@13:38 You say "What am I gonna do with this big 'ol 5?!" but it's actually a 6. As a result, you miss out on getting a coin when you put it in that bottom right dice spot on the board. @30:17 You spend about five minutes looking for a way to advance someone in the castle, and you completely ignore the same spot in the bottom right of the board where the sole purpose is to deploy your different types of workers. That black 5 allows you to do a castle action without spending almost all of your resources like you end up doing.
In MvM they say that you are missing out in a 2-player game. They do not suggest this game when playing with 2 players. But you mainly play with two players. Do you feel where MvM is coming from? Or don't you agree with them? Thank you.
yeah, i saw that and thought it was really surprising. they opined that in 2p one player can get frozen out of what they want to do, but there are SO many ways to achieve stuff we didn't find that at all. the dice stacking of higher player count is neat, but i don't find myself missing it. however, if someone REALLY wanted that experience i suppose it would be easy to use the automa deck of cards to deploy 3 randomly rolled dice of a 3rd color at the start of each of the three rounds, to make the landscape a bit more varied, and then allow stacking as normal for 3+ games. that could be a pretty cool variant, but tbh i don't think it's necessary at all.
red dice = really orange for you?^^ ...so the orange meeples are yellow i assume? just wondering how different people see different colours ;) Hope my curiosity isnt against your CoC?!
I have watched a bunch of videos about this game, playthroughs, and what not and have tried to find the fun in it. It just looks like very uninteresting dice placement to me. Especially when I've played amazing dice placement games like Troyes and Alien Frontiers and Teotihuacan.
9 turns, but if you're playing well on most turns you're doing 2 or 3 turns worth of stuff via combos, plus you're getting potentially a few bonus turns worth of actions at the end of each round if the bridges work out, so i would say nope, it's just right! :)
Always appreciate how you can quickly setup and start playing, going into more deprh as you go ❤
Game looks great! Definitely one of your more chaotic play throughs, but SO appreciate your content that it doesn't matter! Thanks Rahdo! 💯
@13:38 You say "What am I gonna do with this big 'ol 5?!" but it's actually a 6. As a result, you miss out on getting a coin when you put it in that bottom right dice spot on the board.
@30:17 You spend about five minutes looking for a way to advance someone in the castle, and you completely ignore the same spot in the bottom right of the board where the sole purpose is to deploy your different types of workers. That black 5 allows you to do a castle action without spending almost all of your resources like you end up doing.
This is amazing - really really elegant and Tascini-style game, insta buy
Definitely an ap monster. I have many gamer fellows i would never play this game with :D
If this isn't game about Little Cheeseburgers I don't want it.
Same! I was looking for the game mechanism involving flavor holes but clearly was let down. 😂
@34:00 You forgot to take the white action from the card you took. Extra hard mode 😅
note added... thanks
Stay tuned for final thoughts on Harold and Kumar and Rahdo run through White Castle. 🥷
Where can I purchase the plastic clear bridges? my copy came with cheap cardboard build a bridge. TIA
i didn't know any plastic bridges existed. mine are the same cardboard cutout ones i've seen in other videos
In MvM they say that you are missing out in a 2-player game. They do not suggest this game when playing with 2 players. But you mainly play with two players. Do you feel where MvM is coming from? Or don't you agree with them? Thank you.
yeah, i saw that and thought it was really surprising. they opined that in 2p one player can get frozen out of what they want to do, but there are SO many ways to achieve stuff we didn't find that at all.
the dice stacking of higher player count is neat, but i don't find myself missing it. however, if someone REALLY wanted that experience i suppose it would be easy to use the automa deck of cards to deploy 3 randomly rolled dice of a 3rd color at the start of each of the three rounds, to make the landscape a bit more varied, and then allow stacking as normal for 3+ games.
that could be a pretty cool variant, but tbh i don't think it's necessary at all.
Link in the show notes does not appear to go to the final thoughts.
argh, thanks, fixing now! :)
red dice = really orange for you?^^ ...so the orange meeples are yellow i assume? just wondering how different people see different colours ;) Hope my curiosity isnt against your CoC?!
They're not really red, they're more of a coral tone actually, which a lot of people will just call orange.
I have watched a bunch of videos about this game, playthroughs, and what not and have tried to find the fun in it. It just looks like very uninteresting dice placement to me. Especially when I've played amazing dice placement games like Troyes and Alien Frontiers and Teotihuacan.
flash dice placement cowndown begins now!!!
4) alien frontiers
3) teotihuacan
2) white castle
1) troyes
(all my personal preference, of course) :)
Seems too short
9 turns, but if you're playing well on most turns you're doing 2 or 3 turns worth of stuff via combos, plus you're getting potentially a few bonus turns worth of actions at the end of each round if the bridges work out, so i would say nope, it's just right! :)
@@rahdo I agree, its fine. you can pull off 15-20 actions per game