Came thanks to Matt from SU&SD wearing a shirt -- Figured you must have done a play through then! Wonderful as always :) PS I've missed sweater mike it was good to see him in this :D
Thanks for making this video. I noticed a couple of rules that you didn't follow. After auctioning containers at the foreign island your turn ends immediately, so it's not permitted to pay off a loan at this point. Also, when declining a bid, the cash paid goes into the investment bank, not the supply.
At 57:07 Banker Dave starts up an auction for the cash in Investment Banker slot one for the $5 and says it is "soon to be $6" ... According to a "clarification" (it's not actually in the rules this way) from Kevin, this is incorrect. You do not add money or containers to an Investment Banker slot that is currently being auctioned off. You set the money/containers aside and only add them after the auction concludes. Source: boardgamegeek.com/article/29536967#29536967 This is repeated at 1:31:06 when Mike (White) pays interest on his two loans, also at 1:37:02 when Banker Dave (Blue) pays his interest.
Seems a like the game runs on the longer side from the run-through (2 hours). Is it that way just cuz of all the talking that went on, or does the game typically run 1.5 - 2 hours? Could it be shortened by taking away containers of each color during setup without ruining the balance? Otherwise, looks like great fun! Can't wait to get my copy. :)
So I really like the idea of the investment bank! But it seemed like all the value stayed at the top , and increased throughout the game. Is that just this play?
Cool, you mentioned Merchants and Muraders have as a group, played it? if so, where is it posted? if not can you play and post it as your group. Thanks.
Nice game! I own the first edition + expansion and i prefer the normal size components instead of the huge ones in this edition (their only purpose is to increase the price of the game).
You may disagree with Kevin's reasoning, but there was solid thinking for going bigger other than increasing price/flashiness. You can hear more here: ua-cam.com/video/3TMoTXIVMYc/v-deo.htmlm42s
Geo Man gameplay requires playability. Larger components are objectively easier to see across the table. You can’t even refute that without personal biases
I would agree with you if the original ships were too small, but that's not the case and you could easily see their cargo across the table. Bigger does not always mean better: you need a larger box, the game price increases and if you drop one of of them you will probably cause damage to your wooden floor or table...
2:22:40 Edward cannot produce containers because those on the Payment Card are also counted against the storage limit for the respective areas. boardgamegeek.com/thread/2136472/lose-ib-auction-using-containers-have-filled-wareh
bettorapetto Yeah, that’s why you put them on the card in the associated area as well. Why would they leave your factory/warehouse before you win the bid?
Container is a wonderfully pure economics game with no meaningful randomness. It's an absolute best-in-class game that gets my highest recommendation. The original expansion, unfortunately, was mostly bad with interplayer lending being the only decent add-on. Bank loans, from this edition, are a terrible idea that undermine several important aspects of the original design (like navigating the scarcity of cash in the early game).
You can't purchase a container from a harbor store without also sailing into a harbor, right? So red's second action at 1:04:25 would be illegal since red's ship is already in the harbor. He would have to sail in and out, two actions, to make that purchase.
If you are already in a harbor, as an action, you can buy a container. Edward mentioned this in the teach, as well it's in the rulebook, though admittedly, it's not very clear.
Eric, not sure what action you're saying is illegal in your reply, but you can purchase a container if you're sitting in someone's harbor already, it just takes one action. The designer / publisher explains that here: boardgamegeek.com/article/29531326#29531326 or here he confirms another way to look at how it works: boardgamegeek.com/article/29533353#29533353 Edward has it correct during the teach.
That rule at the end where there is a tie in max containers and you have to drop the 5/10 if that is one of them just seems so out of place. If it was the 10 spot that was forced it would make a little more sense to me. I feel like leaving that rule out to ease teaching. The rest of the game is pretty straight forward and easy to teach but that rule seems to be the rule that broke the camel's back. It is the kind of thing I explain three times, and invariably it will come up and decide the outcome and the loser will forget that I explained that rule or they will have misunderstood it and feel real bad. I can't see it hurting the game too much to leave that rule out...
Can't wait to play my first game of this next week. Thanks for the great video.
Came thanks to Matt from SU&SD wearing a shirt -- Figured you must have done a play through then! Wonderful as always :)
PS I've missed sweater mike it was good to see him in this :D
Thanks for making this video. I noticed a couple of rules that you didn't follow. After auctioning containers at the foreign island your turn ends immediately, so it's not permitted to pay off a loan at this point. Also, when declining a bid, the cash paid goes into the investment bank, not the supply.
2:07:05 Mike (white) takes 3 actions: moves ship out the island, moves into Clyker(green) harbor and buys from Tony's factory store(red)
When a ship docks, it can buy instantly as a free action
@@mrssd1255...but only from the harbour. He can't buy from Tony's factory store because it would be the third action.
