20:03
you are going to be putting a
20:03
new action in there using cards
20:07
from your hand. Those actions
20:07
are recruit, move, battle and
20:11
build. And as I said previously,
20:11
the card suits that you take
20:14
from your hand, that is going to
20:14
determine where you are going to
20:18
take these actions. For example,
20:18
if I took a fox card and put it
20:22
in the recruit slot, that would
20:22
mean I need to recruit on this
20:26
turn in a fox clearing. So for
20:26
birdsong for this faction, this
20:30
is when you're adding to that
20:30
decree, you're going to add one
20:33
to two cards in any of those two
20:33
degree columns that you choose.
20:37
And there are bird suit cards.
20:37
And these are considered wild.
20:41
If you put a bird card into one
20:41
of those decree slots, you
20:44
wouldn't have to do that in any
20:44
specific location, it just has
20:48
to be done. So when you add
20:48
those in, you can only add one
20:52
bird card in if you're adding
20:52
multiple cards during the decree
20:55
phase. So during daylight, you
20:55
are able to craft using your
20:59
wrists. So your roofs that you
20:59
have built are what acts as your
21:03
workshops, if you will. So the
21:03
marquee gets these workshops
21:06
that they build throughout the
21:06
forest, your roofs or your
21:10
workshops. And as part of
21:10
playing the Eyrie you have
21:13
what's called a disdain for
21:13
trade. With the exception of one
21:17
leader, every time you craft
21:17
regardless of whether or not
21:20
that card is worth multiple
21:20
victory points, you will only
21:24
get one, unless you have that
21:24
specific leader chosen, then
21:27
you'll get the appropriate
21:27
number. So the second step in
21:31
daylight is literally to just
21:31
resolve your decree moving from
21:34
left to right, recruit, move,
21:34
battle and build. Once again,
21:38
you must do those actions in
21:38
that order in the specific
21:41
clearings matching the card
21:41
suits in the decree slots.
21:45
And so all of this is
21:45
complicated by the other rules
21:50
of the game, right? You can't
21:50
move unless you are moving from
21:55
or to a clearing that you have
21:55
control of you can't build,
21:58
unless you have control of the
21:58
clearing, you can't battle
22:01
unless there's something there
22:01
to fight. So you have all these
22:04
specifications of where you need
22:04
to perform these actions. And
22:09
you need to beat these
22:09
conditions in order to actually
22:12
perform the actions.
22:13
Yes. Now, if you cannot
22:13
complete any one of these
22:17
things, any one in the order
22:17
that they take place, the
22:21
recruit, move, battle build, if
22:21
you cannot do any one of those
22:24
actions in that order, because
22:24
of the suits not matching, or
22:28
you're not having troops
22:28
appropriately. Or even if you've
22:31
built all of your roosts, and
22:31
you no longer have a place to
22:34
build or the actual roost itself
22:34
to build, you go into turmoil.
22:38
So what will happen is you will
22:38
lose victory points equal to the
22:41
number of burned cards you have
22:41
in the decree remember birds
22:44
being wild, you will discard all
22:44
the cards in the decree except
22:48
for the visitors, you'll keep
22:48
those because you'll have to
22:51
choose a new leader and set the
22:51
visitors up in the new decreased
22:54
spots, daylight ends and you go
22:54
to evening, at the end of the
22:58
evening, you will score victory
22:58
points based on how many roosts
23:01
you have placed, you'll draw
23:01
cards based on how many rows do
23:04
you have placed. And if you have
23:04
more than five in your hand, you
23:07
will discard down to five.
23:08
The other interesting
23:08
thing about the eyrie is they
23:11
gain victory points much faster
23:11
than any other faction in the
23:16
base game, because they are also
23:16
at risk of losing a significant
23:22
number of victory points from
23:22
going into turmoil. There's the
23:26
kind of this risk balance that
23:26
you have to find of putting bird
23:30
cards in your decree, which
23:30
allows you the flexibility to
23:34
actually perform these actions
23:34
wherever you need to, and then
23:38
still going into turmoil at some
23:38
point. And losing all those
23:42
victory points for each of those
23:42
Bert cards.
23:44
Yes, it is a very
23:44
interesting balance. Because you
23:47
don't want to just throw all the
23:47
bird cards in if you think that
23:50
you're not going to be able to do anything, you're going to lose a bunch of points. But if
23:51
you can maintain all those word
23:55
cards, you'll be fine. Yeah, as
23:55
long as you don't go into
23:58
turmoil or the other
23:58
counterpoint is if you have a
24:02
dominance card that you're
24:02
working on. Victory points don't
24:05
matter anymore. So if you go
24:05
into turmoil doesn't really
24:08
matter.
24:08
The other thing that's
24:08
really interesting about the
24:12
Eyrie is the way that you're
24:12
building up this decree means
24:15
that you can perform more and
24:15
more actions per turn. But then
24:19
once you go into turmoil, you're
24:19
back down to just two actions.
24:23
And so you know, you get to this
24:23
like sweet spot where Oh yeah,
24:27
I'm able to move and I'm able to
24:27
battle and I can do all these
24:31
things. And then you're knocked
24:31
down as like, Oh, now you can
24:35
only do two things and you have
24:35
to build that back up. Right.
24:39
All right, so the next faction
24:39
is the woodland Alliance. These
24:43
are represented by mice. I'm not
24:43
sure I'm not sure they're green.
