In Germany it's called Media Aetas, which I think is a cool name in itself. I'm glad it's not just called "Mittelalter", which is the equivalent of "Middle Ages" in English. Edit: Love the game and the new "Kingdomino" drafting in it.
The simplest solution I have done to prevent AP as much as possible, is u put a hourglass on the table. There are a few people that I play that can get AP really bad. As soon as put the hourglass out it seems to speed them up 😁
I love and still have Majesty: For the Realm. Really going back and forth on this one. Some things are a huge plus for the original, some are for the new. Interestingly, I don't dislike any part of either, which says something at least.
For me the game was a unpleasant experience in Essen. In out 5 player round, one other player was heavily taking mills and an other one was heavy on Military. The other three often were not able to take walls or mills or hated raft military themselves, and thus we're taxed a lot, lost a lot of infrastructure and we're not able to build a nice kingdom. At the end the mill and military player were 40 points a head of the rest. It was just one game while learning it, but I had no fun being taxed all the time, having my stuff destroyed and see others run away with the money. I presume if you lie really heavy on one strategy it is hard for the rest to catch up.
It's not like "Majesty: For The Realm" was a great name either. I've had that game on my want list for a while, and I could never remember what it was called, even though I could describe everything else on the box.
Looks like a solid little game for that filler feel as you said. A nice light game that still has some meaningful choices but can be picked for an evening when you don't have the energy for a brain burner.
I wish designers wouldn’t put take that in the base game but rather have it be by choice as a module. I think the vast majority of people don’t like take that, but don’t mind it sometimes. But if you love it you can add it. I think that would broaden the customer base of a game like this.
@@aruak321 True, so where applicable. My comment needs more clarification because I like courtisans wich take that is pretty much the foundation of the game. So I’m not against it. When take that is the point of the game or most of it you’re probably going to buy it for that reason. But when 90% or close to a high % of the game is building something, then random take that cards impact certain players by destroying things it can leave a sour taste in your mouth. Not me personally though.
@@coreynoemif3j29 Yeah that makes sense. I generally prefer direct interaction between players rather than have no way to affect one another. But not if it feels tacked on or feels unbalanced with absolutely no mitigation or avoidance possible for the affected player.
6:03 Chris - "the game doesn't feel extremely mean to me" ... I have to disagree. If you get left behind in turn order (stuck with castles and monasteries) you become a point farm for the other players with no hope of competing. I'll play it again but it burned itself out for me after three games... Because it's too mean. Too much take that
The horn music in the outro was 👌
In Germany it's called Media Aetas, which I think is a cool name in itself. I'm glad it's not just called "Mittelalter", which is the equivalent of "Middle Ages" in English. Edit: Love the game and the new "Kingdomino" drafting in it.
I love the sound production in this video. Nice work, thank you so much.
The simplest solution I have done to prevent AP as much as possible, is u put a hourglass on the table. There are a few people that I play that can get AP really bad. As soon as put the hourglass out it seems to speed them up 😁
Still haven't found a copy in Europe. Does anyone know when it's coming out?
I love and still have Majesty: For the Realm. Really going back and forth on this one. Some things are a huge plus for the original, some are for the new.
Interestingly, I don't dislike any part of either, which says something at least.
For me the game was a unpleasant experience in Essen. In out 5 player round, one other player was heavily taking mills and an other one was heavy on Military. The other three often were not able to take walls or mills or hated raft military themselves, and thus we're taxed a lot, lost a lot of infrastructure and we're not able to build a nice kingdom. At the end the mill and military player were 40 points a head of the rest. It was just one game while learning it, but I had no fun being taxed all the time, having my stuff destroyed and see others run away with the money. I presume if you lie really heavy on one strategy it is hard for the rest to catch up.
Played this a bunch on BGA and I REALLY wanted to love it but the attack nature and its prevalence in this game killed it for me.
Same,played a lot of 2 player games
and it felt like that was all the game was.
It's Machi koro without the dice. Works for me!
It's not like "Majesty: For The Realm" was a great name either. I've had that game on my want list for a while, and I could never remember what it was called, even though I could describe everything else on the box.
Looks like a solid little game for that filler feel as you said. A nice light game that still has some meaningful choices but can be picked for an evening when you don't have the energy for a brain burner.
I wish designers wouldn’t put take that in the base game but rather have it be by choice as a module. I think the vast majority of people don’t like take that, but don’t mind it sometimes. But if you love it you can add it. I think that would broaden the customer base of a game like this.
100% agree.
That doesn't always work for every game design though. Sometime the balance comes from other players' actions and how they affect you.
@@aruak321 True, so where applicable. My comment needs more clarification because I like courtisans wich take that is pretty much the foundation of the game. So I’m not against it. When take that is the point of the game or most of it you’re probably going to buy it for that reason. But when 90% or close to a high % of the game is building something, then random take that cards impact certain players by destroying things it can leave a sour taste in your mouth. Not me personally though.
@@coreynoemif3j29 Yeah that makes sense. I generally prefer direct interaction between players rather than have no way to affect one another. But not if it feels tacked on or feels unbalanced with absolutely no mitigation or avoidance possible for the affected player.
@@aruak321 Direct interaction can be both positive, negative or neutral. I think you can solve most balance issues without negative interaction.
really enjoy this one.
6:03 Chris - "the game doesn't feel extremely mean to me" ... I have to disagree. If you get left behind in turn order (stuck with castles and monasteries) you become a point farm for the other players with no hope of competing. I'll play it again but it burned itself out for me after three games... Because it's too mean. Too much take that
Games r good