Coimbra Tutorial & Playthrough - JonGetsGames

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
welcome to Jung it's games today I'll be doing a full two-player playthrough of coimbra now I will be teaching the rules to this game while we're playing it and I would like to ask that you please turn on the Klingon subtitles so that if any mistakes are made I can put corrections on the screen and you should be able to see them now what's going on in this game is we are sent in 15th and 16th century Portugal and as the head of a household we are trying to increase our prestige by funding voyages as well as reaching out to local monasteries and trying to curry favor with local dignitaries to increase our influence in various guilds now mechanically what's going on is this is a dice drafting game and when you draft a die the value of it will matter because that's gonna dictate how many card options you have to buy and it is also going to dictate the cost of the card that you take now the color of the die that you pick will dictate what type of income you take later on in the round and the amount of income that you take is gonna be dependent on how many cards you have already purchased so obviously a lot of things bounce back and forth and in a cyclical nature in this game and I'll explain how old that works while we're playing it but Before we jump in I would like to ask that if you enjoy this video you please consider clicking the like button down below as well as the subscribe button for the channel also if you would like to directly support the creation of videos like this one then please go to John gates Gamescom slash support to see a variety of ways with which you could do that including voting on one of the playthroughs that I make each month and this is actually one of those videos Coimbra won the vote for the month of January and that's why the video is being made so without further ado let's jump into the game out here we have the game fully setup for our two different players now it's part of setup we each put a pilgrim out onto this map and we selected at one of the four corners of Coimbra but you may notice that one of these pilgrims is all the way down here now that is because we also both received two cards as part of setup and the blue player has these two right here and this purple card shows an immediate bonus of moving their pilgrim once along the map now you know it's immediate because of this lightning ball right here and this also means they gained one guard now there are two different resources in the game you have guards and you have gold and they are tracked on your board right here normally you start with seven and seven but that's why they have eight guards right over here it's because of that and then if we look at the top part of this card we can see this influence value now if we look over at the board we can see these four tracks and the purple track matches the cross right here means they started the game with two bumps up on the purple track and you can see that right here with this token now their other card right here gave them one bump on the orange track and they give them an ongoing benefit that happens in phase C and I'll explain how that works when we actually get to face C but it's worth noting that over here we start with this stuff because we're gonna be playing from the perspective of the red player we have four extra gold right over there and we have two bumps on that gold track and one bump on the green track at this point let's now jump into the first round of the game and if we look at our player board we can see a nice little cheat sheet for the six different phases of around going from a all the way to F now we're gonna play through these phases and then go into the second round of the game and we will end up playing four full rounds and once we get to the end of that we will count up our victory points and see who is the winner now with that in mind let's start off the first round with phase a and this is simple we're just gonna roll all of the dice now the number of dice that we roll will depend on the player count and in a two-player game we only care about these dice right here so we can pick them up and roll them with that completed we can now move on to phase B or each player in turn order will start taking one die from that pool until everybody has three dice now each player has three of these little dice holders that are really nice because you can just snap a die right in there like this so with that in mind let's now start phase B now this phase is evaluated according to the turn order track we are at the top of that track which means that we get to pick one of these dice first and I think we should start off by grabbing this five which is actually the highest value die available and we will snap that right into this holder and then we should put it down over here onto the board now when you put this down you can choose any one of these four locations and the color of the dining that we picked the value of the die that we picked and the location where we put it are all very important we can start off with the color of the die and since it is orange that means later on in the round we can evaluate it this orange track right here which will generate money equal to wherever our token is so by taking an orange die we are committing to gaining more money later on in this round next up we had that decision of where to put this dye and I chose this area over here now the reason I did that is because by putting a die over here I am now going to have the option purchasing one of these cards when it's our turn now when we evaluate the dice on this area we start at the very top of the board and work our way down but within each one of these rows we evaluate from the left to the right and if you notice right over here we have to sort all of the dice in this area from highest to lowest now these cardboard tokens right here are effectively dummy players you use them in a two and three player game and they act as dice so that means if we had drafted the four instead of the five we would actually tie with this dummy four right here and when you tie you actually get the losing position and that means this would go first now this is really important because as we evaluate these and we get to the dummy players they will find the highest influence value card which is again this number right here and they will discard it now if there's a tie and in this case there's a three-way tie it will discard the card that is closest to the board which would be this card right here and this is the card that I really want to buy so because of that I decided to take a five so that we would go before the dummy player and have an opportunity to buy this card before it gets discarded now the last thing that we need to consider is not only does the pips on this diet dictates the order in which we take our turn it also dictates the cost to purchase these cards you'll notice in the top left corner we have an icon it's either gold or it is guards that means you have to spend a gold or guards to take these cards but the amount that you spend is equal to the die that is using that action so we are committing it to spending five guards in order to pick up this card so we have a better selection but we're spending a lot more resources now the reason I like this card so much is because we bump up on the orange track three times with it and that means later on when we activate the orange track we will get more money also it has an ongoing ability down here that says for the rest of the game whenever we evaluate a gray die to do a the great track over on the right we will gain an extra two guards so we are we will be motivated to gather more of these great dice once we get this card now there is one final reason why we are interested in picking up this card and it has to do with this starting setup card we grabbed at the beginning of the game now this activates during phase C which is what happens right be and that is when we evaluate the dice and potentially purchase the cards down here this card says that every time we purchase an orange card for the rest of the game we will gain one gold for this track and we will get two victory points so we are definitely motivated to try and pick up these orange cards so that was all of my reasoning as to why we picked this die first and now it's time for the blue player to choose one of these dice and they have decided to select this purple one now they're gonna snap that right into this base and they've decided to put it all the way up here into the castle now up here in the castle you will notice that things work slightly differently than they do in the lower three areas the first thing is that the dice will get sorted from lowest to highest in this area and the second thing is that we don't actually have cards over here we instead have these castle bonus tokens now when we start off the evaluation round we of course go from left to right so that means the lowest die in this area we'll be able to choose one of these bonuses and evaluate it now these bonuses can be pretty good this gives you seven guards or seven gold this gives you two victory points three moves with your pilgrim on the map and it gets you a crown now crowns are important because they help evaluate what the turnover will be for the next turn the more Crown's you have the more likely you are to go first the farther out you we go we can see even more crowns with some of these bonuses in fact this spot right here allows you to take this token and you can slot it down over a die that's already been placed to add three to it spin value once you do that you will actually reorganize the die based off of that but then of course if you are buying a diamond you have to spend three extra guards or gold so with that in mind we don't actually have purchasing that lady guaranteed because our opponent could take that bonus and put it on this for making it a seven and then beat out our five but I don't think that's likely to happen lastly we have this tile over on the left and this allows you to not only have a discount on going on voyages but it also lets you go on a voyage as a bonus now every player gets to go on one voyage per turn so if you take this that would be a second voyage on that turn now I'll explain how the voyages work in detail once we get to it on this first turn and then we'll see how the specifics of this tile work in the future when somebody grabs it belukha down pick up their second dye and they're gonna grab this for and they've decided to put it here in the third row that means it'll Nestle right between these two dummy figures and that means we can now take our next pick and obviously our choice is between a gray three and a white three now the great ice are pretty good for us considering if we have this card then when it activates we will get two guards also the gray dye activates the gray track which gives more guards right now it's just one but if we pick up this card down here which is a potential for us then that would bump us up on the track and actually get us three guards so if we take a grade I that would effectively be like gathering five guards and we're about to spend five guards to grab this card now if we take the white guy then in acts as a wild dye color for the activation of the tracks on the right hand side of the board but it does not count for cards like this one right here now we could use this to activate the green track and get three points or I guess we can take the gray and get about five guards potentially three to five guards and I think well points are definitely good and at the end of the game every two guards gives you one point so hypothetically it should take six guards to make it worth it for us to not take the three points but we're so early in the game and I'm worried about running out of steam if we don't have enough guards for the next round and if the cards that we really want are they need guards to be purchased then we could really find ourselves in a bind so let's go with the long-term plan of just getting more resources and we can pick up this three and I think we should go down here we're already planning on picking up one of these cards for cheap and if we take this we can slide it in right over there and now we can hypothetically pick up two of these cards for cheap this three would obviously need to be a gold card but the only player it looks like it to be knocking out a guard card so I think this should work out pretty well for us the blue player can now pick up their final die and it looks like they will take this white die which it's not a surprise to us at all and they're gonna put it down here as well this bottom area got really popular so maybe this one won't be quite as strong as we were hoping but since this comes in and it ties with this three that means it will go after us so we have a bit of an advantage of going before them here because we won that tiebreaker now that everybody has picked up their dice we can move into the third phase