24:47
They are green, interestingly,
24:47
but they are the ones who are
24:51
trying to liberate the forests
24:51
basically from the control of
24:55
the cat and the birds. So with
24:55
the woodland Mala ANC will start
24:59
with what's called a supporters
24:59
deck. This is five cards that
25:02
goes into a deck that separate
25:02
from your hand, you will use the
25:07
cards in that deck for their
25:07
suits to spread sympathy and
25:10
revolt in matching clearings. So
25:10
during birdsong as the woodland
25:14
Alliance, you have the option to
25:14
first revolt, which would be
25:18
spending to have your supporter
25:18
cards matching a clearing that
25:22
has sympathy in it already,
25:22
right? Doing that will remove
25:26
all enemies and place a matching
25:26
base. If you still have one
25:30
available, you only have one
25:30
base per type of clearing, and
25:33
then you can place a number of
25:33
warriors that are equal to the
25:37
number of sympathetic clearings
25:37
matching that suit. And it's
25:41
really important to note that
25:41
revolt happens first. And then
25:45
it goes on to spread sympathy.
25:45
So you can't in the same turn,
25:49
spread sympathy to a clearing
25:49
and then revolt in it. So after
25:53
you're done revolting, you can
25:53
spread sympathy to new
25:56
clearings. This starts out only
25:56
taking a single supporter from
26:00
your support deck in the
26:00
matching clearing, but it gets
26:03
more expensive, the more
26:03
sympathy that you spread. And so
26:07
there's a little track at the
26:07
bottom of your board that tells
26:11
you how many cards that costs.
26:11
So you will have to spend that
26:15
many according to the track plus
26:15
an additional supporter if the
26:19
clearing has three or more enemy
26:19
units in it. So you'll place a
26:23
sympathy token in one of those
26:23
matching clearings, it doesn't
26:27
have to be anywhere where your
26:27
warriors exist, it doesn't have
26:31
to be anywhere in particular,
26:31
literally anywhere on the board
26:35
with a matching clearing. And
26:35
the tokens for the sympathy look
26:39
kind of like little zombie hands
26:39
because they're green. And so it
26:43
like it looks like little zombie
26:43
hands kind of rising out of the
26:47
ground and like you know, in the
26:47
form of a fist. That's just what
26:51
it makes me think of. So that's
26:51
your birdsong. And then in
26:55
daylight, you're going to use
26:55
cards from your hand instead of
26:58
the supporter deck like we've
26:58
been talking about. That's where
27:02
you can craft and your sympathy
27:02
tokens act as your a little
27:06
crafting stations. So wherever
27:06
you have those, that's where you
27:10
can craft, you can mobilize,
27:10
which will take cards from your
27:14
hand and add it to the supporter
27:14
deck, you can train, which you
27:18
will spend a card matching the
27:18
suit of a clearing where you
27:22
have a base, and then that
27:22
allows you to basically train an
27:26
officer and puts one of your
27:26
warrior units into the officers
27:29
box on your board. So unlike any
27:29
of the other factions, so far,
27:33
not a whole lot is actually
27:33
happening in daylight, the
27:37
majority of your work happens in
27:37
birdsong and an evening, which I
27:41
think is also very fitting for
27:41
the style of like war that these
27:45
type of characters would be
27:45
playing. Right, it says that
27:49
they're masters of guerrilla
27:49
war, which is why they always
27:52
take the dice with the larger
27:52
number on it. But I just think
27:56
that that's an interesting thing
27:56
that, you know, they were able
28:00
to kind of capture the essence
28:00
of that through the mechanics of
28:04
this game.
28:05
Yeah, I really liked that.
28:05
And honestly, these guys are
28:08
dangerous, because you could
28:08
just pop up anywhere.
28:12
Okay, so then an
28:12
evening, this is where you're
28:15
doing stuff based on the
28:15
officers that you have trained.
28:18
So for each officer in your
28:18
officers box, you can do one of
28:21
the following actions, you can
28:21
move your warriors on the board,
28:25
you can battle, you can recruit
28:25
in clearings with a base
28:29
organize, this is my favorite of
28:29
their abilities, you can remove
28:34
a warrior of your own, from an
28:34
unsympathetic clearing to place
28:39
a sympathy card there. So it's
28:39
almost kind of like their
28:41
martyrs. Yeah, is what it sounds
28:41
like. But that's my favorite
28:46
action of theirs to do with the
28:46
officers. And then at the end of
28:49
the evening, you will draw cards
28:49
based on the number of sympathy
28:51
tokens that you've placed, not
28:51
like a one for one, but it's the
28:54
same kind of thing where like a
28:54
number of cards are revealed as
28:57
you're placing more simply
28:57
tokens, and that determines how
29:00
many cards you draw. And then as
29:00
always, you discard down to
29:02
five. Yes. So yeah, my favorite
29:02
thing to do is organize in the
29:08
evening, and then I can revolt
29:08
on my next turn in Birdsong,
29:13
right. And the Organize actually
29:13
doesn't take cards from your
29:17
supporters deck. And that's how
29:17
you can avoid paying these more
29:21
and more expensive prices for
29:21
spreading sympathy.
29:25
Right? I really liked
29:25
these guys, because like I said,
29:28
they could just pop up out of
29:28
nowhere. And if they are taken
29:31
care of very quickly, they get
29:31
very strong very fast, because
29:35
it's hard to kill them in combat
29:35
because they always take the
29:37
higher die. Yep. That being
29:37
said, the number of warriors
29:41
that they have available to them
29:41
is very limited.
29:44
Very, I got to a point
29:44
where I had almost all of my
29:48
warriors in the officers box.
29:48
And there's no mechanic for
29:52
taking them out of that and like
29:52
being able to put them back on
29:55
the board.
29:55
There is is there Yes, but
29:55
it's not you who does Was it
30:00
it's your opponent? Oh, sure,
30:00
they have to do a specific
30:04
action that hurts you in order
30:04
to take half of your officers
30:08
away.
