Episode Transcript
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0:13
Hello, and welcome.
0:15
I'm Rachel.
0:16
I'm Jake. And we're so
0:16
board,
0:19
the Podcast where each episode,
0:19
we take a close look at a
0:22
tabletop game to discuss our
0:22
personal experiences with set
0:25
game to help answer the
0:25
question, Will this cure
0:28
boredom? That's right, we look at the
0:29
mechanics complexity and
0:31
replayability in a game to
0:31
determine if it's the perfect
0:34
alternative to let's say being
0:34
at work and getting yelled at by
0:38
patients because they haven't
0:38
gotten their echo done yet. But
0:41
it's only been ordered for five
0:41
hours, and then having to
0:44
explain to the patient, that you
0:44
have other patients that have
0:47
had their echos ordered for
0:47
three days and still haven't
0:50
been done yet. And you're the
0:50
only tech in the hospital today.
0:53
So you'll get to it if you can.
0:53
Yep. And then later, having the
0:59
charge nurse call you and say,
0:59
oh, I need this echo done. And
1:03
it's also only been ordered for
1:03
five hours and explaining to the
1:06
charge nurse that I don't know
1:06
if it's gonna get done today.
1:09
Because it's four o'clock I
1:09
leave at six. And I still have
1:13
stuff from yesterday that hasn't
1:13
been done.
1:16
Isn't it great that we
1:16
treat like hospitals and like
1:19
patient care as a customer
1:19
service industry?
1:22
In case you can't tell I'm
1:22
a little irritated at it.
1:26
Anyways, before we get started,
1:26
we do stream on Twitch once a
1:31
week. Wednesday nights. and we
1:31
start about 530 to 7 pacific
1:37
time depending on the day
1:37
honestly depending if i'm
1:39
working that day. But we play
1:39
all sorts of cool board games
1:43
and you can come check us out we're at twitch.tv/soboardpodcast.
1:51
And a couple weeks ago
1:51
we did play this game that we're
1:55
reviewing today on stream. But
1:55
we did it real bad. we did it
1:59
wrong.
2:01
We didn't do it bad we
2:01
just didn't set it up correctly
2:06
We didn't do it right.
2:08
But we didn't do it bad,
2:08
like bad to me is disobeying
2:12
rules blatantly. Like I don't want to do that. So
2:15
we're not going to do that.
2:17
That's bad. We just didn't fully
2:17
understand what we were doing
2:21
here. Okay. I am also streaming
2:21
on Twitch. It's been touching go
2:27
because my internet has been
2:27
kind of crappy lately. So
2:30
hopefully I'm getting that fixed
2:30
soon. But I'm going to be doing
2:33
a bunch of retro games on stream
2:33
and I'm at twitch.tv/naughty Doc
2:38
541. That's NAU gh t YDOC 541.
2:38
So come check us out. Rachel,
2:44
what game are we doing today?
2:47
yatse
2:47
abomination.
2:50
Crisis crisis. We're
2:50
doing crisis today.
2:54
No. Crisis is that elusive game
2:54
that will always talk about but
2:58
never actually do a review.
3:00
We are going to do an
3:00
episode on crisis at some point
3:03
soon. That being said, we I
3:03
think we did play it on stream
3:07
recently. So yeah, we did do it
3:07
either last week or the week
3:12
before or maybe possibly the
3:12
week before that. I don't know.
3:15
We're recording this in advance.
3:15
So suffice it to say we did do
3:20
it. But today we are talking
3:20
about spirit Island, which I'm
3:25
very excited for this game
3:25
because this is one of the very
3:28
few cooperative games that
3:28
Rachel says that is acceptable.
3:34
And not only acceptable, but
3:34
good. So that that tells you
3:38
something right there. This game
3:38
was designed by R Eric rousse
3:42
and published by greater than
3:42
games in 2017. This is a
3:46
cooperative game about defending
3:46
your island home as Island
3:51
spirits or loa. I mean, they
3:51
call them spirits in the game,
3:55
but I really do think Loa is a
3:55
more appropriate term for them.
4:00
That feels right. Yeah,
4:00
the goal of the game is to
4:04
defend your island like Jake
4:04
said from invading colonist you
4:09
win when the invaders are
4:09
sufficiently scared off.
4:13
Yes. And depending on how
4:13
far you progress in a fear
4:18
tracker, basically, that will
4:18
determine what your win
4:22
condition is. So the win
4:22
condition actually changes
4:24
throughout the game as you
4:24
progress. It gets easier and
4:27
easier, which is pretty cool,
4:27
actually. So let's first start
4:31
talking about the board.
4:33
Yeah, okay. So there's
4:33
not much of a board, I would say
4:38
I guess like an unfold double
4:38
board. It's something that you
4:41
kind of put together. Well, I
4:41
guess there's two pieces to it.
4:44
So you've got the map, which is
4:44
something that you put together
4:47
with these different tiles, but
4:47
it's not tiles like in Catan,
4:52
where each tile represents like
4:52
a different type of land. They
4:56
are bigger pieces that contain
4:56
smaller subsections have
5:01
different types of land within
5:01
them. So each of these tiles has
5:05
a coast on one side, and then
5:05
these multiple other types of
5:08
lands, you will select the
5:08
number of tiles based on the
5:12
number of players that you have.
5:12
And they kind of fit together
5:15
and become, you know, your
5:15
island, essentially, that you
5:20
are defending. There are icons
5:20
on each of the different lands,
5:26
indicating some setup stuff. So
5:26
these are starting explorers,
5:32
towns and cities that all
5:32
represents the invaders of
5:36
blight, which represents damage
5:36
done to the land by the
5:40
invaders, and daHan, which are
5:40
the locals who live peacefully
5:45
on the island.
5:46
Okay, so I have to say
5:46
this right away, because I'll
5:50
forget about it. There's this
5:50
Japanese candy that is like a
5:55
cookie bottom, with a chocolate
5:55
top in the shape of a mushroom.
6:00
And that's what the dahan and
6:00
remind me of even though there's
6:03
no dark chocolate like color.
6:03
That's what they remind me, I
6:07
think I know exactly what you're
6:07
talking about. And I can totally
6:10
see that. They're delicious. I
6:10
love them. But anyway.
6:15
So that's what the Dahan
6:15
are. They're delicious cookies.
6:18
Yes, they're delicious
6:18
cookies in the shape of
6:20
mushrooms, but not really.
6:23
So that's your map. And
6:23
then you have the invader board,
6:26
which is a pretty small little
6:26
board that you kind of set off
6:29
to the side or above or you
6:29
know, somewhere near the map is
6:32
contains a couple different
6:32
sections. So you've got your
6:35
fear deck, which are beneficial
6:35
cards that trigger after a fear
6:40
has been generated through your
6:40
spirit abilities. And going
6:45
through in gaining these fear
6:45
cards is what increases the
6:49
terror level, which is what
6:49
makes the win conditions easier
6:53
as you play the game. So
6:53
essentially, the more fear that
6:56
you generate, the more
6:56
terrifying that you are, the
6:59
easier it is to get rid of these
6:59
invaders. Fear cards are earned
7:04
by spirits when you have
7:04
collectively caused for fear per
7:09
player. Yes, and fear is caused
7:09
by certain low up powers and
7:15
destroying towns and cities.
7:15
Those will all cause fear. Yep.