which is see now for this phase we start at the top of this row and we evaluate according to this box so the castle over here will go from lowest to highest although we just have one die here to evaluate now that's going to be the blue player and they can now either pick one of these rewards as you can see right there or they could take two money to gold that is and two guards so that is two options and if you look down here the rest of these say you can pick up a card or two gold and two guards so you always have that as a consolation action if things don't go your way with the ordering of the dice as we pick them up so the blue player now gets to pick one of these options and they've decided to grab this one right here now this will immediately get them to victory points which will bring them up to two and then they can move their pilgrim three times in order to do this we need to come back to the map and movement is pretty simple all you do is move from one spot to another spot and there are no restrictions you can jump back and forth if you like and the spots are either these stopovers places or the monasteries themselves now the only restriction is you can never go back into the city of Coimbra but the pilgrims can share the same space and there's no penalties or even bonuses for getting to places before other players now in this case the blue player decides to start and they'll gonna spend their first movement walking over to this monastery right here and whenever you stop in or pass through a monastery you're gonna take one of your disks and slide it on top of the monastery to show that you have been there now once you do that you then potentially evaluate the monastery itself you can see that many of them have the little lightning bolts this just gives you a guard a gold and two victory points the moment you put a token down into it but this one is a conditional monastery it will give the blue player one point every single time for the rest of the game they put one of these disks down so it looks like they are kind of building up a pilgrimage strategy for this game and they're obviously going to want to move around as much as they can because every future disc they put down is worth a victory point to them so at this rate they have now just spent one movement point so they can now move from here to the spot here and then the third movement will bring them to this monastery they will of course take a disk and put it down right there and then they will get one point because this monastery now activates for them so that brings them up to three and now we can evaluate this monastery that they just went to now this does not have a lightning bolt in fact this one evaluates at the very end of the game it shows a scroll with a rainbow coloration on it and that is a wild scroll for end of game scroll scoring now you may have noticed that some of these cards have it Scrolls on them like that little colored spot right there and then we have another example right over here with a different colored scroll now at the end of the game if we look at this nice little chart here you can see that we will be making sets of scrolls and the sets need to be different types so if your set has just one colored scroll in it it's worth one point but if you make a set of three different colored Scrolls you get four points for that set and obviously all the way up to twelve points if you get all five colors so with that in mind the blue player now has a one wild scroll already in the bank for them when the game ends once the action is done the player can grab the die and bring it back to their plan board and we can now move it down to the next level now we can see here that nobody actually put any dice onto the spot so we simply discard all of these cards and we can flip both of these things over and then to continue moving down the board so this central city area is next and it looks like we get to activate first because we are the farthest over to the left now we talked to at Great Lengths why we want to pick up this card earlier so let's go ahead and do that we can pick this up for five guards and then put this into our area we of course have to spend those guards so we go from seven down to two and we can now add this into this ease own right here now this is going to help remind us that we can activate this ability when we are on a Phase II during the turn now the last thing we get to do is activate our phase C bonus every time we pick up an orange card we get to grab one gold and two victory points so that means we now go up to thirteen gold total so we should maybe think about spending some of that and then two points brings us up to two the final thing to happen is we can gain three influence and on the orange track so that means we go one two three and now when we activate orange dice we will get five gold instead of three now at this point you may have noticed these tokens that are lining up along the top of the board now these are gonna be endgame points that we get for being the highest on this track we can see right here that for the orange track we will get eleven points if we are the person on top for the purple track they actually get 13 the green track is nine and the gray track is the lowest at seven now these are randomized out at this of the game and in a two-player game you'll see that the second person will get five victory points for this but when you're playing two-player specifically they will only get those five points if they are within three spaces of the first place player so you only get that consolation prize if you are pretty darn close and in contention for that track we can now come back to the central city and remove our die because we are done with our activation and next up we have the dummy player now as I said before whenever they activate they're simply going to discard the card with the highest influence value and if there's a tie then you take the card that is closest to the board so in that case they will discard at this card right here and you may have noticed this token that's sitting on top of that some of these cards this is a bonus token for the person who takes that card they will gain two crowns for the crown scoring in that given round now as I said before crowns have to do with the turn order for the next round but it looks like this card was discarded so nobody will get access to it next up the blue player can activate looks like they have a four here and they've decided they want to purchase this card here the top left shows that as guards so they'll have to spend four guards to pick this up but if we take a look at their starting card right here it shows that it activates in phase C and it says that whenever they buy a guard accosting card they pay one less guard for it so instead of paying for they will pay three for this card that will bring them from H all the way to five and now this has a lightning bolt on it and that means they can add it right over here now the benefit for this will get them at two points they also get to move their pilgrim twice and they get to buff themselves up three times on the purple influenced track so two points brings them up to five they will move from this monastery going one two and then stopping right over there and lastly they will go up one two three spaces on the purple track they're not done with their action and as soon as there are no player pieces in an area we can simply discard the rest of the cards and let's now move to the lower City now the first thing that happens is this dummy player will activate they will hit to the highest influence and the tiebreaker will go to this one right here so this token is now gone we can flip this over actually no we just discard this one and we flip this over right here and now that means that we can pick from these options now I think what we should probably do is go ahead and spend our gold as I say that like it's a decision we currently have two guards so we can't actually use this to buy this card right here we could buy either of these two cards now this one over here would bump us up once on the green track which is pretty nice and it would give us a victory points at the end of the game based off of how high we are up on the purple track and this card right here is obviously orange so it would activate our ability here and it would bump us up a couple times on the orange track give us a couple guards and let us get our first couple pilgrim movements of the game and I think that's gonna be worth it to us so let's go ahead and pick this one up and it looks like we will spend a three-goal to do it so it looks like that's gonna bring us down to ten gold total and now a few things are gonna happen first of all we get to go up twice on our orange influenced track we also gain two guards which brings us up to four we get to two pilgrim moves and this will activate getting us one more gold and a to victory points so that's quite a few interactions right there let's begin by getting our two bumps on the orange track we can also take our two victory points for the interaction of our starting card and lastly we can move our pilgrim twice and from this spot right here we can move either down or we can move up now moving up does seem nice this location would give us three bumps up on the pilgrim track which means that in the future if we activate purple dice we would move faster we would move twice as fast actually instead of one we would go to now that would help fuel us moving around the map more and we could potentially double back over here and try to get to this point and get some points for laying down future discs as well obviously the blue player had a better strategy right there but they ain't got to place their pilgrim before we did during setup I think that that's probably better than heading down here and trying to get to this early because if we go here that does increase our mobility to move around so yeah I've decided let's go ahead and pop right up here for one two movement and then we could put a disc down right over here and if that will let us go up one two three spots on this purple track I suppose another thing to consider is we want to do this eventually and if we head down here we might end up wandering all the way around and not getting back to the spot in particular because the purple track is the one that scores the most for the endgame majorities obviously the blue player is in the lead but even if we end the game just within three points of them or three steps of them we would get six points it'd be better to vie for the thirteen of course but we'll see how the game goes from this point on so we are now done with this activation and that means the blue player can go and it looks like they actually want to spend three gold in order to pick up this card right here I briefly mentioned before that this one will give victory points for your position up on the purple track if you're between seven and nine you get five points at the end of the game and for between thirteen and the final fifteen spot you get 10 extra points also this has a blue scroll on it and the blue player does like the idea of trying to build out at least one nice set of those Scrolls now this is going to get sorted into the exclamations section of their board and all of these will be their end game scoring cards they of course have to spend the three gold on this which is going to bring them down to four and lastly they can gain one bump on the green track one bump is pretty sizable as you can see that takes you from one point two three victory points every time you activate a green die it's also worth noting that in this game when there's a time with tiles stacked on top of each other the tile that is closer to the board or on the bottom is the one that wins that tie so essentially the first person to a place is going to be the tiebreaker blue is now done with this turn so that means we are just left with this one right here we can of course take a two gold and two guards but why would we do that when instead we could spend a one guard to buy this card right here I think this is a pretty good deal we can see that it's going to get us this two crown token that we'll use in the next phase and if we can see that a few things are gonna happen when we evaluate this card well first things first we should pay for it so we will go from four guards down to three and then we can see that we will get three bumps on the influenced track for the keys that brings us up to three and we're just one step away from a much better payout but either way I'm glad we're moving up this track and then the last thing that happens is this lightning bolt effect this says that each other player must either give us a guard and a gold or two victory points after thinking about it the blue player decides they will spend the one coin in one guard which means we will gain a guard and a coin for that we are now done with our action so we can pull this die back to our board and now we can move into phase D where we compare the amount of crowns that each