30:08
Yeah. So I wouldn't opt
30:08
for that. No, yeah. It's bad.
30:15
Yeah, but they're very
30:15
strong. But this leads us to the
30:18
final playable faction in the
30:18
base game, my personal favorite,
30:22
the vagabond. Now, the Vagabond
30:22
is very different than these
30:25
other factions. It starts with
30:25
one pond placed in any forest
30:29
base, not a clearing, so it goes
30:29
into a place that nobody else in
30:33
the game can go to the Vagabond
30:33
is given a special deck of
30:36
cards, called a quest deck
30:36
unique to their faction is
30:40
shuffled. And you take four
30:40
specially marked items that
30:43
belong in those ruins that we
30:43
mentioned earlier, shuffle them,
30:47
and place them underneath the
30:47
ruin tiles at each of the ruined
30:50
locations. So there's one person
30:50
there's four on the board. The
30:54
Vagabond also starts with three
30:54
to four items, depending on
30:58
their archetypes that they
30:58
choose. In the base game, there
31:01
are only three archetypes that
31:01
are available. But those items
31:05
are what you're going to be
31:05
using during daylight to
31:08
complete different actions. So
31:08
during Birdsong, you will
31:12
refresh three items, plus two
31:12
per the number of Tea items that
31:15
you have crafted and available
31:15
to you which, at this time, you
31:19
would only have the one or you
31:19
won't have any, you'll be able
31:23
to do what's called slip which
31:23
allows you to move to a clearing
31:27
or forest at no cost. So if
31:27
you're in a forest space, you
31:30
can move to another forest base
31:30
or a clearing doesn't cost you
31:34
anything. But it has to be done
31:34
in birdsong. And once you move
31:38
into daylight, you are now going
31:38
to be completing a bunch of
31:41
different actions depending on
31:41
the items that you have
31:44
available to you. So in order to
31:44
move from clearing to clearing,
31:48
you'll need a boot item each
31:48
movement cost one boot, you
31:52
cannot use these to move back
31:52
into the forest, you can use
31:55
them to move out of into the
31:55
clearings, but not back into the
31:59
forest battle which will cost
31:59
you a sword and you are able to
32:03
deal hits equal to the number of
32:03
undamaged swords you have in
32:06
your satchel. So if I have two
32:06
undamaged swords, I can actually
32:10
do two hits and battle. Because
32:10
I only have the one pawn it's
32:14
not even technically a warrior
32:14
in this game. So when anything
32:18
says to remove warriors that
32:18
does not apply to the vagabond,
32:21
the only time that the Vagabond
32:21
can be affected as far as being
32:25
removed. If any effect says to
32:25
remove all warriors from a
32:28
location, the Vagabond would
32:28
actually just damage three items
32:32
instead, they don't actually get
32:32
moved. So the Explorer action
32:36
this allows you to take one of
32:36
those hidden items from the
32:39
ruins if you are in a clearing
32:39
with a ruin. Doing so will score
32:43
you one victory point, this
32:43
caustic torch, which is the
32:46
other item that you would start
32:46
with on all the archetypes quest
32:50
allows you to take three of
32:50
those quest cards, look at them
32:54
and determine whether or not
32:54
you're able to complete one if
32:58
you're able to complete one.
32:58
These will also cost you items,
33:01
you'll be able to gain the
33:01
victory points or draw cards
33:04
depending on what you'd like to
33:04
do for that quest. The quest
33:08
however, are also suit based, so
33:08
they have to be completed in a
33:12
specific type of clearing either
33:12
a bunny of mouse or a fox
33:15
depending on the quest
33:15
themselves. The next action is
33:19
strike, you will be able to
33:19
remove a piece in your clearing
33:22
starting if there are any with
33:22
warriors. This cost you a
33:26
crossbow. And you'll also be
33:26
able to repair or craft using
33:29
hammers. When crafting all your
33:29
undamaged hammers match your
33:33
clearing. So you'll be able to
33:33
use those to craft small items,
33:36
even for yourself or for some of
33:36
those long term effects
33:40
throughout the game, you'll be
33:40
able to make those as well. And
33:44
the last action that is
33:44
available to you is aid give a
33:47
card matching, you're clearing
33:47
to a player there, you may take
33:51
an item from them. This cost you
33:51
any item, you just have to
33:54
exhaust one item. So when I say
33:54
cost for all the above actions,
33:58
what you'll do is you'll
33:58
actually take the title of the
34:01
item title that you have and
34:01
turn it over to the dark gray
34:05
side, showing that it's now been
34:05
exhausted. So you cannot use
34:09
that again until it's been
34:09
refreshed, which is the first
34:12
action you take during birdsong.
