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Endangered - Playthrough - slickerdrips
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- Опубліковано 1 кві 2019
- Help to support the channel and keep more playthroughs coming: www.patreon.com/slickerdrips
A full 2 player game of Endangered!
Be sure to turn Klingon subtitles on to catch any mistakes, and if you're not a fan of the handheld look try the Static option linked below...
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Playthrough
Part 1: • Endangered - Playthrou...
Part 2: • Endangered - Playthrou...
Static Camera
Part 1: • Endangered - Playthrou...
Part 2: • Endangered - Playthrou...
First Impressions:
• Endangered - First Imp...
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Hey Tom, great video. One comment, though - I don’t think everyone gets their dice back at the end of a year, I think you just get them back at the end of your turn. This means whoever goes first from year two on still has to contend with potentially blocked spaces.
We played our first game last night and won quite easily. I knew there must have been a rule I`d missed, and this was it. In fact, you only gain your dice back at the start of your next turn, not the end of your current one.
Once a year ends in which all players have played their turn, they get their dice back from the action zone and start a new year if it is not a voting year or if it was the first voting year and they failed to get enough ambassadors to say yes.
So many dice... I am really surprised at the hype for a game with so random mechanics. I wouldn't even look at it twice if it wasn't for all the publicity it's gotten.
Thanks for the video!
I'm the first to balk at roll to resolve, but here you've got a lot of mitigation over the dice - for the offspring die you need to roll under the number of pairs of tigers you have +1 and you can make more pairs of tigers with your actions, and for the deforestation you pick the row or column so you'll probably pick the one with the fewest tigers for the least chance of losing one. For the player dice, they're just an interesting way of organising your actions in that if you want to use an action previously used by another player you need a higher number than they used - higher numbers don't give you more powerful actions for example. There are dice, but it's never just roll and cross your fingers :)
Mitigations are fine, but it's not just the dice to be honest. The whole game looks so simplistic to my eyes I feel it's a children's game.
Oh, well, better for my wallet, it's going to be an expensive month with Anachrony and On Mars approaching. Cheers!
The funny thing about random events is, the more of them you have in a game, the more even and average distribution of results you will get, and the less impact each random event will have. For example, if you want to roll high results on d6 dice, but only roll 3 dice, getting three low results is devastating. But if you roll 30 dice, getting three low results is no big deal.
I see this game as a mix of evolving tactical play driven by the action card tableau and dice rolls, and the longer-term strategy of the ambassador cards. It's less random than Flash Point: Fire Rescue, and more random than Pandemic. But I think player's will feel like they have more options and thus more agency in this game than in Pandemic, which is pretty prescriptive.
I`m not sure about those ambassador cards, particularly those that are literally roll to win.
Took me some time to realize that this is a coop game. Probably should mention this in the beginning.
he did
Thank you 😀