player has we were able to pick up two crowns over the course of this round and the blue player picked up this one but you'll notice they also have a natural crown from their second position right here that means they have two and we have two and whenever there is a time for the Crown's then the relative player order between the two is reversed so there's always a bit of an advantage I guess for going later obviously you want to go first in a round but it's easier to jockey for position when you are farther down especially and three and four players wear two crowns are awarded for those spots right there well phase D was pretty simple so we can now move on to Phase II where we get to activate the colors for all of our dice as well as any applicable cards we can start off simply with the great eye right here we can see that we are currently at this spot on the grey track which means we will get three guards for that and with this orange die we can see we are all the way up here and we will gain seven coins for this die it looks like seven coins will bring us all the way up to 19 and you're not allowed to go over 20 so any more gold gets forfeited so we definitely need to try and spend gold in this next round then the other die is this grey one as I said that's going to get us three guards and then since we have activated a grey die this card will activate giving ourselves two more guards so now we are at nine guards and 19 gold so we're looking pretty good as far as our resources are concerned lastly we have this green dye which will activate on this track we can see that we will generate three victory points for that so we will go from four up to seven and now we have finished out our income and the blue player could have been doing in theirs simultaneously but we'll have them go now it looks like they're gonna start things off with their purple dye we can see that their purple spot on the track it says three pilgrim moves so they can move three times out here and it looks like the first move will be to go right to where we are and that will allow them to put a disk down right here that means they now get three bumps up on the purple track bringing them all the way up to here but they do not gain this benefit immediately they still just have three moves for this activation if they do a purple activation with this white guy later on then they will get the benefit of that bonus now they of course get one victory point when they place one of these monestary on disks downs so they're gonna go up to six and they now have two more movement so they will move along this road to here for their second and then up to this monastery for their third now they can put their disc right over here and they of course get another victory point for that because of this monastery and then the bonus for this says that they get to go up once on all four of the influence tracks so that is pretty simple and that means they go right there there all the way up there and then lastly right there and with that they are now done with this die activation but now they're gonna activate their white and they are indeed going to do the purple track since this can activate any of these four tracks that means they now get four pilgrim oops so from here they will go one two three four all the way up here they can add another disc right down onto the board which means they get one more point bringing them to eight and the bonus for this one is pretty simple it just says that they get to take three guards and three gold that's going to bring them up to seven guards and six gold and finally they can activate this orange dye and we can see that that will get them three gold for this track so they go up to nine and they don't have quite as many resources as we do but they're still above where they started the game at so they're pretty happy with that with a now complete we can move into the sixth and final phase of the round which is F and in the new player order we can each go onto one voyage now there are six voyage cards that are randomly dealt out at the start of the game and these three over here cost gold and these three over here cost guards now the amount of gold and guards that you have to spend is printed on the voyage itself and all of these voyages will activate at the very end of the game as part of the endgame scoring now these voyages give us conditional and game scoring abilities and we know that the blue player is first now so they get to go on one of these voyages although there is no penalty or bonus for going on a voyage before somebody else does we can all go on the same voyages if we want to now since the game only lasts four rounds and there are six of these bonuses that means hypothetically you can only go on four of these voyages however there is this castle tile that not only gives you a discount of two when you are going on voyages for this turn but also lets you go on a bonus voyage so if you want to you can take this a couple times and go on every single voyage but you should only do that if you are actually gonna get a decent amount of points for these conditions now the blue player is going to start things out and even though they don't have a ton of resources they are gonna use this opportunity to go on this voyage right over here now this looks pretty good for them we can see at the end of the game they will get one point for every monastery that they have visited and obviously they are trying to do a lot of monastery visits in this game so that is gonna cost them six gold and they only have nine gold so they're gonna go down to three and they do not have that many gold to play with at the start of the next round but they still feel like this is something that they should do now when it comes to us we can see that we have 19 gold and since we cap out at 20 and we make gold pretty easily I think we should probably try to spend that and go on one of these three voyages here now this first one that the blue player went on is pretty good I do think that we will be going on quite a few pilgrimages this game and we will go to quite a few monasteries maybe not as many as the blue player but that might be a good option for us the second one is pretty good as well it costs six gold and we can see that it is going to give us well it will double the value of your least-developed influence track at the end of the game so you essentially take the number of where you got to and you double that for the track that you did the worst at and if we try to play a nice balanced game as a pretend as opposed to potentially a very focused game like the blue player might do then this could be worth a lot of points for us the last option right here it costs eight gold and this one says you add up all of your guards your coins and your crowns and you divide that by two and get those victory points now that happens to be exactly the same as one step of the end game scoring already this is where you liquidate all of your resources so this lets you get points for your stored resources at the end of the game again and we haven't started working on a gray and orange engine to a certain extent to try and get a lot of resources so I think all of these are pretty good but let's go ahead and go on this voyage first we can put our token right down there that's gonna cost us six gold which will bring us down to thirteen we still have 13 gold which is quite a lot and we can maybe do some expensive dice activations with maybe some sixes if those get rolled and I think this is probably good and now we have a goal of trying to make sure that none of our tracks lag too far behind and we're going trying to play a more balanced game now that we finished phase F we could do a little bit of cleanup before going into the second round of the game the first thing I think technically should have happened in Phase II is we are all going to take the dice out of our holders and rebuild this dice pool right over here and then we can pull back all of these castle tiles and put them up at the top and lastly we look to see if there are any cards left in this deck if there aren't then the game is over but there are cards left in here so we are now going to deal out four more to each one of these three levels now you'll notice that this first round we dealt out at the level two cards and the level one cards were the set of ones so we kind of sort all these things and near the end of the game we get to the level three cards that get a little bit more powerful so let's go ahead and deal all of these out next up we have to unzip all of these dummy tokens over here so they are ready to make our lives hard in the next round and finally we can add these crown bonus tokens to the board now I'm the way this works is you start with this card right here and you go down this column and then you go down that column and this column in this column and you put the tokens down on to the first card of the matching color so we start right here and we have hit an orange card so we can add that right there once we get here we've hit the first purple card and then right here we've hit the first green card and then we go over here and we've already done Orange we've already done purple and green and green and then finally over here we've hit the first grey card so we can add that crown right there and with that we have now completed the end of round set up and we are ready for the second round of the game just like last time the first thing we will do is roll all of our dice so let's see what we get next up I can go ahead and sort these so it's easy to see what these values look like and now we can go into phase B and it looks like the blue player gets to pick the first die for this round it looks like they want to start by taking this gray five and they're gonna slide it right over here into this row now we can pick a die and while there are some pretty good options out here I think the thing that we should do with our first crab is to take this six now the reason for that is because that is the only thing that will beat this five and right now this dummy player is going to be taking out this card and this is the one that I think we want it will give us two bumps on the green track which is currently our weakest track and again we want to try and balance out our tracks because of this voyage right also this would give us a wild scroll for the end of game scoring and it will give us a decent amount of points for our position on the orange track which is the one that we are already relatively dominant on so with that in mind I think we should take this six and we can slide that right over here it does mean that we will be spending six gold but we do have thirteen gold at the moment and hopefully we can pick up one of these two orange dice perhaps to get a bunch of that gold back when we do our income later on in this round so I think that while this is pretty expensive it's probably a good grab for us blue is now next it looks like they want this purple three and they're gonna slide that up here and onto the upper city that loses the time with this dummy player so they have to go right in the middle and now we get to pick our second die now I think we should definitely grab this white die mostly because we don't want our opponent to gain access to it if they had this than they could potentially do a couple of those purple actions again and move really far on the map which we want to try and curtail so we're gonna grab this one right here also it gives us flexibility we can execute the track that's gonna be best for us maybe it'll be the orange track now speaking of which I think we should put this into the upper City and I know this is a pretty poor looking spot but if we look at what's happening right now this dummy player is probably going to knock out this card then our opponent is gonna go and buy one of these and then the dummy player will knock out another card which will be one of these twos and then hypothetically we can pick up this card last now if our opponent buys this card then instead the deli player will knock out that one and we can pick up that card for just one guard which is I think a really good deal overall the only thing that we are risking is with our opponent coming in they could pick one of these dice and move into this spot and that means we would go fifth and then unfortunately as a consolation prize we would just get two gold or two of these guards but I don't want to think they're gonna be interested in coming up here with their last die after considering their options they're gonna take this great eye which means that unfortunately we will not get any of the great Isis round in order to activate this card and then they are gonna put this over here yeah they're gonna go right into the central city so with that we can now take our final dice action and I think we should take this one just because it's cheap and instead of going up here to the castle some of these bonuses are nice I think we should head down here all the way to the right-hand side for the spot we know that we want to buy