34:12
So Also unique to this faction
34:16
is a relationship tracker. With
34:16
all the other factions playing
34:20
the game, you actually start as
34:20
indifferent with all other
34:23
factions at the beginning of the
34:23
game. And when you take the
34:27
eighth action for the first time
34:27
with a specific faction, you
34:30
move their token up on the
34:30
relationship tracker and gain a
34:34
victory point. There are four
34:34
slots in different two, three
34:37
and four which is allied. In
34:37
order to move them from one to
34:41
two. You'll actually need to aid
34:41
them twice during the same turn
34:45
and then from two to three three
34:45
times and then from three to
34:49
four you'll need to aid them
34:49
four times. So once you have
34:52
completed that and got them all
34:52
the way up. Each time you aid
34:56
them moving forward you will
34:56
gain two victory points. If you
34:59
attack a faction or remove one
34:59
of their warriors with the
35:03
crossbow or the battling, you
35:03
are now hostile towards them,
35:06
there is no way to regain
35:06
relationship with them unless
35:10
you form a coalition which can
35:10
only be done in a four player
35:13
game. If you are hostile towards
35:13
the character, each time you
35:17
remove one of those factions
35:17
pieces in battle, during your
35:21
turn, you will gain a victory
35:21
point. So those are all the
35:24
actions that the Vagabond can
35:24
take during their turn. During
35:28
the evening, you can rest if you
35:28
are in a forest, you will repair
35:32
all your items, you will draw
35:32
one card plus one per coin stack
35:35
item that you have available to
35:35
you, you will discard your cards
35:39
down to five if you have more
35:39
than that. And then if you have
35:43
more than six items, you will
35:43
remove items down to six plus
35:46
two for each satchel item you
35:46
have. And that is the last of it
35:50
for the factions. This is why we
35:50
wanted to go into detail because
35:54
we've been recorded for almost
35:54
an hour now. And we're just done
35:58
with.
35:59
Yeah, yeah. And the
35:59
reason we didn't want to like
36:02
brush over each of the factions
36:02
more is. So this is going to get
36:08
into our experiences section.
36:08
Because each one is so
36:11
different, it feels like almost
36:11
a completely different game that
36:14
you're playing when you choose a
36:14
different faction than you've
36:18
played before. It's totally
36:18
different, totally different
36:21
style technique, strategy. So I
36:21
like that. However, it also
36:28
seems like there's really only
36:28
one right way to play each
36:31
faction, we've played a couple
36:31
of games now, where I've been
36:35
the marquee to cat and one of
36:35
those games, I started out
36:39
really aggressively because I
36:39
had a bunch of warriors, you
36:44
have a warrior that starts out
36:44
in every clearing, except for
36:46
one on the board, I felt like I
36:46
had a huge army, maybe I should
36:50
come in and start trying to just
36:50
take out the eyrie, and just
36:54
reduce them, not let them start
36:54
to gain control of the map. It
36:58
didn't work out well. For me, I
36:58
actually almost got eliminated
37:01
from the game, the cat is the
37:01
only faction that can be
37:05
eliminated. Every other faction
37:05
has a way of like spawning back
37:09
in. But if you lose the keep,
37:09
and you lose all your warriors
37:14
and your recruitment centers,
37:14
you are actually out of the
37:18
game. Yes. And that almost
37:18
happened to me. The second game
37:23
that I played as the cat went
37:23
much better. And I kind of
37:26
followed more of what it
37:26
describes on the back of the
37:29
board, it really kind of tells
37:29
you what their goals are and how
37:33
they're meant to be played. So I
37:33
just focus more on building. And
37:37
I did fight in some cases,
37:37
especially to prevent one of the
37:42
players from meeting the
37:42
conditions for a dominance card.
37:46
But most of my actions were
37:46
actually focused on building and
37:51
gaining victory points that way.
37:51
And that was a much closer game,
37:55
I was one turn away from winning
37:55
by the end of that. And so it's
37:59
a little disappointing that it
37:59
really seems like there's only
38:02
one right way to play each
38:02
faction. But the fact that
38:05
there's so many different
38:05
factions, you know, you've got
38:08
four in the base game, and then
38:08
there's a bunch of expansions.
38:11
There's so many different
38:11
factions. I feel like that kind
38:13
of makes up for it.
38:15
Yeah, I agree. So I also
38:15
don't like the fact that it
38:19
really feels like there's only
38:19
one real way to play each
38:21
faction effectively, with the
38:21
exception of a couple, there's
38:26
not a whole lot of different
38:26
strategies that each one brings.
38:29
But there are 10 playable
38:29
factions available right now. So
38:32
with that you have a lot of
38:32
different variety on normally
38:36
what faction you're going to
38:36
play. But then the combinations
38:39
of factions in each game will
38:39
make very different games each
38:42
time. The rules in this game are
38:42
horrible and terrible. And we're
38:46
going to talk about that a
38:46
little bit later. But they're
38:48
bad. Really, really, really bad.
38:51
Not that the rules are
38:51
bad like the game plays well.
38:54
It's the rule book is written
38:54
poorly.
38:57
Both of the rule books are
38:57
written. Because this game comes
39:00
with two, depending on how you
39:00
want to learn, and they're both
39:04
bad. Horrible.
39:05
Yeah, so I would
39:05
definitely recommend, I mean,
39:08
obviously, you're listening to
39:08
this podcast. So hopefully, our
39:11
explanation of the rules is
39:11
helpful. You may also need to
39:15
watch a video, I would recommend
39:15
it and or reach out to forums on
39:19
like Board Game Geek to answer
39:19
specific questions that are
39:23
simply not in the rulebook.
39:26
That being said, so the
39:26
game Rachel was talking about
39:29
where she was one turn away from
39:29
winning, that game came down to
39:32
all three players playing down
39:32
to one turn whether or not they
39:36
would win. I was playing the
39:36
vagabond. And so the goal is to
39:40
get to 30 points I went from, I
39:40
think 16 or 18 to 29 in one
39:46
turn, just basically by becoming
39:46
a trainer and deciding that
39:50
Okay, well I'm not going to be
39:50
friends with this person
39:53
anymore, and I'm just going to
39:53
eliminate everything I can from
39:56
them. Yeah, and complete a bunch
39:56
of different quests.