7:20
So then next to that you have
7:20
fear pool, which is just kind of
7:24
where you're collecting the fear
7:24
that you have generated until
7:27
you get to that point where you
7:27
have earned a fear card. And so
7:31
next to that kind of up at the
7:31
upper part of this board is your
7:35
current terror level. And when
7:35
conditions so you start at
7:39
terror level one, which
7:39
basically says that you need to
7:41
clear the entire map of all
7:41
invaders in order to win. But
7:46
after you earn three
7:46
approximately fear cards, you
7:51
will unlock terror level two,
7:51
which says okay, now you need to
7:55
clear the board of what like
7:55
towns and cities, I think, yes.
8:02
And you can have just explorers
8:02
on the map. And so you win at
8:05
that point. And then terror
8:05
level three says you just need
8:08
to clear the board of cities,
8:08
making it a little easier. Okay,
8:13
so kind of underneath that
8:13
terror level, you have the
8:16
island health, this is a card
8:16
that you will randomly select.
8:21
They all say the same thing on
8:21
the front, it says healthy
8:24
Island. And it tells you to
8:24
collect a certain number of
8:27
blight tokens on top of this
8:27
card. And those blight tokens
8:31
are like that's your pool that
8:31
you pull from when the invaders
8:36
do damage to the land. And then
8:36
once your pool is empty from on
8:41
top of that card, you will flip
8:41
it over and it'll say blighted
8:44
Island. And that will give you
8:44
extra things extra bad things
8:49
that happen as a result of the
8:49
island becoming sicker. And then
8:54
towards the bottom of the board,
8:54
you have the Explorer deck. And
8:57
so these are cards that just
8:57
contain different land types,
9:01
and basically describe where the
9:01
invaders are exploring building
9:06
and ravaging the land and it
9:06
moves from right to left. And so
9:11
basically, you'll flip over a
9:11
card and that'll be where they
9:15
explore this turn. And then at
9:15
the end, it gets moved down. So
9:19
that'll be where they build next
9:19
turn. And then that'll be where
9:22
they ravaged the following turn.
9:24
So next we have the
9:24
adversary or scenarios. These
9:29
are optional. Well, the
9:29
adversaries are optional, and
9:34
scenarios are optional, kind of.
9:34
At the back of the rulebook,
9:37
there is a chart that describes
9:37
the different difficulties of
9:41
the game. And I believe it's a
9:41
zero through 10. And depending
9:45
on how difficult you want the
9:45
game to be, it will tell you
9:48
what adversary to play and what
9:48
scenario to play. The
9:51
adversaries are specific
9:51
countries that are invading your
9:55
island. And then the scenarios
9:55
are also specific For lack of a
10:00
better term events that happened
10:00
during the game, that may or may
10:05
not make things more difficult.
10:05
So next we're going to talk a
10:09
little bit about the spirits or
10:09
our LOA. This is honestly one of
10:14
the most difficult parts about
10:14
this game is deciding which one
10:17
to play. That's how I feel
10:17
personally, I'm like, they're
10:21
all so good. Anyways, these are
10:21
the players of the game. And
10:27
these are all going to be
10:27
working together to fight these
10:30
colonists off of your island. It
10:30
is a natural force that exists
10:35
on the island to serve and
10:35
protected. Each of the spirits
10:38
has its own unique setup,
10:38
starting abilities, innate
10:41
abilities, and can get new
10:41
powers throughout the game. The
10:46
back of each of the spirit board
10:46
describes the difficulty and the
10:49
style of play. And it kind of
10:49
gives you a easy, medium complex
10:56
or very complex rating on these.
10:56
But it also shows you what kind
11:01
of abilities these spirits have.
11:01
So if you're more of a an area
11:06
control, or if you are moving
11:06
enemies around, or if you are
11:11
just dealing raw damage, or if
11:11
you're a utility based
11:15
character, it gives you this
11:15
chart, which is pretty cool.
11:18
That shows you the playstyle of
11:18
the Spirit. So the spirit
11:23
presence is indicated in the
11:23
lands by colored discs that are
11:26
placed on the board. So they're
11:26
just these small wooden disks,
11:30
and you will place them where
11:30
you are at the beginning of the
11:33
game. Each spirit has specific
11:33
locations that you are going to
11:37
be placing these discs detailed
11:37
on the back of your board. This
11:41
will also often determine where
11:41
you can use your abilities.
11:45
Because your abilities are often
11:45
based on a range from your
11:50
presence to disk of the same
11:50
color on the same land indicate
11:54
a sacred site, which can also be
11:54
required for some of the
11:58
abilities. And you can use your
11:58
growth abilities which we'll
12:02
talk about in just a minute to
12:02
actually spread your presence.
12:07
And your presence is a limited
12:07
pool that you have available to
12:11
you. And it's kept on two
12:11
separate tracks on your spirit
12:15
board, you have energy per turn,
12:15
and the number of cards you can
12:18
play per turn. As you put more
12:18
presence out, you'll be getting
12:22
more and more energy per turn by
12:22
uncovering these and more and
12:26
more cards per turn as you
12:26
uncover these as well. So the
12:29
energy is used to cast
12:29
abilities. Every power card has
12:34
a specific energy cost up in the
12:34
top left corner that must be
12:39
spent in order to use that
12:39
ability. And you gain energy
12:45
every turn dependent on how much
12:45
presence you have spread off of
12:49
that energy track. Growth is the
12:49
first phase of the player
12:53
actions. And these are different
12:53
for each spirit. And sometimes,
13:00
depending on the Spirit, you
13:00
will either choose 123 Or all of
13:03
them just depending on what your
13:03
board says to do. And they are
13:08
different actions that you can
13:08
take to spread presence, pull
13:11
cards from your discard pile, or
13:11
gain new abilities, and
13:15
sometimes gain energy as well.
13:15
So gaining powers is one of the
13:20
ones that you're going to be
13:20
using a lot in this game. When
13:23
you gain powers you can choose
13:23
between major or minor powers.
13:26
And the difference between these
13:26
powers is the minor powers
13:31
typically cost less and are good
13:31
or beneficial. But the major
13:37
powers are typically more
13:37
expensive and do more damage do
13:41
more fear do more destruction,
13:41
for lack of a better word. When
13:46
you choose this action to gain
13:46
powers, you pull four from the
13:50
chosen deck, and you choose to
13:50
keep one and gain a major power.
13:55
When you do this requires that
13:55
you forget and permanently lose
13:59
an existing power card. For
13:59
example, if you pull for minor
14:03
powers that you just don't like
14:03
at all, on your next turn when
14:06
you go to gain powers, you can
14:06
choose a major power and just
14:10
toss the one that you got
14:10
previously. But you do have to
14:14
each time again a major power
14:14
lose one. So innate abilities
14:19
are powers that don't cost
14:19
energy, but cost elements gained
14:22
from other ability cards or the
14:22
presence tracks. As you spread
14:27
your presence. A lot of times
14:27
you will get elements based on
14:31
your lower just depending on
14:31
what you have available to you.
14:36
These don't count against you
14:36
for the number of cards you can
14:38
play per turn. Some of them are
14:38
fast actions and some of them
14:42
are slow actions. And it's
14:42
important to keep that in mind
14:44
because that dictates when those
14:44
things are cast.