this card right here and when that happens the dummy player will knock out this card because of a three-way tie and that means we can buy either of these cards for just one gold or one guard and I think that they're both pretty good options for us so with that we have now finished out phase B because everyone has picked three dice and then we can move into Phase C where we can actually use the dice then we start up here in the castle and it looks like nobody actually went on to that spot so none of these will be taken moving on down here we can see that the belly player goes first we're gonna flip this over and that's gonna knock out the highest influence card we were kind of interested in this one but there was just no way to beat out the dummy player three bumps on the orange track would have been nice and the bonus for this would have let us evaluate one of these castle bonuses but unfortunately no one gets access to this so they are discarded and now the blue player gets to pick one of these and it looks like the one that they want is this one right here now that's gonna cost them at three guards but we know that they have this discount over here four guards so instead of paying three they'll pay two that will bring them at down to five and then we can see that they will go up twice on the gray influenced track they will get in to money bringing them to five and they get to movement with their pilgrim so they go up twice on the gray track and then for their two pilgrim movement they will go one two they've now finished out this action so they can pull that die back and now the dummy player is going to discard the highest influenced card and that means that we are now left here with just this one now obviously we're gonna buy this card but I haven't described it yet and it's pretty good for us it lets us during in the e phase spend it to money to gain one point so this lets us liquidate our money for victory points and instead of going over and wasting some of that gain so we're definitely seem to be going towards a orange engine also it comes with two crowns which is nice to have so yeah we can go ahead and spend it one gold for that and then after we do that which brings us to twelve we can't evaluate the rest of this we can see that it's going to get us a blue scroll at the end of the game currently it looks like we have no scrolls yet although we are hoping to get a wild scroll later on in this round so that's a start I suppose at our school scroll scoring and then we get to go up a once on our orange track and then we can add this over here so we now have two things that potentially activate during the e phase so that orange track bump brings us to eight oh I do suppose we get to activate this as well I forgot about that interaction so because we took an orange card that will get us one gold back so we essentially got this for free and then we get two victory points so I definitely like how that worked out for us it looks like that's gonna bring us up to nine we are now done with our action so we can now move to the central city right here and the blue player wants to start off by purchasing it in this card right here on this is the one that would have been knocked down by the dummy player so that's why they're spending so much for it it looks like that's gonna be five guards although they do of course get a one guard discount so they only spend a four and now we can see that they just gained a black scroll they didn't have any of those yet so they are working towards that set of different types of scrolls here for the end of the game and they get to go up three times on the green track this means they go from two all the way up to five they are now done with their turn so the neutral dice can go this one will go ahead and discard this card because they are all tied and this one is closest to the board and then that happens again the blue player was definitely not happy with how the dummy players knocked out these purple cards the blue player definitely wanted these but it just did not seem to work out well for them as they were planning out their dice picking so now that those have happened the blue player can't go again and they're gonna go ahead and purchase this for two gold it looks like that is gonna bring a Vama down to three gold but then the benefit for this will give them four guards so they go up to six guards total and then of course they also get two bumps up on the gray track so that brings them up to five blues now done with that action so we can now move to the lower City and it looks like this is where we get to do some stuff first things first our six will evaluate and like I talked about earlier I do think we should go ahead and pick up this card that is a lot of money to be spending on just a to influence card but I do think the amount of points that look at us at the end of the game from this wild scroll and from these conditionals on the orange track will be worth it to us so let's go ahead and spend that six gold which brings us down to seven and then we can add this right over here into our end game scoring area the next thing that happens is we can go up twice on the green track and that was our worst track so now it looks like we are tied for worst with all three of these so I guess at the moment if we were to end the game this voyage would be three times two or six points so it's only gonna go up from there so potentially we can get a lot of points out of this one if we keep putting these up evenly we do want to try and beat out the blue player but I suppose if we are someone even then maybe we can try to get a couple of second places in more first places then the blue player does if they kind of ignore one of their tracks like maybe this one here either way we'll see how this pans out so that action is now done and the dummy player is gonna go ahead and knock out in this card right here and lastly we get to buy one of these two now these are both pretty good options right now our gray track is tied with our purple track and the green track for being the worst and the ability down here says that during the EFA's if we don't have any purple dice then we get to move our pilgrim twice now it seems pretty likely that we might not have a purple dye in the e phase because the blue player did pick up this card which incentivizes them to take that purple dye now the flip side to that is if we don't have this then we don't have that negative push to not take the purple dice and if we take the purple dye we remove that from the green player from the blue player that is to stop them from moving their pilgrim around so much and utilizing that advantage so I think if we take this we're kind of bending to the will of the blue player and just letting them go crazy with the pilgrim's so instead I think we should go ahead and take this card this one is also quite good for us he gives us a gold right now and during the e phase we get to bump up any of the tracks of our choice so essentially it will give us one great track bump and then three more bumps of our choice so four bumps overall which definitely plays into that voyage that we started with so we can add this right over here into our e area and we of course have to spend at one gold in order to pay for that and now we can see that we oh I'm sorry we get a gold during the e phase not right now that makes us even better this will be three gold overall instead of just one right now so instead the only thing that happens right now is we get to go up with once on the gray track which gets us up to four with that we have now finished out this action so we can discard this and move into phase D this is where we compare our crowns it looks like we have a one two three and the blue player just has two so that means that we are going to be the starting player for the next round and we can just reverse these positions here let's now move into Phase II but before we evaluate any of these dice I think we should go ahead and use it this one right here now this will give us one gold and I'll do that off-screen that's gonna bring us up to seven and then we can bump up once on any of these tracks now we do have the white diamond which means we can use that to go on any of these tracks and part of me thinks we could turn this into a purple especially if we bump with the purple right here that means we would move our pilgrim three times and we could maybe go one two three and then we'd get to this spot which would bump all of our tracks once before we evaluated the rest of our dice that means this would pop up right here and score us an extra point when we scored the green but we could also just use this bonus right here to bump the green up get that extra point right now and then use this white dye as another one of the orange dice and that would allow us to get 14 money now currently we have seven money so seven plus 14 is 21 and we could then use this lady right here to get rid of two of our gold to get one victory point if we wanted to but I think maybe we should do the first thing moving this pilgrim around a bit is certainly a good idea and one thing I haven't pointed out is there are these two level three monasteries out on the sides of the map I do think we want to make our way over to this one before the game ends because this one right here lets you pick two of your voyages and score them the moment you visit this monastery so you can effectively score your voyages twice so I think if we set ourselves up to do that with like one of the last actions of the game we could get quite a bit of points and we're never going to get there if we don't move along this track so maybe we'll do the first plan right there we use this bump to go up once on the purple track and then we don't really need to use this lady this round because we're not gonna cap out with our money but we're gonna be happy to have her because there's only one of them in the deck within the next two rounds I think we're certainly gonna try to keep pumping this orange track so now we can evaluate these and we can start off with this white die it will be a purple die for our purposes this means we will move three times so we go one two three or just kind of heading slowly in that direction also when we visited this monastery we can go ahead and put this token down and then pump ourselves up once on every one of these tracks and now we can evaluate the green dye that's going to give us four points so we go from nine up to 13 and then lastly we have this orange dye which is gonna get us seven money we're just one away from getting up to nine but either way I think hopefully in the next round we can get some bumps to actually get into this area where we get ten money per orange dye and a couple of points that's definitely something that's gonna be on our mind for the next round at the same time we were taking our bonuses the blue player was as well it looks like this card is gonna activate and that's going to give them one pilgrim movement if they well for every one of the purple dice in a two-player game there is only one purple dye so that's gonna let them move once and they're gonna go right over here and then they will evaluate their purple dye that means they can move four times now the first of these will bring them into this monastery that means they can put a disk down and they get one point for that and then the bonus right here says they get one point for every crown that they currently have now at the moment we can look over here and see that they do have a crown from this turn order track and they have one of these tokens so that is three crowns and that means they get three points for this monastery so they go from nineteen up - I'm sorry nine up to twelve and then at this point they have it looks like one two three more movement which will bring them down to this monastery they can put another token into that spot that will give them another victory point so they're now time with us for 13 and then this ability will let them go up three times on the grey track so that means that they will go from five up to eight that finishes out their purple dye and now they just have a two gray dye so we can look over here and see that their marker is currently at the seven mark so that means each of these will make seven guards so that is fourteen guards total at the moment they have six guards so six plus 14 is exactly twenty and they are capped out at the max at this point we are now done with E so we can move it into F and each player can now go on one voyage well I figure we should probably go on to this spot right here this will score us one point for every two crowns gold and guards that we have come mind together at the end of the game and it does seem like we are angling to have a lot of points at the end of the game if we were capped out on one of those tracks and that's 20 divided by two or ten points just for one of those tracks so I think this is gonna be well worth the eight gold that it costs but that does mean that we're gonna go all the way down to six to start out the next round