There is an action card that let’s you scuttle a ship to get it’s resource cost as trade goods, which is really useful with your agent that let’s you double that. It especially good if you have unlocked your commander so you can choose your flagship.
This faction must be really dangerous if you get your hands on malice. With gravity drive it will make you flagship able to apear in any wormhole in game. And even more if you also research sling relay. Building free flagship without using comand counter with abillity to move almost anywhere in game. This is really scary.
Indeed. That would definitely be pretty crazy. That combination would make the flagship one of the most maneuverable and unpredictable ships in the entire game.
"There's nothing in the rules that says you can't predict the opposite of what you vote for." Huh? You can only "predict" by playing a "rider" action card, most of which also prevent you from voting in the same round. "Predict" isn't a new mechanic that allows The Nomad to make a random guess about which agenda will win; it is an explicit reference to playing a "rider" action card. Edit: I now see that others in the comments have made this point as well. It suffices to say that yes, "predict" IS a specific game term as per rules reference 8.22.
I was going to point out that this discussion has already been had in the comments, but I see that you did see that now. I'm planning a correction video to cover mistakes I made in the series, nobody's perfect.
@@TheBoardGameKaptain I think this might be worth doing an edit on your video to have the correction overlay. Or can you comment to the top? Or put it in the description? I can see this causing a lot of problems at tables.
One note about the Nomad hero, the ability lasts the entire game round (not turn), so you can move your Flagship multiple times (as many times as you have command tokens). It's a super cool ability. (See Article 40 in the PoK Living Rulebook for definition of Game Round).
Haven't tried the Nomad yet, but looking forward to it with the gaming group. I really like the lore that Dane included with the PoK expansion, and while I hope to learn a little more about them with each released Codex, I don't necessarily want all the mysteries to be revealed... Keep rocking these grokking videos, Kaptain! 🖖
Indeed, I definitely prefer the mystery intact. I don't even want to know what species or gender the Nomad is or whether they're legitimately from the future or some sort of amazing con artist. It's definitely more fun to wonder about them. Thanks for the continued positive feedback. I will definitely be doing every faction. I'm committed at this point. After I finish, I even plan to do more Grokking series for some other fan favorite games and possibly a general Grokking series for various games that don't have enough content to support an entire series on their own. Stay Tuned! :)
Agent Mercer says : At the end of _a_ player’s turn…” So, neighbor…how many trade goods are you willing to pay to move reinforcements to that system…?”
Indeed, this is definitely an ability that you would do well to sell on turns that you're not planning to use it, especially if it facilitates fighting between two of your opponents.
Nomad has been the one im interested in since getting the game. Had my first game yesterday, played the Xxcha, they were great. Hoping for a bigger game next time to try the Nomad out.
I understand prediction happens as the result of 'rider' action cards, so you cannot predict the opposite of what you are voting for to always get a trade good.
I believe that you are incorrect. "Predict" is not a specific game term listed in the rules reference or FAQ. The "Technology Rider" action card is one game element that allows a prediction of an outcome of a vote while specifically not allowing you to vote. The faction ability "Future Sight" is a separate ability that allows you to predict the outcome of a vote with no reference to the action card and no restriction on voting. Now, it is very possible that I may be wrong. There are many examples in the game of poor wordings that needed to be clarified later and I have been wrong before. If you know of somewhere that the designers have clarified this, please let me know. I have not been able to find any, so until the designers FAQ it, I'll be continuing to play it as it was written on the card.
@@TheBoardGameKaptain It's just no where is it written that The Nomad are allowed to predict outside of rider cards. As far as I can see that is the only way any race can predict.
@@grantbaltare ah, but you see, the racial ability allows you to predict. As I said, it's not impossible that you are correct, I just don't think that you are based on how the ability is written without any direct reference to another card or ability. Still, I could always be wrong here, I've been wrong before. ;)
Rule 8.22 says that some game affect instruct a player to predict an outcome. The faction ability doesn’t instruct the player to predict, it just gives a benefit when they do correctly (also prediction is in the index so it is definitely a defined rules term) That said you can still use riders against each other to guarantee a trade good and another benefit
Random question. What factions would you recommend for expansionists like myself? I’m always out to colonize new planets for my empire, and when all the neutral planets are claimed I want to keep what I have.
The Arborec for sure. I already did a episode on them in case you'd like to check them out. In short, their expansion can grow exponentially and there harder to remove from planets they take than cockroaches.
Federation of Sol is pretty good at colonization. Faster, bigger carriers and stronger infantry, plus a flagship that generates infantry every turn, along with all their faction abilities means that you can take planets and keep them.
There is an action card that let’s you scuttle a ship to get it’s resource cost as trade goods, which is really useful with your agent that let’s you double that.
It especially good if you have unlocked your commander so you can choose your flagship.
That is awesome! Thanks so much! I'm sorry I missed that, though as you do have to find the particular card it is a bit situational. Pinned!
The timeline/chapters is great for a quick overview. Thank you very much. 👍
You’re very welcome. I don’t actually do the chapters, I think they are AI generated.