14:48
And then we have the
14:48
powers these are the cards that
14:51
you can choose to gain. Well
14:51
these are either your four
14:54
starting cards or powers that
14:54
you can choose to gain as you
14:58
play the game. This is kind of
14:58
The breakdown of what those
15:02
cards look like. So up in the
15:02
upper left corner, you will have
15:08
an energy cost, this will be
15:08
surrounded by a colored border
15:12
indicating whether it's a slow
15:12
or a fast action. The elements
15:17
that you gain from the card are
15:17
kind of a long the left side,
15:22
the left border. And that's
15:22
just, there's a bunch of
15:25
different ones, there's like,
15:25
you know, claws for animals, or
15:28
leaves or sun, there's a bunch
15:28
of them. And so it kind of
15:31
highlights a couple different
15:31
ones that are associated with
15:33
this specific power. Then you
15:33
have like, in the middle,
15:39
underneath the picture, there's
15:39
like a little bar that contains
15:42
information about the speed, the
15:42
range and the target. So your
15:46
speed is depicted on the left
15:46
side of that little middle bar.
15:51
This is what determines if it's
15:51
a faster or slow action. So fast
15:55
actions are depicted by a red
15:55
bird. And these actions take
16:00
place before the invader phase.
16:00
And then slow actions are
16:04
depicted by a blue turtle. These
16:04
take effect after the invader
16:09
phase. So it's really important
16:09
to remember and like include
16:13
that in part of your planning
16:13
that okay, this is going to
16:17
take, you know effect after
16:17
they've already kind of explored
16:21
and spread and you can start to
16:21
try to plan that out. But this
16:25
is one of the really, like
16:25
complicated parts I feel of the
16:30
game is like appropriately
16:30
planning these actions to take
16:35
place, I keep running into
16:35
things where it's like, I'm
16:39
making plans based on what the
16:39
board looks like right now. But
16:42
it's a slow action, I need to be
16:42
making plans based on what it's
16:45
going to look like after they
16:45
take their turn.
16:48
And this is kind of what I
16:48
wanted to talk about the
16:51
different invader cards between
16:51
the Explorer build and ravage.
16:55
My problem with this game is I
16:55
like to plan like three turns in
16:59
advance when we're talking about
16:59
it. And I know you've said this
17:03
to me before, it doesn't matter.
17:03
We're working on what's right
17:07
now. And I'm like, No, it does
17:07
matter, because we have to plan
17:10
for three turns in advance. And
17:10
we can do that by seeing what's
17:14
coming up.
17:15
I mean, kinda
17:18
I like to do that. And I
17:18
liked the planning phase of this
17:21
game. We'll talk more about that
17:21
later. But I feel like that's
17:25
something that they did really
17:25
well in this game is the
17:28
requiring you to cooperate
17:28
together. But anyways, I
17:32
digress.
17:34
Alright so, next to the
17:34
speed in that middle bar, so in
17:37
the middle, you will have the
17:37
range. This describes how many
17:43
lands away from your prescence
17:43
you can cast this power. So a
17:48
range 0 means it has to be in a
17:48
land with your presence. it may
17:53
also describe a distance from
17:53
your sacred site so it's not a
17:56
place with your presence but
17:56
specifically a sacred site. And
18:00
then next to that is the target.
18:00
this is describing the land
18:04
where the power is cast. it may
18:04
describe it can only be cast in
18:10
mountains or jungles or it can
18:10
say any. but you need to make
18:13
sure you're looking at both of
18:13
these things because this needs
18:18
to be within one land of my
18:18
presence that is in a jungle and
18:24
needs to be cast in a mountain.
18:24
it can get really complex in all
18:31
of that. it's like oh shoot i
18:31
forgot that like it needs to be
18:35
a presence that's in a jungle
18:35
not just any presence.
18:39
Yes They get pretty
18:39
indepth on what you can and
18:43
cannot target based on your
18:43
powers.
20:43
And this is really where I
20:43
start, like I was saying
20:46
earlier, get distracted by
20:46
what's happening in the future
20:50
as opposed to what's happening,
20:50
right. Yeah, because, well, the
20:55
thing that I want to prevent the
20:55
most is actually the build.
20:59
Yeah. Because if they can't
20:59
build, they can't damage and if
21:03
they can't damage, they can't
21:03
play.
21:06
So the individual
21:06
explores do damage, but not
21:10
enough to blight. Not if they're
21:10
alone, not if they're alone,
21:14
which blight is what we're going
21:14
to talk about next. Yes. So
21:18
blight represents the damage
21:18
that the invaders are doing to
21:21
the land, this happens during
21:21
the ravage step. And if the
21:26
invaders, deal, two or more
21:26
damage to that land, you're
21:29
going to add a blight. If there
21:29
is already a blight, placed in a
21:34
place where you would add
21:34
another blades, you add that
21:37
second blight, but also it
21:37
cascades into an adjacent land.
21:41
And so it can get out of
21:41
control, and cause you to run
21:44
out of that blight pool really
21:44
quickly and flip your card over
21:48
to blighted Island really
21:48
quickly if you don't stay on top
21:52
of that.
21:53
Yes. And that's a problem.
21:57
Yeah, that's a quick way
21:57
to lose. So blight can be healed
22:00
by certain spirit abilities.
22:00
Some of them are like natural or
22:03
good at healing blight. And some
22:03
of them it's like, well, you
22:06
have to get lucky and hope that
22:06
you gain new powers that will
22:10
allow you to do that.
22:12
And some spirits abilities
22:12
actually cause blight or are
22:16
affected by blight. That's true.
22:16
Some of them are actually more
22:20
effective if there is blight.
22:20
But that's like a really risky
22:24
game to play. Because now you
22:24
have to have blight out. And
22:28
yeah, no, it's not.
22:29
I've been too scared to
22:29
play one of those kinds of
22:32
spirits, because it's like, oh,
22:32
gosh, like I don't,
22:35
I don't want to do it. I'm scared.
22:37
I don't know how to deal
22:37
with this. All right. And then
22:41
so we've already kind of talked
22:41
about them a little bit. But the
22:43
dahan, these are the locals that
22:43
live peacefully on the island,
22:47
they have to health and deal to
22:47
damage each, they will attack
22:51
the invaders if they are
22:51
attacked during the ravage step,
22:55
but they don't automatically
22:55
attack anywhere that they're
22:58
just in the same place as like
22:58
explorers are towns that are
23:02
being built. And there are some
23:02
spirits that use the Dahan
23:07
pretty significantly to do extra
23:07
damage or you know, to deal
23:11
damage in other ways using their
23:11
spirit powers. But just kind of
23:15
naturally, the way that the game
23:15
is played, they will attack
23:19
automatically if they are
23:19
attacked,
23:22
which is nice, because you
23:22
can't be everywhere at once,
23:25
especially depending on the
23:25
spirit you choose. So that's a
23:28
nice added bonus. The sequence
23:28
of play kind of looks like this.
23:33
As I mentioned earlier, it
23:33
starts with the spirit phase,
23:36
which is your growth ability,
23:36
you must do everything described
23:40
in the ones you choose. But you
23:40
can choose to do them in any
23:44
order. So you also then gain
23:44
energy based on how much you
23:49
have revealed on the energy
23:49
track. And you decide your
23:53
powers that you are going to
23:53
play both fast and slow, and pay
23:57
for those power cards. And this
23:57
is where the game kind of takes
24:01
time. Because this can take a
24:01
lot of time planning and
24:04
collaborating to make
24:04
everybody's powers work
24:07
effectively. And we have to pay
24:07
attention, as we said earlier to
24:11
whether or not these powers are
24:11
fast or slow, because fast
24:15
abilities will take place right
24:15
now. Well, it'll take place
24:19
right after the planning phase.
24:19
And then the slope actions or
24:22
slow powers actually take place
24:22
after the invader phase, which
24:26
we'll talk about in a moment. So
24:26
also you aren't supposed to
24:30
resolve the effects yet until
24:30
until that faster, slow. And
24:35
okay, I have a little bit of an
24:35
issue with this and hear me out.