the blue player can also go on a voyage and it looks like this is the one they want to do it says that at the end of the game every character card that they have in excess of ten will be worth three points to them now at the moment they have seven cards so that means they need to take four more cards before they get any points for this so they are hoping to probably take well more than four in order to really make use of this in that final round so they of course have to put a token on it and that is gonna cost them eight of their guards which brings them down to twelve we've now reached the end of the second round so we can reset everything for the third round of the game and that of course means we have to deal out 12 more cards the last thing we have to do is put out the bonus tokens it looks like this is the first grey card this is the first green card and then we have the first two orange and then purple so that was pretty simple so let's start the third round off with phase a we're Weir's once you roll the dice and then we can of course sort these it looks like it's a pretty high roll overall we've got three fives a three or four and no sixes this time around when we look up here to the player track we could see that we are gonna go first so we now have to pick one of these dice now the first thing that jumps out to us is I think we really like both of these cards up here in the upper City now this card right here would give us four bumps on the orange influenced track and then as an immediate benefit we would gain the benefit of the orange track so if we did that we would immediately get ten money as well as two victory points just for taking this card and then of course we would be set to actually keep doing that and getting more money we could then use that money to potentially buy this card right over here and we can see that this one would let us spend five money to get seven victory points and it would give us three bumps up on the green track now because of that I think what we should do is take this green four right here and we can put it over here that's just a little bit over the three and since we would be getting a really nice bump up on the green track we are already gonna be able to activate that one and then we should be able to pick up one of these fives and put that in over here as well to put ourselves in a position to purchase both of these cards but either way I think that is gonna be a good first pick for us I guess the alternate thing we could do is we could take one of these fives well maybe we should do that instead yeah I've changed my mind I think we still want to use this for and hopefully it'll be there but let's grab this white 5 it means we're slightly overpaying for that card if we end up not getting both of these right here but it takes the white guy away from the green from the blue player and also it lets us potentially activate the orange track multiple times so yeah this is a better call so after we have picked one of our dice the blue player can go after considering their options they're gonna take this gray five and slot that one right over here it seems likely that they're interested in this for influence value card right there and that means that we can now go and I figure let's just do what we almost did for the first turn we will take this green four and considering they took the gray five I think it's pretty likely that the blue player would have taken this white one if we could have if they could have so either way we should take this green four and we can have slide that over here and we are now well-positioned to grab both of these really good cards for ourselves and now the blue player can grab another die and it's no surprise to see them grab it this purple one you've decided they're gonna put it over here into this lower City they could have put it up here and been the first one to evaluate the castle but so far it seems like at least these last couple rounds we've been prioritizing actually picking up these cards the castle is definitely a weight trying to get yourself out of a jam by getting a bunch of resources or some movement on the track of course you could also add this onto a die dad plus three I've noticed in a game that I played prior that was three players that the castle tiles got taken a little bit more often than they have in the two-player game so far so yeah with that we can now go over to us and we have to pick up one more die and you know what I think I like the look of this card as well it seems like this top row was really good for us and if we look at this card first of all it has two crowns on it for the player order for the next round but this also bumps us up twice on the purple track and would let us spend five guards to move five times out here on the track now we currently have nine movement that we need to do before the end of the game in to reach this endgame monastery right here which I do think we really need to do and that would be five out of the nine right there and then we just need to figure out those last four on the final turn of the game so with that in mind I think we should take this five right here it's orange and we already are really good at orange so going up orange more is good and I think we can just snap that in right here and slide that right over here we're just going crazy up here at this top City and it's going to be relatively expensive I suppose but we do make a lot of currency and I think this is going to be worth it for us in the long run so with that done it looks like the blue player can now take their final dye and it looks like they're gonna grab this orange one and they're gonna put it into the Central City over here on the right hand side because that is the lowest number all right let's now start phase C and that means we can begin up here at the top nobody went to the castle again this turn it looks like nobody really needed the resources that those bonuses give so now I can go to the upper City and it looks like it's gonna be all about us now let's go ahead and start here with this five and I think we should go ahead and purchase this tile right here that's gonna come with two crowns and then we could see that that's gonna cost us five gold and then we could see that we'll get two bumps on our purple influenced track and we can spend at five of our guards in order to get five movement on the map so let's go ahead and spend those five guards right now which brings us down to four and then let's get our two bumps on the track and that will bring us up to seven on the purple track so right now it looks like the green track is the farthest behind and the gray track is right behind it so now we've coarse spent our five guards so we now get to move five places with our pilgrim so let's go ahead and move I was thinking we would go up here and then a loop back around but I suppose we could potentially go one two three four five and hit both of these spots that would mean we would get six guards which is pretty good considering we won't have many but that does mean in order to get to this last spot on the next turn we would need to go one two three four five six spaces and we are only moving four with a purple dye movement now instead we could just go one two three four five and then we'll just be four away from that spot for the final turn and the only difference is we will have three less guards and I think that's probably what we should do we should not risk not getting to the score spot just for the sake of three guards so here we go one two three four five when we stopped at this monastery we can put our Chokin down right there and that will get us three guards and three gold this is certainly important because we have a good bit of spending we still have to do in this phase and now we can evaluate this orange five now at this point I think what we should probably do is evaluate this one over here in fact we kind of have to if we bought this one right now that would cost two five gold and then we would have to spend five gold in order to get the benefit down here and we currently have nine gold so we don't have enough to actually do that so we will spend a five of our guards in order to pick up this card right here and that means we'll go down to two guards so definitely not a lot of those and then we will gain four bumps on the orange track and then we get to take the benefit of the orange track immediately after that four bumps will take us from nine all the way to 13 and now we can see that we will get two points every time we evaluate the orange track so that means we go up to 15 and we get to take ten gold nine plus ten is going to bring us up to 19 and then since we just got to a orange card that's gonna trigger our starting card over here that means we will get one more gold which caps us out at twenty and then we get two more victory points which will bring us up to seventeen we're now done with this die right here so now we can evaluate our third die in a row and that is going to be grabbing this right here I suppose we could to purchase this card and it would get us one guard in one pilgrim movement for every one of our black cards we currently have two so including this one that we can us three guards and three movement but I think this is going to be a much better use of our time we make lots of gold and I think we should spend it to get some victory points so that's gonna cost us it looks like four gold which will bring us down to sixteen gold and then we can grab three bumps up on the green influence track also we just got a red scroll and when we combine that with this blue scroll and this wild scroll we are now looking at for endgame bonus points but of course this goes even higher if we are able to put together a full set which gets up to twelve points so certainly getting the last two pieces of that set and the final round of the game would be a nice way to get some more points either way we can also spend at five of our gold which will bring us down to eleven in order to get seven points so before I forget let's go ahead and grab those three bumps up on the green track and then we can take seven points which will bring us from 17 up to 24 we've now finished three activations in a row so now we can discard this card up here and then move it into the central city now it looks like the blue player gets first pick over here and they certainly want to pay five guards in order to pick up this purple card here that's going to give them four bumps on the purple track and it will allow them to execute the purple track immediately so that's definitely in line with what they've been doing all game just like before we can see that they have a discount when it comes to the guard cards so instead of paying five they now have to pay for so that will bring them down to eight and then they go up four times on the purple track which brings them up to thirteen so it looks like we are both matched on our tracks right here although the orange track is only worth 11 points in the game and the purple track is worth 13 if you're up at the top now that they have done that this card will allow them to evaluate the purple track that means they get to take one victory point which brings them up to 14 and they get to move their pilgrim six times and it looks like they want to go one two and then put a token down right here that will immediately get them at one point for this so they go up to 15 and then this spot will get them one guard one gold and two more points so that brings them up to 17 and I'll give them the guard and the gold off screen and then then we'll go three four five and they're actually gonna stop right here they could go up to six but they've decided they don't want to go into this last spot over here because this will give them five points for every set of the four different colored cards and they currently only have one set and later on this turn they will have two sets so they decide it makes sense to forego that one last movement in order to make an additional five points with that they are now done with this turn and the dummy player can go they will discard the closest highest to influence card and that'll be this one and then this dummy player will go and that will discard this card and then lastly the blue player can pay one Gold in order to buy this card and that is what they're planning on doing it looks like that will bring them down to three gold total and then this card will give them two bumps up on the gray track which will just barely put them into the next category which gets them nine cards when they activate grey the next thing that happens is the text at the bottom of this card now it says that each player whose disc is behind the blue player on the Great Council track is going to either have to give them three guards or three victory points now we are certainly behind them on that great track and if you look over here we only have two guards which means we can't even give them the guards so that means we're forced to give them the three points in a two-player game this was