At 57:07 Banker Dave starts up an auction for the cash in Investment Banker slot one for the $5 and says it is "soon to be $6" ... According to a "clarification" (it's not actually in the rules this way) from Kevin, this is incorrect. You do not add money or containers to an Investment Banker slot that is currently being auctioned off. You set the money/containers aside and only add them after the auction concludes. Source: boardgamegeek.com/article/29536967#29536967
This is repeated at 1:31:06 when Mike (White) pays interest on his two loans, also at 1:37:02 when Banker Dave (Blue) pays his interest.
great stream and it looks like the size is ok for most tables
Seems a like the game runs on the longer side from the run-through (2 hours). Is it that way just cuz of all the talking that went on, or does the game typically run 1.5 - 2 hours? Could it be shortened by taking away containers of each color during setup without ruining the balance?
Otherwise, looks like great fun! Can't wait to get my copy. :)
So I really like the idea of the investment bank! But it seemed like all the value stayed at the top , and increased throughout the game. Is that just this play?
Cool, you mentioned Merchants and Muraders have as a group, played it? if so, where is it posted? if not can you play and post it as your group. Thanks.
Now I see the point of the investment bank, it provides a mechanism for freeing up the economy of the game
Nice game! I own the first edition + expansion and i prefer the normal size components instead of the huge ones in this edition (their only purpose is to increase the price of the game).
Pretty sure you could buy some kids bath toys for a quarter of the price
I buy games for the gameplay, not for the flashy components.
You may disagree with Kevin's reasoning, but there was solid thinking for going bigger other than increasing price/flashiness. You can hear more here: ua-cam.com/video/3TMoTXIVMYc/v-deo.htmlm42s
Geo Man gameplay requires playability. Larger components are objectively easier to see across the table. You can’t even refute that without personal biases
I would agree with you if the original ships were too small, but that's not the case and you could easily see their cargo across the table. Bigger does not always mean better: you need a larger box, the game price increases and if you drop one of of them you will probably cause damage to your wooden floor or table...
2:22:40 Edward cannot produce containers because those on the Payment Card are also counted against the storage limit for the respective areas.
boardgamegeek.com/thread/2136472/lose-ib-auction-using-containers-have-filled-wareh
bettorapetto Yeah, that’s why you put them on the card in the associated area as well. Why would they leave your factory/warehouse before you win the bid?
Container is a wonderfully pure economics game with no meaningful randomness. It's an absolute best-in-class game that gets my highest recommendation. The original expansion, unfortunately, was mostly bad with interplayer lending being the only decent add-on. Bank loans, from this edition, are a terrible idea that undermine several important aspects of the original design (like navigating the scarcity of cash in the early game).
I thought your turns ends after an auction, so you can't repay loans after getting paid from the auction on the same turn.
Sorry to post a question 2 years afterwards, but, is money piece limited? And if so, can you confirm the limits? Thanks!
Money isn't limited in Container :)
When did Bradley Cooper start playing board games? Lol someone sounds just like him
You can't purchase a container from a harbor store without also sailing into a harbor, right? So red's second action at 1:04:25 would be illegal since red's ship is already in the harbor. He would have to sail in and out, two actions, to make that purchase.
Rodigee I am confused at this also as it happens earlier in the game when green buys while in harbor.
If you are already in a harbor, as an action, you can buy a container. Edward mentioned this in the teach, as well it's in the rulebook, though admittedly, it's not very clear.
This is correct the action was illegal - discussion on this rule here: boardgamegeek.com/article/29532208#29532208
Eric, not sure what action you're saying is illegal in your reply, but you can purchase a container if you're sitting in someone's harbor already, it just takes one action. The designer / publisher explains that here: boardgamegeek.com/article/29531326#29531326 or here he confirms another way to look at how it works: boardgamegeek.com/article/29533353#29533353 Edward has it correct during the teach.
Now regret not backing.
That rule at the end where there is a tie in max containers and you have to drop the 5/10 if that is one of them just seems so out of place. If it was the 10 spot that was forced it would make a little more sense to me. I feel like leaving that rule out to ease teaching. The rest of the game is pretty straight forward and easy to teach but that rule seems to be the rule that broke the camel's back. It is the kind of thing I explain three times, and invariably it will come up and decide the outcome and the loser will forget that I explained that rule or they will have misunderstood it and feel real bad. I can't see it hurting the game too much to leave that rule out...
It's a good rule. It adds a bit of brinksmanship and endgame pressure, and slightly reduces anyone's ability to simply math down every interaction.
This game is so expensive. Lol