24:38
This is my logic. It's a fast
24:38
power. I'm doing it right away.
24:43
And literally that's the next
24:43
thing you do is the fast power
24:47
right after the planning. So why
24:47
not just do it
24:51
no the different phases
24:51
like it's really important. So
24:57
the other day we were playing
24:57
and Jake had a fast power that
25:01
was gonna give him more energy.
25:01
And he wanted to do that now so
25:05
that you can spend that energy
25:05
on playing more cards, or
25:09
playing for new, you know,
25:09
abilities and powers. It's like,
25:13
No, you can't do that those are
25:13
two different phases, you don't
25:16
do the card effect yet, you will
25:16
gain that energy for next turn.
25:21
I still don't like it. Yeah,
25:21
that's just one thing that we're
25:24
kind of constantly having to
25:24
watch and monitors like, no, no,
25:28
no, no, no, that's not happening
25:28
yet. Jake's real bad at that.
25:32
Okay, we're gonna need to
25:32
talk about that. Because there
25:37
is a fast power that lets people
25:37
play an additional card. So how
25:44
can you do that
25:46
that would get resolved
25:46
during the fast power phase.
25:49
That's what I'm saying is
25:49
if they get to play an
25:52
additional card during this
25:52
game, or this round, how would
25:56
they then be able to do that if
25:56
they didn't choose that card and
25:59
pay for it? You see what I'm
25:59
saying?
26:02
I feel like it's a subtle difference. But it's like, I'm going to plan on using
26:04
this card. And then we get to
26:08
the next phase. Okay, now I'm
26:08
using that card. Because like,
26:12
obviously, that's something
26:12
that's outside of the normal
26:15
rules of the game.
26:16
So if you can only play
26:16
two cards, and you have chosen
26:19
two cards, and I give you a
26:19
third card, you cannot use that
26:23
third card and pay for that
26:23
third card until the fast power
26:27
phase, right? So then you would
26:27
not be able to do Do you see, do
26:30
you see my my confusion here?
26:32
Kind of, but like, I
26:32
feel like this is emphasized or
26:36
like this is made more difficult
26:36
to understand just because of
26:40
the complexity of the game. Yes,
26:40
there are other games where it's
26:45
an easy concept to understand
26:45
that like, hey, this card that
26:49
you just played, or this thing
26:49
that just happened breaks the
26:52
normal rules of the game. And
26:52
that's just kind of accepted. A
26:56
lot of times in games, you know,
26:56
you follow the rules until you
26:59
receive an event or you know,
26:59
something that causes it to
27:03
break the rules, and then you
27:03
follow the rules set by that
27:06
event. Does that make sense?
27:06
This is one of those kinds of
27:11
things. It's like, normally, you
27:11
wouldn't do that. But this card
27:15
is breaking that rule and
27:15
allowing you to play an
27:19
additional card during the fast
27:19
power phase.
27:22
I disagree. But
27:24
you disagree. Like what
27:24
is there to disagree.
27:27
We'll continue.
27:28
Okay.
27:30
So the fast powers phase,
27:30
you resolve both innate
27:34
abilities and power cards that
27:34
are fast during this phase. And
27:38
these can all be done
27:38
simultaneously or resolved in
27:41
whichever order the players
27:41
choose, which is very important
27:45
because some things will build
27:45
on other things, as we kind of
27:48
just mentioned a moment ago. You
27:48
cannot delay your fast abilities
27:53
to be slow abilities. However,
27:53
you must resolve them in the
27:57
phase that they are labeled.
27:57
Unless you're a specific spirit
28:02
that allows you with elements to
28:02
treat a slow power as a fast
28:06
power. There is one specific
28:06
spirit that allows you to do
28:09
that. Next is the invader phase.
28:09
So blighted Island, we follow
28:15
the instructions on the island
28:15
health card. If it's been
28:17
flipped over, then we do any
28:17
fear resolve any fear cards that
28:22
have been earned by the spirits.
28:22
And remember that fear is for
28:25
per player. If you have enough,
28:25
then you will slip the fear card
28:29
and follow those actions.
28:30
So just to kind of
28:30
clarify on that you may gain the
28:34
fear card at any point in time,
28:34
like, you know, maybe you cause
28:37
enough fear during the slow
28:37
actions. But you don't actually
28:40
get to look at the card and
28:40
resolve it until this step. Yes.
28:45
Well, once again, unless
28:45
you are a specific spirit, you
28:49
may be able to look at the top
28:49
two and decide what yeah, there
28:54
is one specific spirit that will
28:54
allow you to do that. Yes. Next
28:58
is the invader actions. First,
28:58
they will ravage invaders damage
29:03
the land and dahan for all the
29:03
land types depicted on the
29:06
Explore a deck by the ravage
29:06
space. So if that is a desert
29:10
card, any desert that they have
29:10
presents in, they will ravage.
29:15
However, if there is a desert
29:15
without any invaders in it,
29:18
nothing happens there. And the
29:18
ravage actually does not happen
29:22
for the first turn as the
29:22
Explorer cards move from from
29:25
the Explorer, the build to the
29:25
ravage slot, so there's nothing
29:30
in the ravage, they're just
29:30
going to explore first, then
29:33
they'll build, then they'll
29:33
ravage. Next is the build
29:37
invaders, build towns or cities
29:37
in all land types depicted on
29:40
the Explore deck on the build
29:40
space. So if we move that desert
29:44
into the next turn, now we're
29:44
going to build in the desert so
29:47
they have presence. If there are
29:47
no invaders there, then nothing
29:52
gets built, and explorers.
29:52
Explorers move into lands
29:56
adjacent to the coast and other
29:56
lands with invaders as described
29:59
inThe explore space. After we do
29:59
all those actions, we advanced
30:04
those cards. And we will see
30:04
what's going to happen on the
30:07
next turn. Next is the slow
30:07
power phase, we get to resolve
30:12
all the slow powers that were
30:12
cast during the spirit phase.
30:15
And the players once again get
30:15
to choose what order these
30:18
happen in, depending on what is
30:18
going to be most beneficial or,
30:23
or however, they would like to
30:23
do this. And that includes not
30:26
only power cards, but also
30:26
innate powers. After that, time
30:32
passes, and this is your reset
30:32
phase, you discard power cards
30:36
that were used this turn, all
30:36
daHan towns and cities that were
30:39
damaged but not destroyed, are
30:39
healed. And then it's the start
30:45
of the next round.
30:46
Do it all over again.
30:46
Yep. And the game continues like
30:50
that until you either lose, or
30:50
meet your win condition. And
30:56
losing I guess we didn't really
30:56
talk about what losing looks
30:59
like but that's like, you know,
30:59
you have no presence left on the
31:03
board. If your presence is like
31:03
completely destroyed. Does that
31:07
actually kick you out of the game?
31:08
No, that makes everyone
31:08
lose?
31:11
Yeah, okay. Well, it's
31:11
thinking like, if there's like
31:14
four people, you know, one
31:14
person loses all their presence,
31:17
like they can still get their
31:17
presence back. But you only have
31:20
so much like when your presence
31:20
is destroyed, it doesn't go back
31:24
to your board as something that
31:24
you can use. It's like removed.
31:28
And there are very limited
31:28
abilities that have, you know,
31:32
that capability to bring back
31:32
destroyed presence. And so you
31:36
have a limited amount and can
31:36
you know, get overwhelmed and
31:40
taken over and essentially,
31:40
removed from the game in that
31:43
way? Yes. That was the game. That's the
31:46
game. Is that a long enough rule
31:49
section for everyone?