effectively six points for the blue player because we are their only opponent and we're gonna go down three right here and it will go up three so there's just one point between us now they've now finished out in this action and now we can go to the lower city it looks like the dummy player will go first and that will discard this three influence card and then they get to purchase one of these cards for just one resource and they have decided to go for this card over here now that's just gonna cost them one guard but this is of course discounted by their starting card so they don't actually have to spend anything for this card and now we can see that they are going to go up twice on the orange influenced track they will also gain four gold so that will bring them up to seven and then they can do a voyage action but they specifically have to go on to one of the gold areas to put that down so let's go ahead and move them up on the influenced track and then they're gonna go ahead and voyage over to this one right here now that's gonna cost them six gold and this is the one that doubles that the value of your worst track so right now it looks like their worst is four and our worst is five so we're actually not that much better at them and that in the game so far but hopefully we can continue to make gains there so that we make more points off of this than they do they of course have to pay for that so they will go from seven gold all the way down to one and then they can pull their die back and we are now finished with phase C this means we can move to Phase D where we compare our crowns we have two and the blue player just has this one that they get from being in second place so that means we have more crowns than them and that means the torn order does not actually change so we'll be the start player for the fourth and final round of the game it's now time to move into Phase II where we can simultaneously take our track bonuses now the first thing we want to do is activate this character that we have this will get us one gold and it will let us go up one of these tracks of our choice and figure let's go up this great rack because it's currently our worst one that means our worst is now six and we're currently scoring six times two or 12 points for that voyage and hopefully we can continue to move with the rest of these up because realistically we don't need to go up the orange track anymore in this game we are up at the very top which is where we really wanted to be so let's go ahead and grab that one gold and then I think we should activate this lady she lets us spend two gold as many times as we want in order to get one point and I think we should spend all 12 of our gold that would get us six points right now which brings us up to 27 and then we should activate both of these dice as if they were orange now that means we will get 2 plus 2 or 4 more points so we go from 27 up to 31 and it means we're gonna get 20 gold right here so that shoots us right back up to the max lastly we do have this green dye and our green marker is in the five point spot so we get 5 more points bringing us up to 36 at the same time we were taking our bonuses the blue player was also taking theirs they have a great eye which is gonna get them at 9 guards and then it also looks like they have an orange dye which is gonna get them 5 gold so they go up to 6 gold and 18 guards lastly they have this purple dye to evaluate but they also have this card which gives them one extra pilgrim movement when they activate a purple dye so that means they get one extra move and with that they're gonna go right over here into this monastery once they go here they can lay this down and they will get one point for this monastery bringing them to 21 and we can see that this will give them 5 points for every set of different colored cards they have and they have 2 green to orange 3 purple and 3 grey so that is 2 full sets or 10 points it looks like they were at 21 so now they go up to 31 and they of course can actually use this die now and that will give them 6 movement and another victory point bringing them to 32 now with these 6 movement they are going to double back over here and they were gonna go 1 2 3 4 when they land onto this spot they can go ahead and put this marker down now we'll get them one point bringing them to 33 and then this monastery says they will immediately get two victory points for every one of their 3 and 4 value influence cards that they have purchased at the moment they have purchased three of those three or fours so that's going to be three times two or six more points so that will bring them from 33 up to 39 they have two more movement that they can use so for those they will go one two and stop right over there they have a ton of these tokens out on the board so far and it looks like they are probably hoping to definitely go to this spot on the last round of the game where they get two points for token on a monastery but they are also trying to angle for this spot over here which would be worth a good six points plus other bonuses for them let's now move into Phase F where we can optionally go on one voyage and for us well we only have two guards so we can't afford any of these guard voyages and we have a twenty gold but only one gold voyage left available to ourselves and it's not that good for us it would cost us six of our gold bring us down to fourteen and it would get us at one point four monastery than we went to well that's gonna probably be four at the end of the game so that's four points four six of our gold and when you consider the fact that we can liquidate gold well four points with this card and the fact that we want to have a gold and resource hoarding strategy for the end of the game specifically with this I don't think we should spend our money so we're just not going to go on a voyage and the blue player over here is going to though they are gonna go to Molokai here and that will give them two points at the end of the game for every one of their purple cards that is gonna cost them seven of their guards which will take them from 18 down to 11 the round is now over so we have to do our typical reset we can flip over all of these dummy pieces and then draw out the final 12 cards of the game next up we can put these tokens out it looks like this is the first grey card then we have the first green card here the first orange card is there and finally the first purple card is over here with that we are now ready to go into the fourth and final round of the game so let's start things off with phase a where we simply roll all of the dice and that's interesting the white die is a six oops we've got a pretty good spread of values here so we can now move into phase B and it looks like we get to grab the first die of the round now the first thing that jumps out to me is the die rolls here the two probably most important dice are this white die and this purple die because we know that the blue player only needs to go at least one more purple activation forward and if we look over here well both of these could be a purple activation but the thing is we know that we cannot let them do both of these because that will let them get even more points also the white dye would let us be potentially flexible and hit the best row for us and in addition to all of that I've noticed this card right here now normally I wouldn't be going after this one because it's does a orange influenced bump and we are already kind of up as high as we need to be on that track but this card would let us reevaluate the lightning bolt symbol on a previously played orange card and if you remember last turn we picked up this card which lets us evaluate our money now if we did that and spent a good bit of our money then we could potentially go into the income phase maxed out and then cash all of that money out with this lady right here and then get all the way back up again and then cash out big with our voyages I think that's probably gonna be worth it also we don't currently have this black scroll right here so that would bring us up to four out of five for a complete set of Scrolls so with that in mind I think what we should do is take this six and slightly overpay but go right over here so that we are in control and we are probably able to get this it's of course possible that our opponent could place a five over here and then pick up that plus three thing and make it even bigger than that but I don't think they're likely to do that so with all this in mind the blue player can now pick their first die now it looks like they want to grab this purple which is not too much of a surprise to us and after thinking about it they want to go up here to the upper market now they've grabbed a die we can now take our second one and with this I think we should grab this green die here now Green is nice it looks like it'll probably give us five points when we activate it but the main reason I think we should get this is because it's a five now with this we could slide this in right over here and get in before the dummy player and by doing that we now can grab two of these before any dummy players happen and that means we could grab both of these cards now this card is pretty good for us because first of all it helps was one of our lagging tracks also it would let us then evaluate the gray track and it looks like that would get us nine guards and considering we are double counting all of our excess resources at the end of the game those nine guards could be worth about nine points which is quite a lot in addition to that this would put us in spitting distance of potentially taking over the gray track from the blue player which means we would get first place there and actually have a pretty sizable point swing where that's concerned so I think overall this is a pretty good pick for us and yeah let's go ahead and move forward with that plan moving on the blue player can now take their second dye and they've decided to grab this four and they're gonna go down to the lower City right there and now it's time for us to take our final dye I think we should actually grab this orange three I know we've kind of ignored this effect all game long we spend a bunch of money on this in the first round and I think we only ever drafted one gray dye but you know since we turned we built into a orange engine we've really just been focusing on grabbing the orange dice so maybe that was a poor play early on but I think we should grab this and then slide it right over here because there's a couple good options in this row in particular if we take this one it might let us reactivate that gray card over there and get just a ton of guards and again big part of our strategy is trying to end the game maxed out on resources so that we can get lots of points for it so with that done we can now have the blue player grab the final dye it looks like they're just gonna grab this orange one and put that down here in the lower City we can now move into phase C and once again nobody went up here into the castle there is a monastery that could have been in the game where if you went there you would gain four points when you go to the castle so in some games the castle we visited more often than others but like I said earlier it's a bit of a get-out-of-jail thing where you can get the resources you might need or the pilgrimage bonuses you might need or the crowns you might need especially if you are way back in turn order with more people in the game so let's go ahead and move right over here and it looks like the blue player can go first and they are gonna spend five guards in order to pick up this card right here now they of course get a discount on guards so they're only gonna spend four so that will bring them down to seven and now this one is going to give them a blue scroll it will also give them three bumps up on the purple track which honestly they didn't really need but they are pretty incentivized to grab more purple cards because they get two points for every purple card at the end of the game they will also get two points when they hypothetically visit this monastery and also this card allows to spend three guards or three gold in order to buy a card from the discard pile now it's going to be three or three depending on the cost on that card right here and so this means the purple player would get yet another card which plays into this voyage down here which gives them three points for every card they have over ten so at this point they're now gonna search through the discard and it looks like this is the card they want to play now this is gonna cost them gold and in this case it'll be three gold so that will bring them down to three total and then this will give them three bumps up on the orange influenced track that's gonna bring them up to seven but they're still nowhere near us but the main reason they wanted this card was to also get the benefit down here this says that they get to take any of the castle bonus tiles and immediately evaluate it now they have all four of these options available to