Great video! I'm getting a copy with all expansions today and I can't wait! I payed way too much though, bought it from ebay with expensive shipping and taxes. Your videos are very informative and thorough👍
One more thing-I just roll a die for luck, odd = jinx, even = lucky. That is about the same odds as the cards but much faster, and I believe you always return those cards (though maybe I just have not yet discovered means to change your odds of lucky/jinxed)
That's a reasonable approach and keeps things moving along. But I have to say that having an option to avoid the bad luck has made a huge improvement in my enjoyment of the game, so I would personally highly recommend the Fortune Teller's Hut building rule if you think it would increase your enjoyment. -jesse
My 3rd video today and all great suggestions. Some of them I was already doing (but in a slightly different way). Instead of using stickers for errata, I marked the Dialog Book and cards with a pencil. Some other suggestions you made, I don't know if I want to do them or not --- but I'll keep an open mind as I progress further in the game (such as adjusting the difficulty level; never using the "On the Edge of Peril" expansion; or taking any kind of notes). On the latter point, I'm a great notetaker in many of my solo games (e.g. Sleeping Gods and ISS Vanguard) but rightly or wrongly I thought it might be more fun to rely strictly on memory. But if the information overload negatively impacts my game, I might change my mind later. I do write down the dialog # each time I read the book but that's all I write down at the moment (in case I want to flip back to it a few minutes later). The best advice for me was incorporated in your #1 suggestion. You said not to be overly concerned if you failed a specific scenario. I had been a little anxious as to what might happen if I return to the Citadel with no Objectives fulfilled. I didn't relish the thought of going back to the Introductory Scenario and start all over again (as was the case with The 7th Continent although the comparison is not entirely valid). I realize that this might be necessary if I fail an entire Threat (and I can accept that) but I didn't want to start all over again if any single scenario proves too difficult to achieve.
Came across your channel when looking into the 7th continent re-print campaign. Informative and insightful content, great work I really enjoy it. Have you by the way noticed that "The Fortune Teller's Hut" will be an official building in the re-print. Love it when companies incorporate things suggested by the community.
Thanks for the kind words. I did just see today they've incorporated the Fortune Teller's Hut -- very cool! Wouldn't have minded getting credit for it, but the important thing is that it's being added. We used it a lot during our playthrough and I can't imagine not playing with it (in some form).
@@COOPFORTWO Well thank you very much for your series of videos on the 7th Citadel, I'll definitely put some of your tips to the table. Not Sure if it is you but they thank pkitty for posting the variant,in the 3rd updates: The second building is inspired by you, our creative backers! "The Fortune Teller's Hut" variant was posted on BGG by the user pkitty (a huge thank you to them for the awesome idea!), and we liked it so much that we decided to adapt it and add it to the game as a special building.
Very good suggestions, well presented. Thank you for the video. I am (maybe) close to the end of my first threat (Dadachaem) and I will absolutely start using most of these.
damn you got me worried in the Errata, its a good thing all of the errata is ignorable, or the intention is kinda clear anyway. Its nice to see that Im kinda doing all of the tips already, one additional thing I do is skip some exploration cards when Im playing too long already, and really want to reach the conclusion.
Yeah none of the errata seems important so far and it's realllly nice that they label them in the list to tell you which are not important. Skipping some exploration cards does seem like a reasonable thing, especially on the way home from a city or other place that has made you clear the way. Of course it does make the game easier, but it feels like a very reasonable house rule when you are heading back and are ready to wrap up a session.
Personally I would not. I think there a bunch of reasons why more than 2 players would start to dramatically reduce the enjoyment: 1) this game is a serious table hog; with 4 players i think this would be really chaotic. 2) i think it would be very hard for 4 players to coordinate actions and team up, and there would be lots of downtime. 3) lots of reading and lots of little details to pay attention to; 4 players would make this hard. 4) very hard to coordinate a group over dozens of hours of game play. Personally, I would never try playing this beyond 2 players. But some hardcore 4 player groups might give you a different opinion; I tend to favor small player counts. -jesse
Great video! I'm getting a copy with all expansions today and I can't wait! I payed way too much though, bought it from ebay with expensive shipping and taxes. Your videos are very informative and thorough👍
Great suggestions! My only tweak would be to sort in groups of 50 instead, since the dividers are every 50 also, but that is very minor. Great video!