40:00
Up until that point,
40:00
Jake had been playing as
40:03
friendly to both me as the cat
40:03
and then our friend who was
40:06
playing the Eyrie. And so he was
40:06
like helping us out and giving
40:10
us cards and trading items with
40:10
us up until that point, and then
40:14
that last turn, he betrayed both
40:14
of us. He like swept across the
40:19
board and destroyed a ton of
40:19
eyrie warriors took out a bunch
40:22
of my stuff completely cleared a
40:22
clearing that I had took on all
40:27
my worries, and all my
40:27
buildings, like the flip of a
40:30
switch all of a sudden were enemies.
40:32
Yep. And I needed it. I
40:32
was literally one card away from
40:36
winning just one card. Or if
40:36
Rachel had stopped the other
40:41
player from gaining control of
40:41
the clearing that they were
40:45
going for a dominance victory on
40:45
if she just moved one more
40:48
person in there. One more.
40:51
Yeah. So it basically
40:51
got to a point where I was also
40:54
at 29 points, and I couldn't
40:54
find a way to gain that one last
40:59
victory point.
41:00
So of course, because she
41:00
could, I couldn't win,
41:03
I decided to allow our
41:03
friend to claim his dominance
41:09
victory, rather than stopping
41:09
him and then letting Jake win on
41:13
his next term.
41:14
It's not okay. Right.
41:18
That's why I can't let you win.
41:22
So I really liked this
41:22
game. I've had a lot of fun
41:25
playing it. There are some small
41:25
gripes about it, like the
41:29
factions only having one real
41:29
way to play them. The rulebook
41:33
being horrible. It's actually
41:33
not super long either, which I
41:36
was pretty impressed with, I
41:36
think, yeah, we played a three
41:39
player game in like, an hour,
41:39
hour and 15 minutes, I think,
41:42
yeah,
41:43
maybe an hour and a
41:43
half. But for like an area
41:46
control game, I was expecting it
41:46
to take longer. Yeah, our two
41:50
player game that we played
41:50
definitely only took an hour.
41:53
Yeah. But speaking of two player
41:53
game, so this is one of those
41:57
games, it's honestly not great
41:57
at only two players. And at
42:02
three players, it's okay. It's
42:02
really optimized for four or
42:07
more, I think, just because of
42:07
the way that the different
42:11
factions play. There are certain
42:11
combinations of factions that
42:15
you can't have in a two player
42:15
game. Like if you played a two
42:19
player game with the woodland
42:19
Alliance and the vagabond. I
42:23
don't even know what that would
42:23
look like. It wouldn't make
42:26
sense. It wouldn't. No, it
42:26
wouldn't. The game does have in
42:30
the back of the rulebook, like
42:30
recommendations for setup for
42:34
different player levels. So that
42:34
is nice. But it does limit you
42:39
and what you're allowed to play
42:39
or what really will be effective
42:43
to play in smaller games.
42:46
Right. So, I mean, let's
42:46
talk about some of the
42:50
expansions because as we said,
42:50
there are a bunch and the
42:53
expansions add up to six more
42:53
playable factions. The first
42:58
released one was the river folk
42:58
expansion that was released in
43:01
2018. It does add two new
43:01
factions, the river folk company
43:06
and the cult of the lizard, I
43:06
have not played with either of
43:09
these, I do know that the river
43:09
folk company has an open hand
43:13
and they have a function where
43:13
you are able to as another
43:17
player, not them purchased cards
43:17
from their hand, so that if you
43:21
see something that oh, I need
43:21
that you can take it from them
43:24
at a cost and use it. You can
43:24
also pay them to be able to
43:28
travel using the river instead
43:28
of the forest paths, they can
43:31
travel for free, but you as
43:31
another player need to pay them
43:35
to do so. I don't know hardly
43:35
anything about the color of the
43:39
lizard, other than they
43:39
sacrifice something to get more
43:42
warriors. I know that much. This
43:42
expansion does allow for up to
43:46
six players per game. It adds
43:46
another Vagabond token. And I'm
43:50
not sure why it adds another
43:50
token. I don't know if you get
43:53
to or what's going on with that.
43:53
This also introduces some Co Op
43:57
scenarios so you can turn the
43:57
game into a cooperative
44:00
experience instead of a
44:00
completely competitive. This
44:03
also adds three new Vagabond
44:03
archetypes that you can choose
44:07
from from the beginning, the
44:07
underworld expansion was
44:10
released in 2020. This adds two
44:10
new factions, the great
44:14
underground duchy and the corvid
44:14
conspiracy. This adds two new
44:19
playable maps as well. We have
44:19
this expansion. We have not
44:23
played with it yet. But that's
44:23
something next time we play I
44:26
think we will be busting out to
44:26
play with the clockwork
44:29
expansion. This was also
44:29
released in 2020. We also have
44:32
this expansion. This adds an
44:32
ability to add NPC factions to
44:38
the game so that as Rachel was
44:38
saying earlier, this game was
44:42
not great with two people. This
44:42
will allow you to put NPC
44:45
factions into the game for a
44:45
four player game with only two
44:49
actual players. This also adds
44:49
some Co Op scenarios as well.
44:54
Yeah, so we have those
44:54
expansions or we're you know, we
44:57
have a couple of expansions but
44:57
happening had the opportunity to
45:00
play them yet, but honestly, I'm
45:00
super excited to. And I really,
45:04
really want to get the river
45:04
folk expansion, not only because
45:08
it advances the game to a six
45:08
player game, but I've heard that
45:12
the river folk are just awesome
45:12
and pick them every time is what
45:16
I've heard. There is
45:18
actually an expansion that
45:18
was released this year in 2022.