This faction must be really dangerous if you get your hands on malice. With gravity drive it will make you flagship able to apear in any wormhole in game. And even more if you also research sling relay. Building free flagship without using comand counter with abillity to move almost anywhere in game. This is really scary.
Indeed. That would definitely be pretty crazy. That combination would make the flagship one of the most maneuverable and unpredictable ships in the entire game.
They start with Sling Relay
"There's nothing in the rules that says you can't predict the opposite of what you vote for."
Huh? You can only "predict" by playing a "rider" action card, most of which also prevent you from voting in the same round. "Predict" isn't a new mechanic that allows The Nomad to make a random guess about which agenda will win; it is an explicit reference to playing a "rider" action card.
Edit: I now see that others in the comments have made this point as well. It suffices to say that yes, "predict" IS a specific game term as per rules reference 8.22.
I was going to point out that this discussion has already been had in the comments, but I see that you did see that now. I'm planning a correction video to cover mistakes I made in the series, nobody's perfect.
This is why I was scrolling lol, to see if anyone else had brought that up. I'm new to the game so wasn't sure.
@@TheBoardGameKaptain I think this might be worth doing an edit on your video to have the correction overlay. Or can you comment to the top? Or put it in the description? I can see this causing a lot of problems at tables.
One note about the Nomad hero, the ability lasts the entire game round (not turn), so you can move your Flagship multiple times (as many times as you have command tokens). It's a super cool ability. (See Article 40 in the PoK Living Rulebook for definition of Game Round).
Good catch! That does increase my estimation of the ability quite a bit. Thanks very much for commenting.
@@TheBoardGameKaptain No problem. I like your videos, keep up the good work!
Haven't tried the Nomad yet, but looking forward to it with the gaming group. I really like the lore that Dane included with the PoK expansion, and while I hope to learn a little more about them with each released Codex, I don't necessarily want all the mysteries to be revealed...
Keep rocking these grokking videos, Kaptain! 🖖
Indeed, I definitely prefer the mystery intact. I don't even want to know what species or gender the Nomad is or whether they're legitimately from the future or some sort of amazing con artist. It's definitely more fun to wonder about them.
Thanks for the continued positive feedback. I will definitely be doing every faction. I'm committed at this point. After I finish, I even plan to do more Grokking series for some other fan favorite games and possibly a general Grokking series for various games that don't have enough content to support an entire series on their own. Stay Tuned! :)
Agent Mercer says : At the end of _a_ player’s turn…” So, neighbor…how many trade goods are you willing to pay to move reinforcements to that system…?”
Indeed, this is definitely an ability that you would do well to sell on turns that you're not planning to use it, especially if it facilitates fighting between two of your opponents.
Nomad has been the one im interested in since getting the game. Had my first game yesterday, played the Xxcha, they were great. Hoping for a bigger game next time to try the Nomad out.
Very cool, let me know how your game with The Nomad goes.
I love The Nomad. I replaced the flagship figure with a small metal TARDIS
That's fun. 😊
I understand prediction happens as the result of 'rider' action cards, so you cannot predict the opposite of what you are voting for to always get a trade good.
I believe that you are incorrect. "Predict" is not a specific game term listed in the rules reference or FAQ. The "Technology Rider" action card is one game element that allows a prediction of an outcome of a vote while specifically not allowing you to vote. The faction ability "Future Sight" is a separate ability that allows you to predict the outcome of a vote with no reference to the action card and no restriction on voting.
Now, it is very possible that I may be wrong. There are many examples in the game of poor wordings that needed to be clarified later and I have been wrong before. If you know of somewhere that the designers have clarified this, please let me know. I have not been able to find any, so until the designers FAQ it, I'll be continuing to play it as it was written on the card.
@@TheBoardGameKaptain
It's just no where is it written that The Nomad are allowed to predict outside of rider cards. As far as I can see that is the only way any race can predict.
@@grantbaltare ah, but you see, the racial ability allows you to predict. As I said, it's not impossible that you are correct, I just don't think that you are based on how the ability is written without any direct reference to another card or ability. Still, I could always be wrong here, I've been wrong before. ;)
Rule 8.22 says that some game affect instruct a player to predict an outcome. The faction ability doesn’t instruct the player to predict, it just gives a benefit when they do correctly (also prediction is in the index so it is definitely a defined rules term)
That said you can still use riders against each other to guarantee a trade good and another benefit
@@pillinjer you make a compelling point. I did miss that bit in the rules. I may be wrong.
My favorite faction thus far
The Nomad is really cool.
Amazing video!
Thanks very much. :)
Random question. What factions would you recommend for expansionists like myself? I’m always out to colonize new planets for my empire, and when all the neutral planets are claimed I want to keep what I have.
The Arborec for sure. I already did a episode on them in case you'd like to check them out. In short, their expansion can grow exponentially and there harder to remove from planets they take than cockroaches.
@@TheBoardGameKaptain gotcha will check them out. Thank you ^^
@@craftsmenMC You're very welcome, and thank you for watching and commenting. :)
Federation of Sol is pretty good at colonization. Faster, bigger carriers and stronger infantry, plus a flagship that generates infantry every turn, along with all their faction abilities means that you can take planets and keep them.
@@Shinesprk I was thinking the Federation as well. Thanks!