One more thing-I just roll a die for luck, odd = jinx, even = lucky. That is about the same odds as the cards but much faster, and I believe you always return those cards (though maybe I just have not yet discovered means to change your odds of lucky/jinxed)
That's a reasonable approach and keeps things moving along. But I have to say that having an option to avoid the bad luck has made a huge improvement in my enjoyment of the game, so I would personally highly recommend the Fortune Teller's Hut building rule if you think it would increase your enjoyment. -jesse
My 3rd video today and all great suggestions. Some of them I was already doing (but in a slightly different way). Instead of using stickers for errata, I marked the Dialog Book and cards with a pencil. Some other suggestions you made, I don't know if I want to do them or not --- but I'll keep an open mind as I progress further in the game (such as adjusting the difficulty level; never using the "On the Edge of Peril" expansion; or taking any kind of notes). On the latter point, I'm a great notetaker in many of my solo games (e.g. Sleeping Gods and ISS Vanguard) but rightly or wrongly I thought it might be more fun to rely strictly on memory. But if the information overload negatively impacts my game, I might change my mind later. I do write down the dialog # each time I read the book but that's all I write down at the moment (in case I want to flip back to it a few minutes later).
The best advice for me was incorporated in your #1 suggestion. You said not to be overly concerned if you failed a specific scenario. I had been a little anxious as to what might happen if I return to the Citadel with no Objectives fulfilled. I didn't relish the thought of going back to the Introductory Scenario and start all over again (as was the case with The 7th Continent although the comparison is not entirely valid). I realize that this might be necessary if I fail an entire Threat (and I can accept that) but I didn't want to start all over again if any single scenario proves too difficult to achieve.
Smashing video. The idea behind this is great. Im sure this will add to my enjoyment of the game
Came across your channel when looking into the 7th continent re-print campaign. Informative and insightful content, great work I really enjoy it. Have you by the way noticed that "The Fortune Teller's Hut" will be an official building in the re-print. Love it when companies incorporate things suggested by the community.
Thanks for the kind words. I did just see today they've incorporated the Fortune Teller's Hut -- very cool! Wouldn't have minded getting credit for it, but the important thing is that it's being added. We used it a lot during our playthrough and I can't imagine not playing with it (in some form).
@@COOPFORTWO Well thank you very much for your series of videos on the 7th Citadel, I'll definitely put some of your tips to the table.
Not Sure if it is you but they thank pkitty for posting the variant,in the 3rd updates:
The second building is inspired by you, our creative backers!
"The Fortune Teller's Hut" variant was posted on BGG by the user pkitty (a huge thank you to them for the awesome idea!), and we liked it so much that we decided to adapt it and add it to the game as a special building.
Wow! A must watch. Thanks for all your hard work. This is incredible!
Thank you for your kind words and encouragement! -jesse
Will be unboxing my 'ordered via retail' version tomorrow - taking notes!
Liked.
Subbed.
thank you :) I hope you enjoy the 7th Citadel!
Very good suggestions, well presented. Thank you for the video. I am (maybe) close to the end of my first threat (Dadachaem) and I will absolutely start using most of these.
Thank you for saying so perflubon! -jesse
Thanks!
damn you got me worried in the Errata, its a good thing all of the errata is ignorable, or the intention is kinda clear anyway.
Its nice to see that Im kinda doing all of the tips already, one additional thing I do is skip some exploration cards when Im playing too long already, and really want to reach the conclusion.
Yeah none of the errata seems important so far and it's realllly nice that they label them in the list to tell you which are not important.
Skipping some exploration cards does seem like a reasonable thing, especially on the way home from a city or other place that has made you clear the way. Of course it does make the game easier, but it feels like a very reasonable house rule when you are heading back and are ready to wrap up a session.
Would you recommend this as a 4p game?
Personally I would not. I think there a bunch of reasons why more than 2 players would start to dramatically reduce the enjoyment:
1) this game is a serious table hog; with 4 players i think this would be really chaotic.
2) i think it would be very hard for 4 players to coordinate actions and team up, and there would be lots of downtime.
3) lots of reading and lots of little details to pay attention to; 4 players would make this hard.
4) very hard to coordinate a group over dozens of hours of game play.
Personally, I would never try playing this beyond 2 players. But some hardcore 4 player groups might give you a different opinion; I tend to favor small player counts.
-jesse