31:50
It's surprisingly not that
31:50
long. Yeah,
31:53
I guess. All right. So
31:53
let's talk about our experiences
31:57
playing this game. So we've been
31:57
doing it wrong. We already kind
32:02
of talked about, we haven't been
32:02
setting up like the towns and
32:07
cities and settlers and
32:07
everything according to the map.
32:10
Like when you do the initial
32:10
setup, which makes a big
32:14
difference. It doesn't make a
32:14
ton of sense to me, actually,
32:18
with the way that the Explorer
32:18
deck starts out the fact that
32:22
you don't have ravage the first
32:22
turn. It doesn't make sense to
32:26
me that, like you've got all
32:26
these towns and cities and
32:30
everything built, but they're
32:30
just not. They're not damaging
32:32
the island yet. Like the way we
32:32
were playing it is basically
32:37
like the island is good and
32:37
fine. And then the initial
32:41
people start coming in and
32:41
exploring from the coast. And so
32:44
it kind of creates this idea or
32:44
you know, this image of, Okay,
32:49
we're good, we're moving along.
32:49
This is our island, everything's
32:52
happy. Oh, all of a sudden,
32:52
these people are arriving from
32:55
the coasts and like exploring
32:55
our lands, what are they doing,
32:58
and then they start building and
32:58
then they start ravaging. And it
33:01
kind of created this whole idea
33:01
of, you know, this is the
33:05
beginning of their invasion. The
33:05
thing about that, though, is
33:09
that you can get lucky and win
33:09
in the first couple of turns by
33:14
eliminating everybody off the
33:14
board if you don't start with
33:18
all that stuff. And so the game
33:18
is not meant to be that easy.
33:23
No, it's not. That being
33:23
said, it still could be possible
33:28
if you were playing a four
33:28
player game, right? And you all
33:33
chose spirits that just do
33:33
massive amounts of damage. Like
33:38
that's what they're designed to
33:38
do. You could in theory, destroy
33:42
everything from the island pretty quickly.
33:44
Yeah, potentially.
33:45
If you focused on, like,
33:45
just raw destruction, you could,
33:50
I think, but we've already kind
33:50
of talked about our experiences
33:54
with this game. And I don't know
33:54
if you can tell this, but I love
33:58
this game. If you know anything
33:58
about me, I love cooperative
34:01
games. And I love complicated
34:01
games. And this is for sure. A
34:07
complicated cooperative game.
34:10
Yeah, I think that might
34:10
be why I actually like it to,
34:14
like, the level of cooperation
34:14
required in this game is above
34:19
and beyond what I have seen in
34:19
any other cooperative game, it
34:23
really requires that the players
34:23
are all kind of communicating
34:26
with each other on what they're
34:26
planning on doing, what areas
34:30
they're planning on targeting,
34:30
so that you don't have people
34:32
who are like, targeting the same
34:32
thing or attempting to do the
34:35
same thing. Like it's more
34:35
effective to okay, you do this,
34:40
I'll go over here and do that.
34:40
And, you know, and like it
34:44
requires a really high level of
34:44
cooperation, which I really
34:49
like, you know, you see in other
34:49
games that are cooperative or
34:52
semi cooperative. Like there's a
34:52
little bit of that, you know,
34:56
let's talk about dead of winter.
34:56
For example, a Okay, so I'm
35:01
gonna go to the police station,
35:01
and I'm going to look for stuff
35:03
there, because I know that we
35:03
need weapons or whatever, you
35:07
know, there's a little bit of
35:07
that talking and saying, Okay,
35:09
this is what I'm gonna do. But
35:09
like what I do is not so heavily
35:13
dependent on what you do. And
35:13
like our success is not so
35:19
heavily dependent on our ability
35:19
to communicate and work
35:23
together.
35:24
Yeah. And speaking of dead
35:24
of winter, you know, you have
35:27
these board objectives each
35:27
round or their, I believe it's
35:30
called the crisis. So like, oh,
35:30
we need extra food, and we need
35:33
to donate it to this crisis,
35:33
this turn, or we need fuel or
35:37
tools or whatever. If you don't
35:37
do that bad things happen to
35:40
everyone. But it doesn't
35:40
necessarily mean the game is
35:43
over. Right? It's just there.
35:43
There are consequences.
35:47
Yeah, I mean, it reduces
35:47
your morale, which can end the
35:50
game pretty quickly if you keep doing that.
35:52
Right. But you can also
35:52
depending on the scenario, you
35:56
do, one or two people can carry
35:56
the game.
35:58
Yeah. And maybe dead of
35:58
winter is a bad example. Because
36:02
that is also designed to be played with a hidden trader. What's another game that's like,
36:03
purely cooperative, like either fields? Oh, yeah. So we haven't
36:04
done an episode on either fields yet. But that's a cooperative
36:06
campaign game. And, again, like,
36:17
it's important for us to work
36:17
together and figure out what
36:20
we're doing. But it's also not
36:20
terribly detrimental,
36:24
necessarily, if someone kind of
36:24
goes off and does their own
36:27
thing. You know, like, Oh, I
36:27
really want to go over here and
36:31
get this one specific thing
36:31
done. That's not going to cause
36:35
us to just kind of cascade into
36:35
destruction and lose, you know,
36:41
there's a little bit of
36:41
allowance for that, and just
36:44
doesn't require that same level
36:44
of teamwork. If it wasn't such a
36:48
complex game, I would say that
36:48
this is a really good game for
36:51
like team building exercises,
36:51
like, Oh, hey, like you've got a
36:54
small group of people at work or
36:54
something. Let's get together
36:58
and play this and see how we can
36:58
improve our communication and
37:02
build on our team. But it's way
37:02
too complex for that. There's no
37:06
way unless you've got a team
37:06
full of super nerds, there's no
37:09
way everyone's going to be
37:09
interested in playing this.
37:12
I mean, actually, you and
37:12
I are work, both of them are
37:15
probably filled with super nerds.
37:17
Um, I don't know if there's people that are interested in this level of
37:19
complexity.
37:22
Yay, maybe not. Yeah. But
37:22
yes, my work is full of nerds.
37:27
And I'm glad. Yeah, I do love
37:27
this game, I think they have
37:31
done such a good job designing
37:31
it. And the expansions that
37:34
we're going to talk about in
37:34
just a minute add so much
37:38
replayability to this game, it's
37:38
almost ridiculous. But before we
37:45
get to that, I kind of wanted to
37:45
mention a few other things. One
37:48
of my favorite loas, and the
37:48
game is I forget what it's
37:51
called, but it's the ocean, the
37:51
ocean is on the back of the
37:56
board, it's described as a, it's
37:56
either complex, or very complex
38:00
playstyle. And the way that it
38:00
works is your presence, you can
38:04
only have presence in the ocean
38:04
and on coastal tiles, but you
38:09
are like waves bringing that
38:09
presence in to the coast areas
38:14
and then bringing them back out
38:14
to the ocean, bringing them back
38:17
into the coast, bringing them
38:17
back out into the ocean. Which
38:20
is pretty interesting, actually.
38:20
Because one of the things that
38:24
you can do in this game is there
38:24
are loa that are really good at
38:30
moving enemies around. So you
38:30
can push like cities, towns,
38:33
explorers, and if you have the
38:33
ocean in play, anything that
38:39
gets pushed into the ocean, dies
38:39
immediately. And then becomes
38:45
energy for you to use at any
38:45
time. Which is pretty cool,
38:49
actually.