them and this one does seem pretty good because it gives them points and moves that are pilgrim but they've decided to take this piece right here now this is gonna get them four points immediately and it lets them take this plus three modifier and put it down on to one of their dice it looks like they want to modify this die right over here and that means it's no longer a 1 it is now a 4 and that's gonna change the ordering that means that we are gonna go last down here and the blue player is gonna go first and second well I guess technically 2nd and 3rd after the dummy player in this area so obviously the it's important to them to go before us down here that's definitely a bit ominous for us and then the last thing they do is gather for victory points so that will bring them from 39 up to 43 they are now done with this action so we can discard the rest of these cards and to now move over to the central city we get to start things off with our white 6 and I think we should activate this grey card where I guess by this grey card that's gonna cost us 6 gold which is gonna bring us down to 14 gold total and then we can go up 4 times on the grey influenced track and then evaluate that tracking gaining cards so we go from 6 all the way up to 10 and even though we are tied we are still losing the time because again the piece that is closer to the board is the one that wins the first person to these spots actually gives the priority so it looks like we are in the nine guard section so we can gather nine guards which is gonna bring us from 2 all the way up to 11 we are now done with this activation so we can now move on to this one and for this we are gonna spend a 5 gold in order to buy this cart now that's gonna come with two crowns right there and then we can see that this is gonna give us three bumps up on the orange influenced track and then we can evaluate one of the orange cards that we already have well it looks like that's gonna bring us down to nine gold but then our starting card will activate since we just got an orange card that means we will get one gold back and then we will get two points and then obviously the card we want to activate will be this one over here so that will effectively let us go up three times on the orange track like I just said and then we can gain the benefits of that track once again so we can gather those two points from our starting card and now when we go up three times we will actually max out and those bumps don't actually help us out it looks like but the main reason we are doing this is because we can now get to this gold and these points again so that's gonna be two points for us bringing us up to 40 and then we will get 10 more gold well we were at ten so this brings us right back to our maximum of twenty with that we are now done with this action so we can discard these cards and now move into the lower City the first thing that happens is the dummy player is going to knock out this card we certainly would have liked this one evaluating that green track to get a bunch more points would have been nice but it was just not in the dice for us this round so after that happens it looks like the blue player gets to go and then they get to go once again you can see their base right there now with this one right here they're gonna spend four guards in order to pick up this card but of course they do have a discount when they buy things with guards so that means they're just gonna spend at the three right there and then this will get them three bumps up on the gray influenced track unfortunately for us that's gonna put them right up to thirteen so they're once again ahead of us although we are still three points or three steps behind them so we are in the running for the three bonus points for second place there lastly they get to evaluate the bottom part of this card and if you remember we were hoping to pick up this card to try and secure that gray track but it looks like the blue player had other plans in mind we wanted to use this ability to go ahead and get a whole bunch more guards for our strategy but again the blue player got there first now with this they can evaluate one of the gray cards that they've already done in the past and it's gonna be this card right here now that's gonna give them chew gold right now which will bring them up to five and then they get to move twice out on the map with their pilgrim so they can go one two right over here to this monastery they of course get one victory point as soon as they land they're bringing them to 44 and then this says they will get two points for every purple card they currently have well at the moment they have four of these so that's gonna be four times two or eight extra points that they get so they go from forty-four all the way up to fifty two so they are now done with this action and now they get to go again we were planning on going again but it looks like things did not go to plan at all they put this frame around this which makes this a four and then they're gonna use this for to go right over here and that's gonna cost them four money in order to buy this really good card for them we can see that thanks to this card right here they do have enough gold to pay for this so they have to spend four and they had five so they go down to one and now we can see that this is gonna give them one bump up on the green track and then they're gonna get one point for every single token that they have down on a monastery that green bump will bring them up to the six spot and then when we come out here we can see that they have one two three four five six seven eight nine ten eleven monastery is currently out on the map so that means they get 11 points right now that'll bring them from 50 to a whole way up to 63 with that they are now done with this activation right here and that means that we can take the final dice action of the game and it looks like we can either take two money and two guards or we can buy this for three money now I figure we should probably do that it is worth for victory points and it gives us two guards right back and we can use those guards as extra modifiers with our engine we certainly don't need extra bumps on the orange track because we're maxed out but I suppose we do get a bonus for this so this is not the end of the world here so we can add that there and then spend our three money that brings us down to 17 and then we're not gonna bother going up the track because we know that we're maxed out but we do know that we will get to this one Gold which brings us to 18 and then we are gonna get two guards for this card which will bring us up to 13 and lastly this two points right here will add up to the four points from this card which means we got six points for playing that down right now it looks like we were at 40 so now we're up to 46 but we're still a good deal behind the blue player fortunately there is a lot of scoring left to happen in the game unfortunately the blue player will also be participating in a lot of that scoring with that we have now finished out the phase C and we can now move it into D this is where we compare our crowns it looks like we have two plus zero so that's two total and the blue player has four plus one or five now that means they are definitely having more crowns than us so they will go up here and we will fall back now the player order is the tiebreaker for the game so that means the blue player is now going to win a tie if we end up with the same score but it's also worth noting that we now have gained one crown and that does potentially give us points for things like this voyage right here as well as the basic resource scoring that everybody does it's now time for the final phase II of the game and that's where we get to evaluate our dice and get a bunch of stuff now to start things off let's activate this card right here that's going to give us one money and then we can also go up one track of our choice on the board unfortunately it doesn't really matter which one we go up we're maxed out here and going up here doesn't matter because we are already within three of the blue player to be in second place so I figure we could go up once right here that does not change our modifier and we still have this one right here as our lowest instead of trying to really focus on getting all of these really high for this voyage we instead focused on getting a lot of resources and hopefully that's gonna pan out for us next up we should use this character right here because we know that we're about to get 10 more gold now with that in mind I figure let's go ahead and sell I guess eight of our gold that'll bring us down to eleven and when we sell eight that's gonna give us four points and we are now in a position to go right back up to 20 when we evaluate this Orange so four points will get us up to fifty let's now evaluate our green dye and that's gonna get us five points right away which brings us to fifty five and then the next dye is the order one and as we said before that's going to give us ten gold and two more points which is gonna bring us up to 57 unfortunately we were at 11 already so we're gonna waste one of those gold but it's still good to be maxed out right here our final dye is the white one and even though it can activate any of these tracks I think we absolutely want to make this a purple dye and that's move our pilgrim four times so we can go one two three four and that's gonna just exactly get us to this level three monastery now as I mentioned before the bonus for this monastery says we can immediately evaluate the bonus for two of the voyages that we have already gone on well we're only on two voyages and they are obviously the best ones for us so let's do this one first this says that we can double the value of our least-developed influence track so we can look over here and see that our worst one is this seven so that's gonna be seven times two or fourteen points so we're gonna go from 57 all the way up to 71 well that's one down so now let's do the other one which is Kelly cut and this one allows us to add up all of our guards all of our gold all of our crowns and then divide that by two we round down and then take that many points now we have one crown from the turn order track and then we have two more crowns right here so that's three we add that to that three this thirteen which is going to get us to sixteen and then we add to that this twenty gold right here so right there we are now at thirty six resources and when we divide 36 in half that's gonna get us eighteen extra points so that's gonna bring us from 71 all the way up to eighty nine and just like that it looks like we got eighteen plus fourteen points off of this monastery so and that's why you can see these are kind of endgame spots you really want to get a bunch of stuff before you head over here and cash that in we are now done with our income but the blue player of course has to do theirs first things first they're gonna activate this purple and when that happens they gain an extra pilgrim move although in this case they don't really need it because now they will do their pilgrim move which is gonna activate this purple track that's going to give them one point which brings them to 64 and six pilgrim moves but they only needed one two three four five to get to this spot right here now once they land there they can put a claim token down onto it they of course gain at one point because of this monastery here which brings them to sixty five and then this is the other level three monastery and it says that they're gonna get two points for every monastery that they haven't gone to so they've only gone to one more since they did the last one of these scoring's we can look out here and see that they have at twelve monasteries occupied so that's going to be 12 times two or 24 points and there add that 265 so that's gonna bring them all the way up to it looks like 89 next up they have a gray and an orange dye so we can see that the gray one will get them at ten guards as well as two points so that's gonna push them up to 91 and then the orange is gonna get them seven gold so ten guards will add two for bringing them to 14 and then seven gold plus one will bring them to eight it's now time for the final phase F of the game where each player can go on one voyage and I do think we want to go on a voyage now unlike last turn we do have a quite a bit of guards and if we go down over here this is going to give us three points for every card that we have in excess of ten and we currently have 14 cards that means that's gonna be four times three or twelve points for playing here now this is gonna cost us eight of our guards and since we are scoring our resources twice with this one and the natural one on the board that means we are effectively losing eight points to gain twelve and that is a net positive for points so I think this is worth it to us so let's spend those eight which will bring us from 13 down to five the blue player can of course also go on a voyage but they only have these two options available to them now