Great video! I've played the basic game with my group quite a bit now and we're just about ready to move onto advanced. This video was very helpful, thank you!
@@RTFM whilst there are videos out there that teach the game I feel your personable, easy to digest videos would make it better. We've only played TS once after watching some teaching videos and found that whilst we understand the mechanics in the literal sense we don't feel as though we understand the value of each type of action and a general strategy for playing each side. There strengths and weaknesses. Whilst we could watch an in depth video, I feel a general synopsis of these things as part of the how to play video would go a long way. Keep on doing your thing mate, it's very helpful! Thank you. 😁👍🏻🥒
@@a_user_from_earth I haven't. Honestly it's a pretty old game at this point, and it's kinda fallen out of people's attention, so I doubt that I'll ever cover it. Sorry!
1:30 you said that players will collect 1 or 2 spice for each territory they control if they control Carthage/arrakeen or Tueks Sietch. However the rules say "during every collection fees, each occupant of Carthage and Arrakeen collects 2 spice and the occupant of Tueks Sietch collects 1 spice. To qualify for collection a player needs to occupy the stronghold only at the time of collection. If a player occupies two of the strongholds they collect space for each that they occupy." I chose to read this last line as "if a player occupies two or more of the aforementioned strongholds (Carthage, Arrakeen, and Tueks Sietch) they collect the bonus spice from each of them." I'm not sure if this is me misunderstanding your use of the word territory as it is ambiguous wether you mean "1 or 2 spice for each mentioned territory based on the symbol", or as I interpreted the statement "1 or 2 spice for the number of territories you control if you occupy Carthage or arrakeen for 2, or Tueks Sietch for 1."
Sorry if that was unclear. You have it right though. If you control Arrakeen and Tuek's Sietch, you'll get three spice total. Other, non-spice-generating territories don't matter for this calculation.
@@RTFM We kept the Fedaykin in place, and it does add some additional strategy for the Fremen to consider. Keeps them very focused on spiceblows, for example. The Spacing guild needs to be kept in check more, because of their fast troop deployment.
The combat variant where all troops count as full strength, BUT double if supported by spice, makes the math much simpler. Of course you have to use double spice blow and also count leaders as strength x 2, but I've found that people seem to more easily comprehend the math than dealing with fractions. You can find this variant on BGG.
At 6:43, you say “if you’re fighting multiple enemies in the same space”. Isn’t this impossible, as you’re not allowed more than 2 factions in a space?
I actually just learned about that game from the SUSD video and it seems pretty cool. I'd love to cover it, though which games I teach is determined by my Patreon backers.
Actually I wonder, why you need to ever turn Bene Gesserit advisors to fighters if they are on an unoccupied territory, because as soon as someone else joins that territory either from movement or shipping they can just turn back to advisors. The constant flipping back and forth every time seems unecessary, the rule should just say that they can remain advisors until they choose not to be before movement. Right? It doesn’t change anything mechanic wise - except remembering to that advisors who are alone get the benefit of the territory including ornicopters or stronghold spice.
There's a very small reason why it's written this way (as far as I can tell). When you get your free advisor from someone else's shipment, it can't turn into a fighter this round (unless it's left alone), meaning that you (probably) won't be able to attack with them the round they show up. It's honestly way more fiddly than it needs to be, and I'd prefer your house rule to the RAW, but it is what it is.
@@RTFM I don’t think I quite understood you. My question was more like if you can automatically turn to advisors during someone’s “invasion” then why do you ever need to become fighters if you’re alone? The rules state that as soon as advisors become alone in a territory they turn into fighters. This could be from two faction annihilating each other or you’re left alone after someone’s movement. My initial take was that there doesn’t seem to be affecting anything, but I was wrong. In an event where your advisors turn into fighters after the result of becoming alone means they can’t turn into advisors when invading an occupied territory. It’s good bookkeeping because you might forget that they were left alone when Fremen went to Carthag last turn and this turn you’re moving your BG forces to Carthag. If they were advisors they could move as advisors. But since they turned into fighters by being alone last turn they can’t “sneak” in as advisors. Summary Spiritual Advisors May toggle to advisors when they get invaded May toggle to fighters when invading enemy territory May toggle to fighters at start of Movement Phase Must toggle to fighters when they become alone. Can never toggle fighters to advisors unless invaded. Advisors must be flipped to fighters to move into an occupied territory where the BG already has fighters. Fighters cannot be flipped to advisors to move into an occupied territory
just got the game and am curious about people's opinions. For people that have played multiple times is the advanced rules the main prefered way to play? I am used to more complex games and kinda considering just teach the basic game probably once and then just always used advanced if its the superior form.