38:51
Yeah, this is like one
38:51
of the most amazing strategies I
38:53
think we've ever come up with is
38:53
like you get somebody to play,
38:57
you know, the spirit that has a
38:57
lot of that push and pull
39:01
ability to move things around.
39:01
And you just push towards the
39:04
coast push towards the coast.
39:04
And that's all you do. And then
39:07
you let the ocean come in and
39:07
wash everything away. It feels
39:12
so good. I love that strategy.
39:15
It does actually, I do
39:15
love the ocean. And if we play
39:19
this later today, I'm gonna play
39:19
the ocean.
39:22
So the only problem with
39:22
that is like, I guess one thing
39:25
we didn't really talk about is
39:25
that I personally feel like this
39:28
game really is best played out
39:28
to me three people, Max.
39:33
I think three is the best.
39:33
Two is good. Two is very good.
39:38
But I think three is the best
39:38
because then you can have like a
39:41
control spirit, a damaged spirit
39:41
and then a utility spirit.
39:44
Yeah, I mean, from a
39:44
mechanics perspective, I agree
39:49
with you. But the planning phase
39:49
becomes so much more
39:54
complicated. The more people
39:54
that you have because you're
39:57
trying to work with everybody
39:57
and make sure that everybody is
40:00
is being effective. And you can
40:00
get stuck in that planning phase
40:03
for a really long time. If
40:03
you've got too many people that
40:06
are trying to plan and figure out what they're doing.
40:09
I mean, that's very true.
40:09
We have definitely played games
40:12
of this that go for four hours
40:12
because of that planning thing.
40:15
Yes. So what I was gonna
40:15
say is, the thing about playing
40:20
like at two people is okay, if
40:20
Jake really wants to play the
40:23
ocean, I'm kind of forced to
40:23
pick someone that is like that
40:28
kind of area controller like
40:28
that ability to push and pull,
40:31
I'm kind of forced to play a
40:31
specific type of spirit. And
40:34
that limits my options. Whereas
40:34
if you play with more people,
40:38
Jake really wants to play the
40:38
ocean, okay, somebody should
40:41
play one of those kinds of
40:41
spirits. But it doesn't
40:44
necessarily have to be me as the
40:44
only other player in the game,
40:48
right? Or you don't have
40:48
to choose somebody who has all
40:51
utility or all control, then you
40:51
can have just somebody who has
40:55
some and then another player who
40:55
has some as well, or they could
40:58
focus on whatever they want.
40:59
Yeah. So it's kind of a
40:59
balance, you really do need to
41:03
pick spirits that complement
41:03
each other. Otherwise, you're
41:06
just not going to be effective.
41:06
The ocean is not effective if
41:09
you don't have people who can
41:09
push.
41:12
Yeah, because you can't
41:12
get presents anywhere else
41:15
except for the coastal tiles in the ocean.
41:17
Yeah. So like, you just
41:17
okay, I guess I get lucky. And
41:21
they're building here. And like,
41:21
that's the only way I can be
41:23
effective. And it just, it
41:23
doesn't feel as good. If you
41:28
know, you're not cooperating and
41:28
picking complementary spirits in
41:32
that way. Yeah,
41:34
bringer of dreams and
41:34
nightmares is the one that I
41:36
really also, like, it's also a
41:36
high complexity play. It does,
41:41
like the damage on it is
41:41
basically non existent, you
41:44
almost can't destroy anything.
41:44
Because actually, one of its
41:49
ability says anytime you would
41:49
deal damage due to fear instead.
41:54
So this character is about
41:54
pushing people around and
41:58
causing massive amounts of fear.
41:58
And fear is how you change that
42:02
win condition to make it easier.
42:02
So the more fear you cause, the
42:06
easier it is to win. And I do
42:06
like that. But once again, that
42:11
in a two player game, that's not
42:11
a great one to play unless
42:15
somebody else is going to be
42:15
doing damage. And so we have
42:19
three expansions currently
42:19
available for this game. And
42:24
these add so much replayability.
42:24
It is, like I said, ridiculous.
42:29
We have the branch and claw
42:29
expansion, this is was released
42:32
in 2017. It adds two new loa,
42:32
it's sharp fangs behind the
42:38
leaves and keeper of the
42:38
Forbidden wilds, it also adds an
42:41
Event deck that has an event
42:41
that will happen each round. So
42:45
something will change. Sometimes
42:45
it's beneficial, sometimes it's
42:48
detrimental, all depends on the
42:48
card that is drawn.
42:52
That really reduces the
42:52
predictability of the invaders.
42:56
Because without that, it's like,
42:56
oh, we can see exactly where
43:00
they're going to ravage, where
43:00
they're going to build where
43:02
they're going to explore blah,
43:02
blah. And like, it's very
43:05
predictable. And you can plan
43:05
based on that the Event deck
43:08
really mixes that up and makes
43:08
it so like, Oh, oops, they're
43:13
doing something different this
43:13
time.
43:16
Right. Which I really,
43:16
really like actually. And it
43:21
also adds beasts, disease, wilds
43:21
and strife, which these are all
43:28
different tokens that are placed
43:28
on the board. And they act as
43:31
specific deterrence for the
43:31
settlers. Some of them prevent
43:35
buildings, some of them prevent
43:35
ravaging, some of them prevent
43:39
exploration. This also adds a
43:39
new scenario, a new adversary,
43:44
and a bunch of new power cards,
43:44
both major and minor for the
43:47
lower.
43:48
It also added a ton of
43:48
new island health cards, because
43:53
the base game comes with only
43:53
two of those. So not much
43:57
variability, but now we've got a
43:57
bunch of them that like
44:01
different things can happen when
44:01
you get a blighted Island.
44:04
Yes, yes, it does. So the
44:04
next expansion is jagged Earth
44:09
expansion from 2020. This adds
44:09
four new Loa, three new
44:13
scenarios, two new adversaries,
44:13
and a bunch of power cards, both
44:19
major and minor. This also adds
44:19
aspects and new fear cards and
44:24
new event cards. So aspects are
44:24
different variations of your
44:29
innate powers. This also adds
44:29
two more map tiles, which makes
44:36
us now a six player game, which
44:36
sounds kind of like a nightmare.
44:40
Too much like I don't
44:40
recommend playing this was six
44:43
people.
44:45
I mean, I kind of want to
44:45
try it, but at the same time it
44:47
sounds like a nightmare. Yeah.
44:47
The last expansion is the
44:52
feather and flame expansion.
44:52
This was released this year.
44:55
That's 2022 It adds four new
44:55
Lola a new scenario And a bunch
45:00
of power cards as well, as well
45:00
as a new adversary. So as you
45:05
can see, like, there's 10
45:05
additional LOA that have been
45:09
added. And I think there are
45:09
eight in the base game. Yeah,
45:12
that sounds right. Yes. So like,
45:12
there's a ton of different
45:15
combinations that you can play.
45:15
Yeah. It's pretty amazing.
45:19
Actually. Let's go ahead and
45:19
talk about the ratings on all
45:23
these though.