they can afford both of these and after crunching the numbers on them both they've realized that if they went over here they would actually make 2 less points than if they went over here so they are gonna go on to this spot right here that's gonna cost them eight gold which they happen to have exactly so that's gonna bring them down to zero and now that phase F is done we have officially ended the fourth and final round of the game so the game is over and we can now go into final scoring now we have this nice little cheat sheet on our boards that we can go through the first one says we can score all of our voyages let's go ahead and start with ourselves and we'll begin with this voyage over here this is worth three points for every card that we have in excess of ten and as I said before we have fourteen cards in our area that means we are gonna get 4 times 3 or 12 points for this voyage next up we have this one over here now this one will again have us adding up our guards our gold and our crowns and then dividing that by 2 now we did spend some of our resources so now we actually have 3 crowns 5 guards and 20 gold when we add that together that's 28 and we could divide that by 2 and get 14 points for this voyage and then lastly we have this one over here which will the value of the worst influence track we have well that is still the purple one over here where we are at seven so that's gonna be seven times 7 or 14 more points for that voyage all told that is 40 points that we get for our voyages so we will go from 89 all the way up to 129 and now we have the blue player who is in all but one of these voyages now they can start over here just like we did they are gonna get three points for every car - over ten that they have and it looks like they ended the game with 14 cards just like we did so that's going to be 4 times 3 or 12 points for this voyage next up in this voyage we'll give them two points for every purple card that they have and they have four of those so that is going to be worth eight points to them they can now move on to this one over here which has them adding up their guards gold and crowns well they have zero gold and it looks like 14 guards they also have four crowns over here and none on the player order track so that's going to be 14 plus 4 or 18 and they could divide that by 2 and get 9 points for this voyage and next up they have this voyage over here which will give them a double the points for their least value to track and it looks like for them it is a 6 so we had 7 and they have 6 over here so they are 6 times 2 or 12 so we made 2 points on them where did that voyage and lastly they have this one which will give them a one point for every monastery that they have well they've essentially scored that already with this right here although this is not this is half as good as that one we know they have 12 monasteries so that's 12 points for that voyage well unfortunately when we add all of that up that's going to be 53 points for the blue players voyages and that's 13 more than the 40 that we got so they definitely got a lead on us there now they're gonna add 53 to the 91 they had and that's gonna bring them all the way up to 144 so we've now finished our voyages and we can move on to the next final scoring which is going to be the bells and that is the track scoring right here so we can start over here and we can see that the blue player is indeed on topic but we are exactly three behind them that means that the blue player as these top player will get seven points so they're gonna go from 44 all the way up to 51 but then we do get the second-place prize of three points which will bring us from 29 up to 32 we can then move on to this track right here it looks like the blue player was not within three of us so we are gonna get these 11 points by ourselves right here so that means we go from 32 up to 43 but unfortunately we have an exact mirror right here with this track and this track is actually worth more points so we can see here that the blue player will get 13 points for being the top player on that track 13 plus the 51 they had right here is gonna bring them to 164 lastly we have the green track and it looks like we have some symmetry going on here because we are in the lead and the blue player is within three spots so they are gonna get the second place scoring both of us got two won first place and both of us got won second place and I think overall the blue player did a little bit better at this than we did we are gonna get nine points which is gonna bring us from 143 all the way up to 152 and then the blue player will go from 164 to 168 next up on the list we can score our exclamation point cards and it looks like we have a bit of symmetry going on here as well because we got to the card for the orange track and the blue player got the card for the purple track both of these pay out the same it's ten points if you are at the top and we are indeed at the top of those respective tracks so that means both of us get 10 points so we go from 152 to 162 and the blue player goes from 168 up to 178 we can now move on to the scroll scoring now we're gonna make sets of different colored Scrolls on our people and we can see that a set of one different colored it's gonna be worth one point two different colors is 2 then 3 to 4 4 to 8 and then 5 different colored scrolls will give it 12 points unfortunately for us we only have 4 Scrolls and they are all different this one is wild over there so that's one set of four different types which is eight points so we can add eight points to our 62 which will bring us up to 170 but that pesky blue player was able to make one full set and then even have an additional spot here now they're able to do that because they do have this monastery right here which adds one wild scroll so they can add that wild to the set of four different types this card was really crucial to them I think it might have actually won them the entire game by the time we see the dust settle here so that is going to be one set of all five different types so that's 12 points and then they have one more set of just one type right here with this blue so that's one more point so all told they get 13 more points for the scroll scoring well 13 plus 178 is gonna bring them up - it looks like 191 and now the very last thing we do is we once again add up all of our guards our gold and our crowns and we divide that by two that still adds up to 28 for us so we can divide that in half and gain 14 points so we go from 170 up to 184 and now for the blue player we know that they have 18 resources because we've already done this before with that voyage so they have 18 divided by 2 or 9 extra points so they can add that to 91 bringing them to a nice even 200 points for the final score so there it is the blue player one with an even score of 200 and we came in 2nd with 184 and that completes one full two-player game of coimbra well I hope you enjoyed this playthrough obviously the scores were not super close there at the end although a 16 points spread considering the high score was 200 is not actually that big of a deal and in the grand scheme of things because that is a lot of points and some of those cards that we were picking up near the end of the game were worth a ton of points and I think some of them might actually have been worth 16 or more points if we had maybe done something differently or perhaps actually denied cards away from our opponents in particular that one green card that gave them two Scrolls that helped them match up with a set as well as allowing them to score all of their monasteries again well that was worth a ton of points to them I mean at least twelve points for the monasteries and then even more for the scrolls so if we had perhaps tried to draft the dice differently and maybe just buy that away from the blue player just to not let them take it then maybe that would have actually done the difference I mean obviously we would have gotten less points for that and we got a lot of points for the things that we did and overall I think that us as the red player played the game pretty well but when you look out at the bonuses that were on the board that were randomly seeded at the start of the game it did seem like the monastery strategy was pretty incentivized not only did we have the scoring tile scoring monastery that gave you points for laying down monastery tokens but you also right next to it had a +3 - the purple track and then one of the level 3 monasteries gave two points for every monastery that you've been to and then on top of all that there was a voyage that gave points for the monasteries so I guess I'm not super surprised that the monastery strategy ended up winning pretty well there at the end obviously in these playthroughs I tried to show multiple strategies and I think if this was two people playing against each other it's likely they both would have been vying for the monasteries a little bit more because they were so heavily incentivized but us as the red player I tried to go with a really resource heavy strategy because there were a couple things that seem to be incentivizing that as well and I think I did a decent job of that overall when I was going through and editing the video there was one pretty crucial moment I think where I made a big mistake that was the moment where I had two cards to pick from and one of them would have allowed us to get to monk movements or pilgrim movements every time we did not have any purple dice and in the moment I said I shouldn't take this because that's just gonna incentivize me to never take the purple dye the problem is that in a two-player game there's just one purple dye and so for the rest of the game it seemed like we just kept we never had a chance to really grab the purple dye because the white I was better for us so I think the other card option was the one that led us take a one bump up on an income track of our choice and the last one that we did we didn't even really help us so we effectively got two decent bumps but I think that if we had chosen the other card we would have had that activate three times most likely which would have been six monk movements and that would have allowed us to potentially get down to the monastery that scored five points for every set of cards we have now I don't remember exactly but we had at least one set and perhaps even two sets and if we were close to two sets we could have changed things around differently and tried to get those two sets and I think we would have made a lot more points because of that I don't think we would have necessarily won if we'd chosen a different card but I think that's one of several decisions that we probably that we made that was probably not the best and ended up leading to us kind of falling a little bit behind the blue player but I think overall we did a pretty valiant effort our resource strategy didn't give us a ton of points as we were playing through the game and I think then in the end it did a pretty good job of showing the game now I guess the last thing that I should mention is the castle spot at the top of the dice allocation area and how it was very underutilized in this game and one thing one aspect of that I believe is because this was a two-player in a three-player game you do have less of those dummies that knock out some of the cards but not all the cards are actually good for people and that castle spot up at the top does allow you to take dice and then not spend any resources so I do think that if this is a three player game there would have been a much higher likelihood that the castle would have been taken more also as I showed in the video there's a monastery tile that gives you four points when you allocate a die to the castle and so when that's out on the map it's much more likely that the castle will be chosen so unfortunately for this playthrough it was a bit underutilized but I think that really depends on the random layout of the bonuses that happened at the start of the game so yeah I think that is gonna wrap up all my thoughts on this one as always I'd like to thank everyone who's been supporting this channel including all of these producer level patreon backers if you two would like to directly support these videos then please go to junkets Gamescom slash support to see a variety of ways with which you could do that also if you enjoyed this video please consider clicking the like button down below as well as this subscribe button thanks for watching
Info
Channel: JonGetsGames
Views: 20,169
Rating: 4.9609122 out of 5
Keywords: jongetsgames, jon gets games, johngetsgames, jongetsgames playthrough, jongetsgames play through, jongetsgames playthru, jongetsgames runthrough, jongetsgames run through, jongetsgames runthru, jongetsgames Coimbra, Coimbra playthrough, Coimbra play through, Coimbra play thru, Coimbra runthrough, Coimbra run through, Coimbra runthru, Coimbra review
Id: Ug1U0JGqXU4
Channel Id: undefined
Length: 89min 47sec (5387 seconds)
Published: Fri Jan 18 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.