In my opinion you're doing it right. You should ease people into it. When you explain the game rules, first play a basic round or two without faction powers so players get the hang of the flow of the game. Then play a round of the basic game and close off with a round Advanced. This alone will probably run you a good two hours or so, but most people will have picked up the game by full because they experience it like a tutorial.
When I ship units to territory with enemy can i ship them as troops when i have advisor there already? Then advisors will switch into troops. Or maybe advisors allow me in that case ship only units as advisors? So more advisors.
Good question! And one that you have to go into the FAQ to find. Basically, advisors and fighters can't coexist in the same space, and since there are only specific conditions under which an advisor can become a fighter, you can't ship fighters into a space with an advisor. You also can't ship in advisors on your turn. You only ship in advisors using the BG ability that brings them in with other players' shipments.
It's best to not think of coexistence as flipping tokens, but as the state of the territory that you define at the start of the phase. You get to decide at the start of the S&M phase if your forces coexist in places where there are other forces. (You also decide the moment an enemy enters your territory, but that aside.) That means that the shipped tokens won't change the state of the tokens that are already there. So you can't decide to (not) coexist there later on in the phase. You have to say so the moment there is a conflict brewing.
At 9:25 you say that if Bene Gesserit ever are alone, they immediately turn from advisors to fighters. Does this trigger happen after a different faction leaving and finishing their turn or does it happen after the phase is complete for all players?
You can never have fighters in the same space as your ally (except in the Polar Sink), so they wouldn't be able to flip there. I'm afraid I don't understand the second part of your question.
@@RTFM no, is that, the Game is fun but has Manny variables too consider, as if i transport troops with bene gasseret, from my reserve, they land as advisors ir Figther?
Hello! Although they'd be losing half their forces to do it, can Fremen enter, exit, and pass through the storm at will? In both basic and advanced rules? Thanks a lot!
Is the second part of the Harkonnen ability a random leader or the one who fought in the battle? It's really terribly worded and grammatically incorrect, if it's a random leader.
It's actually both. After a battle, the enemy leader (if alive) is shuffled with all other living leaders of that faction (except leaders who were in other battles that round) and one is randomly picked. If you didn't pick the leader from the battle, leave it on the board in case the ability triggers again that round. I agree that it's a little convoluted, but once you get the hang of it, it flows easily enough in gameplay.
Not as of yet, because this video came out before the expansion did. I might cover it in a future video, but that's going to rely on my Patreon backers.
@@RTFM would it be on your youtube after? I really want to see how the tleilaxu play since they’re my favorite factions in the books, and they definitely seem fun to play
The game should come with little boxes players can put the ammount of spice they will use in combat, so you don't have to hold this mess on your hand. You put the box inside your little cardboard curtain, fill it up with the spice you wanna use, and once it's on the table with the lid on, it remains hidden, sure, but now you can't manipulate the spice in it cuz it's visible to all. Also would allow Artreides to put the lil cardboard cutout of the kwisatz haderach
I'm designing my own combat dial. It has two wheels on them, one that shows the amount of spice and the other the amount of forces you commit. No faffing about with stuff in your fist or little boxes; the spice stays where it is until it's time to pay up.
4:57 Aaahhh yes, faction ablities
Great videos by the way
Great video! I've played the basic game with my group quite a bit now and we're just about ready to move onto advanced.
This video was very helpful, thank you!
Happy to help!
Great coverage. I am returning to the game after a 30 year break and this really helped.
Oh my! I always forget how long this game has been around. Glad I could help!
Really appreciate your teaching videos.
Twilight Struggle seems a game you'd be good at reaching. 😎👍🏻
I've definitely thought about it, though for now I let my Patreon backers choose which games I teach.
@@RTFM whilst there are videos out there that teach the game I feel your personable, easy to digest videos would make it better.
We've only played TS once after watching some teaching videos and found that whilst we understand the mechanics in the literal sense we don't feel as though we understand the value of each type of action and a general strategy for playing each side. There strengths and weaknesses. Whilst we could watch an in depth video, I feel a general synopsis of these things as part of the how to play video would go a long way.
Keep on doing your thing mate, it's very helpful! Thank you. 😁👍🏻🥒
@@RTFM Have you since done it? I could not find anything that RTFM did on TS :))
@@a_user_from_earth I haven't. Honestly it's a pretty old game at this point, and it's kinda fallen out of people's attention, so I doubt that I'll ever cover it. Sorry!