45:22
This adds two new factions, the
45:22
Lord of the hundreds and the
45:26
keepers in iron, the Lord of the
45:26
hundreds from what I read, likes
45:30
to burn down the clearings. And
45:30
so you can actually clear out
45:32
clearings by setting them on
45:32
fire. And the keepers and iron
45:36
are kind of like a vagabond, in
45:36
the sense that you are going to
45:40
be working and making alliances
45:40
with other factions in order to
45:43
find specific relics. But they
45:43
are also difficult to kill it
45:47
says because they're, they're an
45:47
armor. So I'm very interested in
45:51
this expansion. This also
45:51
introduces hirelings. And these
45:55
are units that can be used in
45:55
any player count game. So I'm
45:59
not entirely sure what they do.
45:59
I wasn't able to find a lot of
46:03
information on that. But
46:04
I would imagine that
46:04
that's like extra units,
46:07
essentially, that you can hire
46:07
cost something obviously.
46:11
So Can my Vagabond hire an
46:11
army? Maybe that could be
46:15
interested? If that's the case?
46:15
That would be awesome. Or I
46:18
was thinking like the
46:18
woodland Alliance, can you send
46:22
in a hired goon to be a martyr
46:22
for your organized stability in
46:27
the evening?
46:28
I don't know. I'm not
46:28
sure. All right.
46:31
So let's talk about
46:31
ratings real quick. On Board
46:34
Game Geek. You know, we already
46:34
mentioned in the beginning that
46:37
this is a game that's pretty
46:37
consistently on the hotness list
46:39
on BGG. And as such is reflected
46:39
in the ratings. So the base game
46:47
is rated at 8.1 was 34,000
46:47
reviews, that solid, the river
46:54
folk expansion is 8.45 with 5300
46:54
Reviews, the underworld
47:00
expansion is 8.76 with 2700
47:00
Reviews. Now, yes, that's less
47:06
reviews. But that is a really
47:06
high rating. Yeah, I'm very
47:11
interested to see what that
47:11
plays like and why people think
47:14
that the clockwork expansion is
47:14
8.03 with 1300 Reviews. And then
47:21
this Murata expansion that just
47:21
came out only has 134 reviews so
47:25
far. But it has a rating of 8.7.
47:25
I'm guessing that the number of
47:30
reviews is gonna go up. It just
47:30
hasn't been out for very long
47:33
yet.
47:34
Yeah, I agree. This is
47:34
only been out a couple months, I
47:37
anticipate that number to come
47:37
down as far as the overall
47:40
review. But I don't anticipate
47:40
it to drop below eight just
47:43
based on everything else like this is?
47:45
Yeah, every single one
47:45
of these is above eight. Yeah.
47:49
Which is really good. I mean,
47:49
it's a little impressive that
47:54
they haven't released a single
47:54
expansion. That was like, kind
47:57
of a flop.
47:58
Yeah, this is a very
47:58
highly rated game people like
48:00
it, it seems
48:01
I do for sure. Mm. Hmm.
48:01
Yes. Okay. All right. So let's
48:07
move on to our rating section.
48:07
First, easy versus difficult.
48:12
This is talking about how easy
48:12
is it to understand how well is
48:18
the rulebook written?
48:19
horrible, terrible, one of
48:19
the worst I've ever experienced?
48:24
You don't even read the
48:24
rulebook? Nope. And that's
48:28
telling you something.
48:29
So I wouldn't say that.
48:29
It's horrible. The rules are in
48:34
there. Mostly. The thing is, is
48:34
that the game presents you with
48:39
two rule books. And they make it
48:39
seem like it's a choice. Do you
48:43
want to read this one that's got
48:43
like pictures and diagrams and
48:48
stuff? Or do you want to read
48:48
this one that's literally just
48:51
text in everything is written
48:51
out. And they make it seem like
48:54
based on your learning style,
48:54
you can pick one of these to
48:58
read, you need to read both. And
48:58
there are mostly the same. But
49:04
there are things in one rule
49:04
book that don't exist in the
49:07
other, and vice versa. So I
49:07
can't recommend one particular
49:11
rule book to read. You got
49:12
to read both of them.
49:12
Yeah, unfortunately, they do be
49:16
that way.
49:16
And also, unfortunately,
49:16
there are still questions on top
49:21
of that things that need
49:21
clarification that are just
49:24
really not thoroughly explained.
49:24
Crafting, for example, we ended
49:29
up having to go to a Board Game
49:29
Geek forum to figure out what
49:33
the heck is crafting about.
49:33
Because it doesn't really make
49:38
sense in the one sentence when
49:38
they're explaining that the
49:41
sympathy tokens also act as your
49:41
crafting stations for the
49:45
woodland Alliance. And also
49:45
those tokens need to be in
49:49
matching clearings based on
49:49
what's at the bottom of the
49:51
card. And what you see at the
49:51
bottom of the card may be
49:53
different than the suit on the
49:53
card. And it's just like there's
49:59
not exact tuples of how the
49:59
crafting works, it's not
50:02
thoroughly explained, it's not
50:02
it's pretty bad. Other things
50:06
that we had to go to
50:06
BoardGameGeek about or the
50:08
woodland Alliance bases, because
50:08
it tells you that every time you
50:13
revolt, you should place a base
50:13
in the clearing. That makes it
50:17
sound like either you should
50:17
have multiple bases that will
50:20
fit in multiple clearings. Or
50:20
maybe you're supposed to move
50:24
the base from its previous
50:24
clearing into the one you just
50:29
revolted in. Yeah, I couldn't
50:29
find an answer on that. I think
50:33
we're going with you do that the
50:33
first time in place the base,
50:37
and then it stays there. And you
50:37
kind of just ignore that
50:40
sentence after you revolt again,
50:40
in a same clearing
50:43
to see I'm okay playing
50:43
either way, as long as it's
50:46
clearly defined. Yeah, at the
50:46
beginning of the game. But yeah,
50:49
there's no clear rule in the
50:49
book that says whether or not it
50:53
moves or not. So
50:55
yeah. And then one of
50:55
the other big things that we
50:57
were confused about is what
50:57
happens to buildings that get
51:01
removed or destroyed. Does that
51:01
go back on your board? Because
51:04
in some cases, that affects how
51:04
many victory points that you
51:07
gain that affects how many cards
51:07
that you draw at the end of your
51:10
turn? Are they like destroyed
51:10
and removed from the game? Or do
51:13
they go back on your board? And
51:13
you have the opportunity to
51:17
build them again, essentially?