45:25
Yeah, so the base game
45:25
is rated at 8.4. With 38,000
45:31
reviews, it is currently number
45:31
eight on the hotness list and
45:35
ranks 10 overall on
45:35
BoardGameGeek, which is, that's
45:40
pretty crazy, considering that
45:40
this is, what a five year old
45:43
game. Yeah, this is a five year
45:43
old game. So that's crazy. But
45:49
that just goes to show like it's
45:49
really well designed. And it's
45:53
very replayable people are
45:53
continuing to play it this many
45:57
years later. And you know, the
45:57
expansions also add quite a lot,
46:02
which you can see branch and
46:02
claw has 8.9 and 8.9 rating out
46:07
of four and a half 1000 reviews,
46:07
and jagged Earth is a 9.4 only
46:14
2.9k reviews, and feather and
46:14
flame has a 9.0 out of only 100
46:19
reviews. But that's a new
46:19
expansion that just came out
46:23
this year. Also, I don't think
46:23
we normally talk about the
46:27
weight that people give the
46:27
board games on Board Game Geek,
46:32
that weight is kind of a
46:32
combination of our easy versus
46:36
difficult and simple versus
46:36
complex ratings, but kind of
46:40
describes like the overall
46:40
complexity of the game. So the
46:44
base game is rated at a 4.05.
46:44
And that's out of five being the
46:48
most complex game ever. So it's
46:48
pretty heavy. And then the
46:54
branch and claw expansion is
46:54
weighted at 4.21, jagged Earth
46:58
at 4.54 and feather in flame at
46:58
4.75. And that's really just
47:05
describing like the different
47:05
spirits that you get in these
47:08
expansions and the amount of
47:08
complexity that that adds,
47:11
yes, the feather and flame
47:11
spirits, all four of them that
47:15
are added are very complex or
47:15
very high difficulty to play.
47:21
Hmm. And then real
47:21
quick. So the base game is $63
47:27
currently on Amazon, which I
47:27
feel like that's on discount,
47:30
because we were looking at this
47:30
for a long time. And it was like
47:33
$90.
47:34
It is $90 on the greater
47:34
than games website, but Amazon
47:38
has it for a little bit cheaper.
47:40
So I mean, that's a good deal, I would definitely recommend picking it up. You
47:41
know, we were looking at this
47:44
for a really long time and
47:44
feeling like $90 That's, you
47:48
know, that's an expensive game.
47:48
I don't know if it's worth it,
47:50
but 63 like I would definitely
47:50
say is worth it.
47:54
Yeah, and honestly, we
47:54
were looking at this in the
47:57
sense that $90 For a cooperative
47:57
game that Rachel is sure that
48:01
she's gonna like at all. That's
48:01
true. I was all for it.
48:06
Initially, I was like, Yes, this
48:06
game sounds incredible. Now,
48:10
the branch and claw
48:10
expansion is $30 on Amazon,
48:15
jagged Earth is $55. on Amazon,
48:15
I think that's a little more
48:18
expensive, because it comes in a
48:18
bigger box with like more map
48:21
tiles and stuff. And then
48:21
feather in flame is currently
48:25
out of stock. They don't even
48:25
actually sell it on Amazon yet.
48:27
It's on the greater ban games
48:27
website out of stock, but
48:31
normally goes for $35.
48:33
And actually heads up. I'm
48:33
not sure why this is but
48:37
basically all the prices we just
48:37
listed, excluding the feather
48:41
and flame, of course, because
48:41
it's not on Amazon. Everything
48:44
is actually more expensive on
48:44
the greater than games website.
48:48
Which I don't understand why.
48:50
I don't know. Yeah, if
48:50
you can get it from Amazon.
48:53
That's where I would recommend doing it.
48:55
All right. So let's let's
48:55
talk about our ratings.
48:59
First, we have easy
48:59
versus difficult. You know, this
49:02
is basically how often do you
49:02
have to go back to the rulebook?
49:05
How easy is the rulebook to
49:05
read? How often do you have to
49:08
look up things? How often are
49:08
there questions? What did you
49:12
think?
49:12
I don't think it's all
49:12
that bad. I feel like the rules
49:16
are pretty well written. There's
49:16
a lot to remember. But once you
49:20
understand it, there's not a
49:20
whole lot that you have to go
49:22
back and check. We do have the
49:22
disagreement about the fast
49:26
phase actions. We do have that.
49:26
However, that being said, I
49:32
think the rules themselves I
49:32
would only give it probably a
49:35
five. Okay, that seems fair. So what I
49:36
was gonna say is the rulebook.
49:41
It's not written in an order
49:41
that makes a ton of sense to me.
49:45
So the way we explained the
49:45
rules, I actually changed around
49:48
a little bit from the rulebook
49:48
because I feel like it's more
49:51
important to understand like the
49:51
concepts of what's being talked
49:54
about what is blight? What are
49:54
the invaders, you know, what are
49:58
your powers, et cetera, is more
49:58
important to understand those
50:01
concepts before you talk about
50:01
like the sequence of play. So I
50:06
just kind of flipped those
50:06
around. But yeah, I think you're
50:09
right, like it is written pretty
50:09
clearly. My other kind of gripe
50:14
or concern about the way the
50:14
rulebook is written is there are
50:18
some things that it seems
50:18
randomly decided that this isn't
50:23
going to be written in like the
50:23
normal way that the rest of the
50:27
rules are written with a header
50:27
and like, it's under a specific
50:30
section, it's kind of a note off
50:30
to the side in a box. And
50:36
typically what I've seen in the
50:36
past with like, notes off to the
50:40
side in the box, that's normally
50:40
an example of something that was
50:43
just described in the main
50:43
section of the rulebook. These
50:46
are like new and separate rules
50:46
that are only described off in
50:50
this little section in a
50:50
separate box. And so when you're
50:53
going back and trying to look
50:53
something up, you're like, Okay,
50:57
you know, I'm in this section
50:57
about the, you know, the
51:01
invaders or whatever, I can't
51:01
find the details on how you set
51:04
up like the Explorer deck. Where
51:04
is that? Like, it's not here in
51:08
the regular setup? Oh, it's
51:08
often this box to the side for
51:12
some reason it does. I don't
51:12
know why, like, I don't know why
51:16
it makes sense to have that
51:16
separated. And so that does make
51:21
it a little bit more difficult.
51:21
If you are trying to go back and
51:24
look something up. It makes it a
51:24
little bit more difficult to do
51:27
that. So that and just the fact
51:27
that there are so many rules, I
51:32
think I'm gonna give this a
51:32
SEVEN actually, really, okay,
51:37
yeah. Well, next we have simple versus
51:38
complex. The difference between
51:44
easy versus difficult and simple
51:44
versus complex is the amount of
51:47
strategy simple versus complex
51:47
is really analyzing how to use
51:51
the mechanics to win. Are there
51:51
a variety of viable strategies
51:55
to use? How much strategy is
51:55
involved in this game? This is
52:00
actually a very easy rating for
52:00
me, I'm gonna give it a 10. Me
52:03
too. This is the most
52:03
complicated game I've ever
52:06
played.
52:06
Agreed. And like, the
52:06
number of strategies that you
52:10
can bring to it, like with the
52:10
different combinations of
52:13
spirits is infinite, it seems
52:13
the different ways to go about
52:19
playing the game the different,
52:19
like, once you add some of those
52:23
expansions 1,000%. This is a 10
52:27
Oh, yeah, the base game
52:27
itself, I think I'd probably
52:30
give it an eight or nine, but
52:30
with just the branch and clocks
52:34
page and makes it the 10.
52:34
Easily.
52:36
Yeah, I would say a nine
52:36
for the base game, a 10. If you
52:41
add branch and claw. This is the
52:41
first time that we've given 10s
52:45
on the show. So take that into
52:45
consideration, I guess in
52:49
comparison to the other games
52:49
that we have rated. But if
52:52
you're looking for something
52:52
heavy, and very team oriented,
52:57
like this is a fantastic game.