Nice! Information at a good rate, got to see the cards/tokens/gameboard, and it left me with a desire to know more.
Thanks, glad you like it!
I feel like the shirt choice is intentional so that you look like a spiritual advisor
1:30 you said that players will collect 1 or 2 spice for each territory they control if they control Carthage/arrakeen or Tueks Sietch. However the rules say "during every collection fees, each occupant of Carthage and Arrakeen collects 2 spice and the occupant of Tueks Sietch collects 1 spice. To qualify for collection a player needs to occupy the stronghold only at the time of collection. If a player occupies two of the strongholds they collect space for each that they occupy." I chose to read this last line as "if a player occupies two or more of the aforementioned strongholds (Carthage, Arrakeen, and Tueks Sietch) they collect the bonus spice from each of them." I'm not sure if this is me misunderstanding your use of the word territory as it is ambiguous wether you mean "1 or 2 spice for each mentioned territory based on the symbol", or as I interpreted the statement "1 or 2 spice for the number of territories you control if you occupy Carthage or arrakeen for 2, or Tueks Sietch for 1."
Sorry if that was unclear. You have it right though. If you control Arrakeen and Tuek's Sietch, you'll get three spice total. Other, non-spice-generating territories don't matter for this calculation.
My group plays all the advanced rules except the combat rules. Keeps the combat more alive and factions less poor.
Fair enough. How do you feel that affects the Fremen? It seems like it might make them a little weaker in comparison.
@@RTFM We kept the Fedaykin in place, and it does add some additional strategy for the Fremen to consider. Keeps them very focused on spiceblows, for example. The Spacing guild needs to be kept in check more, because of their fast troop deployment.
The combat variant where all troops count as full strength, BUT double if supported by spice, makes the math much simpler. Of course you have to use double spice blow and also count leaders as strength x 2, but I've found that people seem to more easily comprehend the math than dealing with fractions.
You can find this variant on BGG.
Been watching MCDM playthrough and I think thats how they play as well.
We also play without that rule. Haven't noticed that the Fremen is at an disadvantage.
At 6:43, you say “if you’re fighting multiple enemies in the same space”. Isn’t this impossible, as you’re not allowed more than 2 factions in a space?
You can't have more than two factions in a stronghold, but other spaces can hold any number of factions' forces.
Hey dude I would love to see you review Western empire!
I actually just learned about that game from the SUSD video and it seems pretty cool. I'd love to cover it, though which games I teach is determined by my Patreon backers.
RTFM 👍
Actually I wonder, why you need to ever turn Bene Gesserit advisors to fighters if they are on an unoccupied territory, because as soon as someone else joins that territory either from movement or shipping they can just turn back to advisors. The constant flipping back and forth every time seems unecessary, the rule should just say that they can remain advisors until they choose not to be before movement. Right? It doesn’t change anything mechanic wise - except remembering to that advisors who are alone get the benefit of the territory including ornicopters or stronghold spice.
There's a very small reason why it's written this way (as far as I can tell). When you get your free advisor from someone else's shipment, it can't turn into a fighter this round (unless it's left alone), meaning that you (probably) won't be able to attack with them the round they show up. It's honestly way more fiddly than it needs to be, and I'd prefer your house rule to the RAW, but it is what it is.
@@RTFM I don’t think I quite understood you.
My question was more like if you can automatically turn to advisors during someone’s “invasion” then why do you ever need to become fighters if you’re alone?
The rules state that as soon as advisors become alone in a territory they turn into fighters. This could be from two faction annihilating each other or you’re left alone after someone’s movement.
My initial take was that there doesn’t seem to be affecting anything, but I was wrong.
In an event where your advisors turn into fighters after the result of becoming alone means they can’t turn into advisors when invading an occupied territory. It’s good bookkeeping because you might forget that they were left alone when Fremen went to Carthag last turn and this turn you’re moving your BG forces to Carthag. If they were advisors they could move as advisors. But since they turned into fighters by being alone last turn they can’t “sneak” in as advisors.
Summary
Spiritual Advisors
May toggle to advisors when they get invaded
May toggle to fighters when invading enemy territory
May toggle to fighters at start of Movement Phase
Must toggle to fighters when they become alone.
Can never toggle fighters to advisors unless invaded.
Advisors must be flipped to fighters to move into an occupied territory where the BG already has fighters.
