You know when they have a fishing show on TV? They catch the fish and then let it go. They don't want to eat the fish, they just want to make it late for something. -Mitch Hedberg
@@boardgamegeek Not too long with 5 - it's always 8 rounds, and with 5, there are fewer tricks per round - but with 5, if you take 3-4 tricks, that's 15-20 cards, so your draw deck takes longer to empty, which for me felt less fun. I will say, though, that with 5, the game has more of chance of ending when the deck runs out.
@@davidarnott6085 Having just watched this, I can see what you mean about it taking longer to empty, but I think that is an interesting mechanic that tries to help balance the game over the rounds. If one is taking a lot of tricks, then I'd expect that they are getting a lot of low cards that will allow other players to win later rounds, in addition to thinning out their catches and getting new/better cards into the game to help them catch up. I'd be curious if with more players the likelihood of someone falling so far behind, even getting a bunch of the 'better' cards happens early enough to make a difference.
it feels like the game needs a deck thinning mechanic. like one of these. Discard Abilities: Introduce new cards or modify existing ones to include abilities that allow players to discard a certain number of cards from their hand or deck. For example, a card could have the effect: "When played, you may discard up to two cards from your hand." Selective Drawing: Implement a rule where, at the end of each round, players can choose to remove a specific number of cards from their caught tricks before forming their hand for the next round. This allows players to curate their hands more effectively. Special Buoy Cards: Design new buoy cards with deck-thinning effects. For instance, a buoy card might allow a player to search their deck for a specific card, add it to their hand, and then remove a different card from the game. Event Cards: Introduce event cards that trigger at the beginning or end of a round, prompting all players to discard or remove certain cards from their hands or decks, adding an element of unpredictability and requiring adaptive strategies.
Lincoln trumping crabs at 38:40 and then immediately leading crabs to the next trick is a ... play.
Oof, what the heck? Thanks for the note and for watching. -Lincoln
Ugh, it's hard to catch all of those! Lincoln is on Santa's naughty list this year!
Saw that one too…
It was a winning move 😂
26 minutes in, Nikki's "That's right, that is correct" really got me.
You know when they have a fishing show on TV? They catch the fish and then let it go. They don't want to eat the fish, they just want to make it late for something. -Mitch Hedberg
Really looking forward to playing this game. Excited to watch the video!
Awesome video y'all!!
Thank you!
Do you find the game too long overall ? That's my biggest fear and what is preventing me to get the game...
I think Dave feels it is too long with 5 but at 3 or 4 Nikki and I have had a great time with the game. -Lincoln
@@boardgamegeek Not too long with 5 - it's always 8 rounds, and with 5, there are fewer tricks per round - but with 5, if you take 3-4 tricks, that's 15-20 cards, so your draw deck takes longer to empty, which for me felt less fun. I will say, though, that with 5, the game has more of chance of ending when the deck runs out.
@@davidarnott6085 Having just watched this, I can see what you mean about it taking longer to empty, but I think that is an interesting mechanic that tries to help balance the game over the rounds. If one is taking a lot of tricks, then I'd expect that they are getting a lot of low cards that will allow other players to win later rounds, in addition to thinning out their catches and getting new/better cards into the game to help them catch up.
I'd be curious if with more players the likelihood of someone falling so far behind, even getting a bunch of the 'better' cards happens early enough to make a difference.
it feels like the game needs a deck thinning mechanic. like one of these.
Discard Abilities: Introduce new cards or modify existing ones to include abilities that allow players to discard a certain number of cards from their hand or deck. For example, a card could have the effect: "When played, you may discard up to two cards from your hand."
Selective Drawing: Implement a rule where, at the end of each round, players can choose to remove a specific number of cards from their caught tricks before forming their hand for the next round. This allows players to curate their hands more effectively.
Special Buoy Cards: Design new buoy cards with deck-thinning effects. For instance, a buoy card might allow a player to search their deck for a specific card, add it to their hand, and then remove a different card from the game.
Event Cards: Introduce event cards that trigger at the beginning or end of a round, prompting all players to discard or remove certain cards from their hands or decks, adding an element of unpredictability and requiring adaptive strategies.
Wow that brand has a lot of expendable income to make a ad! we must be paying way to much!