53:00
Oh, yeah. I honestly would
53:00
recommend this to I won't say
53:05
everyone and anyone. Definitely
53:05
people who are okay with complex
53:11
games and heavy games like this
53:11
is one of my favorite games I've
53:15
ever played. Yeah, I agree. And
53:15
lastly, we have the wrote versus
53:20
random rating. What game
53:20
mechanics change each play to
53:24
make a unique experience? Do we
53:24
have dice rolling randomized
53:27
cards chances to figure
53:27
different scenarios, personally,
53:31
because there's so much there's
53:31
so many things that you can
53:36
change with different powers and
53:36
different LOA and different
53:39
scenarios and different, like
53:39
this is not a road game at all.
53:44
Agreed. The objective is the
53:44
same and you're going to be
53:47
doing the same things, ie,
53:47
destroying towns and cities and
53:53
causing fear and mayhem. But how
53:53
you do that changes each game,
53:58
and how the invaders are going
53:58
to react changes. So wrote
54:05
versus random, like this is
54:05
probably as an eighth on the
54:09
random scale I think.
54:11
I'm having trouble with
54:11
wrote versus random lately. I
54:14
wonder if we need to change this
54:14
rating? Because again, I
54:19
wouldn't describe it as a super
54:19
random game, but I totally
54:24
understand what you're saying.
54:24
The wrote components I would say
54:29
are in this isn't even
54:29
necessarily wrote as in like
54:33
from game to game. This is the
54:33
same but like wrote as in
54:37
predictability, I would say is
54:37
in the Explorer deck and how you
54:41
can see where they're going to build where they're going to ravage all of that. If you add
54:43
the branch and clock expansion,
54:46
that's totally mixed up, though.
54:48
That makes it very
54:48
difficult to predict. Yeah.
54:52
So I guess it's pretty
54:52
high. I would also give it I'll
54:58
give it a seven on rover seems
54:58
random. But I'm starting to
55:01
wonder if we need to come up
55:01
with like different words to
55:04
kind of describe this section.
55:04
Because I think what we're
55:07
trying to capture is like, what
55:07
would be the most rote game?
55:13
What do you think is the most
55:13
rote game? Like what would be a
55:15
one on this scale?
55:17
Checkers?
55:19
Yeah. Okay. Checkers.
55:19
Chess even I guess would be
55:23
wrote, even though like, what
55:23
we're trying to describe is your
55:29
gameplay. Yeah. But like, two
55:29
games of chess are going to be
55:33
very unique based on what people
55:33
choose. And I know we've had
55:36
this argument before the player
55:36
actions are not considered
55:39
random.
55:40
No, they're not according
55:40
to you.
55:43
I know. But I'm starting
55:43
to question like, maybe random
55:47
just isn't the right word. So I
55:47
don't know. Stay tuned to see if
55:52
we if we change the terminology
55:52
for this section. But anyway,
55:56
that's my long rant ramble
55:56
seven, I'll give it a seven.
56:00
Okay, so yeah, that's spirit
56:00
Island. Time to answer the
56:04
question, Jake. Would you rather
56:04
play this game than dealing with
56:11
patients at work that are
56:11
complaining about not getting
56:14
their procedures done, even
56:14
though it was only ordered five
56:17
hours ago, and you're still
56:17
backlogged from like three days
56:20
ago, and other people are
56:20
calling you and telling you this
56:24
needs to get done now? Oh, no,
56:24
but sorry, you're still backlog.
56:29
There's like, there's a priority
56:29
to the way that things are
56:31
supposed to be done.
56:33
I think personally, I
56:33
would rather deal with
56:35
hemorrhoids than work. That
56:35
being said, I would much, much
56:40
rather play this game than
56:40
anything at work, regardless of
56:44
how my day of work is going.
56:46
Hmm, yeah, I can quit my
56:46
job and just play this game all
56:49
the time. I'll do it. I'll do it
56:49
right now. Sign me up. Well,
56:53
there you have it. That is
56:53
spirit Island. Thank you guys so
56:57
much for listening. As always,
56:57
you can hit us up on Facebook,
57:01
Twitter, and Instagram at so
57:01
bored podcast. That's S O B o ar
57:06
D podcast. We love hearing about
57:06
fun house rules that you have or
57:11
experiences that you have
57:11
playing this game or any other
57:14
games honestly. You'll also be
57:14
able to find pictures and short
57:18
stories of games that we've been
57:18
playing recently and other
57:21
tabletop things. If you don't
57:21
feel like doing it on social
57:25
media, you can reach out to us
57:25
on email at we are so
57:29
[email protected] That's w e a r e
57:29
s o b o a r [email protected]. Make
57:37
sure you hit subscribe so that
57:37
you get notified when new
57:41
episodes are available. secret
57:41
secret secret. We're going to be
57:46
going weekly, for the month of
57:46
October. So you're going to have
57:53
another episode next week. So
57:53
you'll be glad that you're
57:55
subscribed. Oh, what's this is
57:55
an off week. I wasn't expecting
58:00
a new we're so bored episode.
58:00
Yes, we're going weekly, just
58:04
for the month of October this
58:04
year, because we've got so many
58:07
spooky Halloween type games that
58:07
we want to talk about.
58:11
Well, this year work we
58:11
are doing something a little
58:14
different. Last year, we did all
58:14
spooky Halloween games. This
58:17
year, we're doing costumes.
58:20
Yes. So essentially
58:20
games that have themes that
58:24
would make good costumes.
58:26
Stay tuned and see if you
58:26
could figure out what costumes
58:29
are for each episode.
58:31
Mm hmm. We'll probably
58:31
highlight it. Yes. And lastly,
58:37
make sure that you leave us a
58:37
review. I guess not make sure
58:41
but like it would be really
58:41
lovely. If you left us a review
58:45
and told other people how you
58:45
liked the show. It helps us
58:48
improve to get feedback. It
58:48
helps other people find the show
58:53
and just helps us become a
58:53
little bit bigger so that we can
58:57
do more cool things like massive
58:57
giveaways and stuff like that.
59:01
Thanks to a&t podcast
59:01
management for editing this
59:04
episode. They are professional
59:04
podcast editors and can be found
59:08
at a&t hyphen, podcast
59:08
management.com. We also want to
59:13
thank Mitchell Mims, the
59:13
designer of our art he is
59:15
currently accepting commissions.
59:15
So check him out at m i s c. O S
59:20
Ara on Instagram, or on his
59:20
website at Mitchell Mims. That's
59:25
mi ch e l m i m s dot c ar
59:25
rd.co. Once again, we are
59:31
streaming on Wednesday nights on
59:31
Twitch and we play board games
59:36
like spirit Island. We have done
59:36
that several times now. And we
59:40
will probably play it again
59:40
soon. And we are at twitch.tv/so
59:46
Bored podcast that's S O B O A R
59:46
D podcast. I am also streaming
59:51
on Twitch kind of I'm working on
59:51
getting my stuff fixed so that I
59:56
can continue to stream on Twitch
59:56
for y'all. I am at
1:00:00
twitch.tv/naughty Doc 541 That's
1:00:00
NAU GH TYD OC 541. I do lots of
1:00:08
retro games. I haven't been
1:00:08
streaming it but I've been
1:00:11
playing some amazingly bad but
1:00:11
also amazingly good in 64 games
1:00:16
lately. Come check it out. It's
1:00:16
a good time. Make sure your
1:00:21
notifications are on for that.
1:00:21
So you are notified when we get
1:00:24
on our stream. And that's it.
1:00:24
Thank you all so much for
1:00:28
listening, and we will see you
1:00:28
next time.
1:00:31
Bye bye
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