51:20
Or are they off your
51:20
board, and you just play them,
51:22
and you've already progressed to
51:22
the point where you get X number
51:25
of victory points per turn,
51:26
right? Because for the
51:26
cat, you gain at least one
51:32
victory point for every building
51:32
that you build. If it goes back
51:35
on your board, then you're
51:35
double gaining victory points
51:38
for building the same building.
51:38
You know, if I build a
51:41
recruitment station, and that
51:41
gets me two victory points, and
51:43
then you come destroy my
51:43
recruitment station, and then I
51:46
build it again, that's another
51:46
two victory points.
51:49
Right. That's not very
51:49
clearly defined in the rules.
51:52
Yeah, I think what we've
51:52
gone with for that, again, we
51:55
didn't get a super clear answer
51:55
from Board Game Geek. But what
51:59
we're going with is yes, it goes
51:59
back to your board, because
52:02
it'll cover up additional cards
52:02
that you might get to draw that
52:06
might have been revealed
52:06
previously, but you do get to
52:08
gain those victory points again.
52:08
So that's kinda what we're going
52:12
with, we don't know for sure if that's the answer.
52:14
So how easy or difficult
52:14
would you rate this,
52:18
because of also just the
52:18
difficulty of like, every
52:23
faction playing differently, and
52:23
it being difficult to like,
52:26
assist a new player, if you
52:26
haven't played that faction
52:29
before? I'm gonna read this,
52:29
like, eight, I think on the
52:33
difficulty scale.
52:34
Yeah, I'm just trying to
52:34
decide between seven or eight,
52:37
I'm gonna go seven.
52:38
Okay, that's fair. All
52:38
right. So next, we'd like to
52:41
talk about simple versus
52:41
complex. So if that's confusing
52:46
when compared to easy versus
52:46
difficult, this is more talking
52:49
about the strategy of the game.
52:49
Are you able to employ a variety
52:53
of strategies to win? Is there
52:53
multiple ways of going about it?
52:58
What are the mechanics you use
52:58
for that, etc. So, again, if
53:03
that's confusing, think about
53:03
chess. Chess is an easy game, in
53:08
that you have all the pieces at
53:08
the beginning, each piece has
53:12
its own specific moves that you
53:12
do. And that's it. But it's very
53:15
complex, in that you can employ
53:15
a wide variety of strategies to
53:21
go about winning and using those
53:21
moves. So that's the difference.
53:26
For simple versus complex, I'm
53:26
going to say that this is a
53:30
decently complex game. Also,
53:30
because of the fact that each
53:34
faction plays so differently. It
53:34
was difficult in the beginning,
53:38
when we got together with my
53:38
sister and her husband, my
53:42
sister wanted to play the
53:42
vagabond. And that was not a
53:45
faction that we had played yet.
53:45
And so we didn't completely
53:49
understand it. And there was a
53:49
period of time where we were
53:53
reading the rule book about the
53:53
vagabond, looking up a video
53:56
about the vagabond, and going to
53:56
Board Game Geek to Google some
54:00
things about the vagabond, just
54:00
so we could figure out how she
54:03
should play it.
54:04
Exactly. That being said,
54:04
now that I've played it, it's
54:07
legitimately my favorite
54:07
faction.
54:10
Yeah, I mean, it's
54:10
great. It's just it's difficult
54:14
to get started. And it is, I
54:14
think, complex, the fact that
54:19
each faction plays so
54:19
differently, but with that said,
54:22
you know, we already mentioned
54:22
that there really is only one
54:26
right way to play a faction, it
54:26
seems, maybe I'm just not
54:30
imaginative and seeing outside
54:30
the box, but it's described on
54:34
each of the faction boards, like
54:34
how they're meant to be played.
54:38
So I think I'm gonna give it
54:38
like a six on the complexity
54:42
scale.
54:43
Yeah, I think I'm gonna
54:43
give it a five only because we
54:47
kind of talked about this
54:47
previously, that each faction
54:50
only has a specific way that
54:50
they're designed to play it
54:53
feels like so I'm gonna give it
54:53
a five because they don't feel
54:56
like each faction has multiple
54:56
strategies or Hmm, many viable
55:02
strategies.
55:03
Yes. So you can try
55:03
other strategies, it just
55:06
doesn't seem like it's effective
55:08
right there there, I'm
55:08
sure. But there's nothing that
55:11
immediately jumps out that says
55:11
this is a viable strategy to do
55:14
as well. So I'm gonna give it a
55:14
five. Now, the last category we
55:19
like to write is our wrote
55:19
versus random, what game
55:23
mechanics make each play a
55:23
unique experience. And I feel
55:27
like this is a pretty random
55:27
game, because there are 10
55:30
playable factions available,
55:30
there are only four to six slots
55:34
available in the game itself. So
55:34
you have a lot of mixing and
55:37
matching that you can do as far
55:37
as combinations of what is being
55:41
played in the game. Not to
55:41
mention there is some dice
55:44
rolling involved, there's a
55:44
shuffled deck of cards, I do
55:47
feel like this is a pretty random game,
55:50
I kind of disagree,
55:50
there is a decent number of
55:54
factions if you go get the
55:54
expansions. But that's not
55:58
randomized. It does add variety,
55:58
I would say. But I think this is
56:04
actually quite low. On the
56:04
randomness scale. We've talked
56:08
about how each faction has its
56:08
specific way of being set up.