Fighters cannot be flipped to advisors to move into an occupied territory
to claim territory as advisors count towards victory conditions or income during the income phase.
@@konstantinstepanov5461 No, it doesn't.
just got the game and am curious about people's opinions. For people that have played multiple times is the advanced rules the main prefered way to play? I am used to more complex games and kinda considering just teach the basic game probably once and then just always used advanced if its the superior form.
I don't know about the game as a whole, but I definitely prefer some factions with the advanced rules
In my opinion you're doing it right. You should ease people into it. When you explain the game rules, first play a basic round or two without faction powers so players get the hang of the flow of the game. Then play a round of the basic game and close off with a round Advanced. This alone will probably run you a good two hours or so, but most people will have picked up the game by full because they experience it like a tutorial.
Good job. I needed this 2 months ago! Great ref now though.
When I ship units to territory with enemy can i ship them as troops when i have advisor there already? Then advisors will switch into troops. Or maybe advisors allow me in that case ship only units as advisors? So more advisors.
Good question! And one that you have to go into the FAQ to find. Basically, advisors and fighters can't coexist in the same space, and since there are only specific conditions under which an advisor can become a fighter, you can't ship fighters into a space with an advisor. You also can't ship in advisors on your turn. You only ship in advisors using the BG ability that brings them in with other players' shipments.
It's best to not think of coexistence as flipping tokens, but as the state of the territory that you define at the start of the phase. You get to decide at the start of the S&M phase if your forces coexist in places where there are other forces. (You also decide the moment an enemy enters your territory, but that aside.)
That means that the shipped tokens won't change the state of the tokens that are already there. So you can't decide to (not) coexist there later on in the phase. You have to say so the moment there is a conflict brewing.
At 9:25 you say that if Bene Gesserit ever are alone, they immediately turn from advisors to fighters.
Does this trigger happen after a different faction leaving and finishing their turn or does it happen after the phase is complete for all players?
They flip as soon as the different faction leaves.
Hey pal, Bene gasseret can flip advisor to Figther in a territory with Ally troops? Apply for move to flip and before any shipment made ability?
You can never have fighters in the same space as your ally (except in the Polar Sink), so they wouldn't be able to flip there. I'm afraid I don't understand the second part of your question.
@@RTFM no, is that, the Game is fun but has Manny variables too consider, as if i transport troops with bene gasseret, from my reserve, they land as advisors ir Figther?
Hello! Although they'd be losing half their forces to do it, can Fremen enter, exit, and pass through the storm at will? In both basic and advanced rules? Thanks a lot!
No, only in the Advanced ruleset-- there's no protection against the storm mentioned under Standard play.
Is the second part of the Harkonnen ability a random leader or the one who fought in the battle? It's really terribly worded and grammatically incorrect, if it's a random leader.
It's actually both. After a battle, the enemy leader (if alive) is shuffled with all other living leaders of that faction (except leaders who were in other battles that round) and one is randomly picked. If you didn't pick the leader from the battle, leave it on the board in case the ability triggers again that round. I agree that it's a little convoluted, but once you get the hang of it, it flows easily enough in gameplay.
Is there a video with the expansion pack?
Not as of yet, because this video came out before the expansion did. I might cover it in a future video, but that's going to rely on my Patreon backers.
@@RTFM would it be on your youtube after? I really want to see how the tleilaxu play since they’re my favorite factions in the books, and they definitely seem fun to play
@@tgiacin435 They do seem pretty cool. If I end up covering the expansion, it will be on this channel, yes.
@@RTFM I await the day it shows up in my sub feed lol
You did the harkonnen hand swap wrong. They should be able to give back the cards they just took as well.
Ah, fair call. I'll add a note to the description to clarify. Thanks.
The game should come with little boxes players can put the ammount of spice they will use in combat, so you don't have to hold this mess on your hand. You put the box inside your little cardboard curtain, fill it up with the spice you wanna use, and once it's on the table with the lid on, it remains hidden, sure, but now you can't manipulate the spice in it cuz it's visible to all. Also would allow Artreides to put the lil cardboard cutout of the kwisatz haderach
Good idea!
I'm designing my own combat dial. It has two wheels on them, one that shows the amount of spice and the other the amount of forces you commit. No faffing about with stuff in your fist or little boxes; the spice stays where it is until it's time to pay up.
When starting game as bg i get 1 unit in polat sink + one anywhere ? Or only 1 anywhere?
Just 1 anywhere.
paying for troops you already beamed down is such a dumb rule and we dont use it.
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