56:13
Marki is always going to start
56:13
with a warrior in every
56:16
clearing, the area is always
56:16
going to start with six warriors
56:20
in that one opposite clearing,
56:20
the cards are shuffled, but I
56:24
don't know.
56:25
But the way that the
56:25
different factions will interact
56:27
with each other. For example,
56:27
the marquee doesn't have to be
56:30
in the game at all, and then
56:30
immediately changes the setting
56:33
of the game. If you don't have
56:33
that faction, you have something
56:36
else, that game is entirely
56:36
different. It is a different
56:40
game at this point. That's true,
56:40
not to mention the fact that all
56:43
those abilities are going to
56:43
interact differently. Yes, with
56:47
the base game, you are kind of
56:47
limited. I agree. But if you
56:50
have even just one expansion
56:50
that adds two factions, it can
56:54
change it drastically.
56:56
Yeah, I guess I just
56:56
don't know if I agree that
56:58
that's randomness. So I'm gonna
56:58
give it a three on the random
57:02
skill. I'm gonna give it six.
57:02
Okay. You're perfectly welcome
57:06
to have your opinion. Yeah,
57:08
I'm allowed to have my
57:08
opinions. I'll allow it.
57:12
Okay, so that's our
57:12
rating section. So it's time to
57:17
answer the question, Jake, would
57:17
you rather play this game over
57:21
trying to keep sweat off your
57:21
computer while planning for your
57:25
next podcast episode and a 90
57:25
degree house because the AC
57:29
repair company already came and
57:29
broke it five days ago? And they
57:33
can't come and replace it for
57:33
another five to seven days?
57:36
Yeah, that was miserable.
57:36
I'd rather do pretty much
57:39
anything than that.
57:41
Yeah, I agree. But in
57:41
all seriousness, this is a very
57:46
fun game, I highly recommend it.
57:46
It is a little bit of a learning
57:51
curve. And the rulebook does not
57:51
help with that. But if you can
57:55
get past that, it's a ton of
57:55
fun.
57:58
I really agree. Like, give
57:58
it a chance. The rules are
58:01
terrible. Ask somebody who's
58:01
played it before to to explain
58:04
it. Give it a chance, though.
58:04
It's so good. Yeah.
58:07
All right. There you
58:07
have it. That's Root. So thank
58:11
you all so much for listening.
58:11
As usual, hit us up on Facebook,
58:15
Twitter, and Instagram at so
58:15
bored podcast. That's S O B o ar
58:21
D podcast. And hey, you can go
58:21
check us out on Twitch now to
58:25
Sam handle twitch.tv/snowboard
58:25
podcast, we love hearing from
58:30
you interacting with you hearing
58:30
about your fun experiences
58:34
playing this game or house rules
58:34
that you have. You will also be
58:38
able to find pictures and short
58:38
stories from the games that
58:42
we've been playing recently, and
58:42
interact with us all things,
58:46
tabletop gaming. If you don't
58:46
want to do it on social media,
58:48
you can also email us at We are
58:48
so bored. That's w e a r e s o b
58:54
o a r [email protected]. And make sure
58:54
that you subscribe to us,
59:00
wherever you're listening to
59:00
this, that will make sure that
59:02
you get notified whenever we
59:02
release new episodes. And if you
59:06
go ahead and leave us a rating
59:06
that would be super helpful as
59:09
well. You can do it on Spotify
59:09
now. And it takes two seconds
59:13
and you can help other people
59:13
find our podcasts. Also, by the
59:17
way, hey, tell a friend about
59:17
this podcast if you really enjoy
59:21
it, just a thought maybe
59:23
that'd be great. Actually,
59:23
word of mouth is awesome. Really
59:25
appreciate it. We also want to
59:25
give a shout out to the people
59:28
who knew we were reviewing Root based on the picture we posted
59:30
last week. So congrats to David
59:34
Rathbun. David Patrick Harris,
59:34
Eric giome. David, Greg black
59:38
and white, Frank Ortiz and grand
59:38
abolish are on Twitter. Awesome.
59:43
Thank you for participating. We
59:43
appreciate that. We also want to
59:47
thank Mitchell Mims, the
59:47
designer of our art he is
59:49
currently accepting commissions.
59:49
So go ahead and check him out at
59:52
M I M S C O SAR a on Instagram
59:52
or on his website Michel Mims.
59:58
That's mi ch e l mi m s dot c AR
59:58
ar d.co We are going to be on
1:00:04
Twitch tomorrow can check us out
1:00:04
at so bored podcast. I am on
1:00:08
Twitch on a semi regular basis
1:00:08
as well. I'm naughty Doc 541 and
1:00:13
a new gh t YDOC 541. We'd love
1:00:13
it if you guys came to hang out
1:00:18
with us. That'd be great.
1:00:19
Yeah, especially can
1:00:19
play board games of this course,
1:00:23
like video games or whatever.
1:00:23
But come play board games with
1:00:25
us.
1:00:26
I mean, we have also been
1:00:26
streaming together on my
1:00:28
channel, so it's true. Well,
1:00:28
that's it. Thank you all so much
1:00:33
for listening and we will see you next time.
1:00:35
Bye bye
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