How to Play ISS Vanguard - Prototype Version

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hi i'm alex from board game code you are not alex that is just because i said i said hello that's how you start yeah that's true but you're not alex well i go hello hello you start with hi i'm alex from board game co and thank you so much for being here we're going to go through the price value evaluation of this game as quickly as p and thoroughly as possible oh we teach you how to heat i can't go fast you know honestly i can't go once we're here this is awakened realm this is an easy one should people buy this game for the value alone yes great there we go uh that's all you need to know there are that's easy awakened realms when i wake and realms put outside the game i don't even need to be here i just i'm just still here this is not what the people are here for first off they want to know why there is a duck on screen that is because i drove up to ohio so that we could be probably the first ever content creators to have two awakening realms prototypes in the same space i mean i think that gets credit if anything yeah and on top of that we are going to be producing this how to play teaching video because you've spent eight hours um no not that much i'm like roughly seven hours and i'm but five hours of gameplay in yeah and about an hour and a half two hours of getting myself taught and all that kind of and sticking to my reputation i'll go to whatever means necessary so i don't have to learn the game yeah it was i drove ten hours to come make sure that you who spent seven hours learning this game could effectively and thoroughly teach me how to play and then we're going to be producing a gameplay video so it's worth mentioning this is a prototype i i mean debatably so yeah it's no no i'm referring to the fact that in that process in that back and forth there are a lot of small gimmicks questions and all that because this is a giant the world building in this game is extreme but you know what let's save all that for the review for the well when you learn your learn has been meeting with the designer and the publisher along with playing through the entire available scenarios you have so a little bit more than a learn like a full education again and to be clear by they just don't want to scare you off it's not that i didn't have any guided teaching whatsoever rather i learned the game and after each round i went back with okay here are my questions because you wanted to make sure that quackalope got as few things wrong as possible the last thing we have to know before we we do this coming out probably a little bit after this video within the next few days we'll let you know publicly subscribe so you don't miss it on both of our channels we're going to have two sections of the gameplay specifically on my channel over on quakkalope we're going to have a section that deals with the adventure the story diving into the planet exploring the depths rolling some dice and that's gonna be the first phase we do here yep and then on yours we're going to publish we're going to publish the the ship phase book which is after you go through that whole adventure after you accomplish each mission what you're going to do is you're going to go to the ship phase this intimidating giant intimidating book and i mean it when i say i'm interested it's like a scientific journal i i genuinely was scared when i opened this book and was like well we'll get to it but the point is i will tell you not nearly as intimidating as well as i thought it would be it's just a save manual in a record law no no that's what's intimidating the fact that you think it's just a save manual on a record log makes you think why in the world am i going through this why do i need to save that much stuff yeah and that's the part that's intimidating but honestly and again we'll get to this stuff but going through the ship facebook it really divides into two sections there's the saving stuff which takes two seconds you slot a car and you move on and then there's the actual sections that take time but those are decision making how do i deal with a catastrophe that's going on the ship what what new things am i going to discover and put research into and production into what permanent boons permanent consequences and have you ever played mass effect no so so mass effect those who played mass effect or honestly any game in this genre with like some sort of upgrading uh you know oblivion elder souls oblivion any of that kind of stuff i don't think it's oblivion elder souls whatever it is skyrim all that stuff you're going to have a ton of time spent in the upgrading screens of those characters you're going to be like i went on a mission and now i want to choose a power and ability and you spend time in those screens and that's what the shift book is the time spent in the ship book is and again we'll cover it but i rest assured i was intimidated i'm less intimidated now and let's let's let's get into this into it and i genuinely this we decided to record this because i need to learn before we do game play so i'm sitting where you are yeah alex he knows nothing what's going on well to start with why don't you pick one of those blue bass minis that you think is the best representation of your character and i'm i'm going to choose i'm going to choose this guy with a blue gun the first one i picked up is going to be the one that i'm going for yeah right here let me show you mine too good point this is going to be mine over here but i'll show you mine on this oh yeah that's cool different yeah you see i'm not used to it multiple angles right this is the first time on a board game code video you are going to see edit edited video and i'm going to be doing it all okay we've got something new i'm doing the gameplay you're doing the gameplay no no i just meant i'm editing this this particular video very well done yeah incredible well done so i'm going to go through this it might be a bit messy this is my first time teaching the game not my first time while playing the game all my first time learning so i'm gonna i'm gonna focus on the main aspects of the things the rest we can go into it i don't wanna cover every little detail and honestly they do a fairly good job themselves at walking you through like other fields they have a tutorial scenario which we're skipping so we're not gonna have that luxury and then the ship book itself literally guides you through it so we're gonna go through all of it we'll cover all that and let's start with the beginning so there is going to be a landing phase for the sake of simplicity i'm skipping the landing phase the landing phase represents the the fact that your your little lander or whatnot is heading down from isis vanguard or whatnot heading down to the to the earth or not earth to the planet that we are exploring and then from there you're going to have your units out and you can upgrade and change the type of landers you have right we'll cover that in the ship face that's in the ship awesome but rest assured the pelican is actually an upgraded lander from the original starting lander i had a heavy unwieldy transport craft that was repurposed as a planetary lander a large internal space that can be used both for cargo and for useful mods somewhat makes up for its poor flight characteristics and paper thin hall i found flavor text you found flavor text it's a board game code video not a quack look video nonetheless so from there you're going to start with two people over here and then you want to start what i the way i like to teach games is what is your objective what is your goal and that is going to vary game by game in this game every time you you go to new planet you're going to have a mission card an event car they actually go off to the side of the board here but we don't have that space so i'm putting them down here we don't have the space on screen so over here are our mission and our event cards and the mission in this case is to gain at least three discoveries the discoveries are going to be up here these are leads which are a different thing but they often lead to getting discoveries okay lead huh that can lead to getting discovery that makes sense yes it does make sense i never never i genuinely maybe they should have called them leads maybe they should have called them leads that's a reasonable i really didn't think about it until now in any case so you want to get three discoveries at which point we're going to want to e the mission will then end either when we are all dying which is less ideal or when we return to the lander and lift off with our three discoveries and we can do that without accomplishing the mission there will be a consequence there and for not actually doing a mission so that is the the way the game the the gameplay ultimately plays out the goal the mission of the game from there the sequence of play is pretty simple each character has two actions and that's it you take your two actions you draw a hazard which represents the bad thing happening and then the other thing you want to be mindful of is running out of supplies because every cooperative game has to have some sort of thing opposing you in this game that's going to constantly be the fact that you will run out of supplies you will have injuries happening to you you will have you'll have hazards that will generally have bad things happen and all while you're trying to accomplish your goal so this thing is getting in the way of you accomplishing your goal okay so let's cover your turn turn is very basic i'm genuinely going to just take my first turn over here uh we'll be set for the actual gameplay this will be my fictional first turn where what i'm going to do is i'm going to attempt a roll uh on your turn you either attempt to roll or you pass which means you do nothing so the roles are going to be based on a variety of different options in this case one of the options you have is the planetary information card which you can always attempt to roll over there in this case it would be rolling a specific icon and getting a blue lead so you know what just for the sake of doing things i will go ahead and do that and i'm going to do so with uh my character babslaw who after rolling i can add one of my charges to roll one more so this is her his specific ability now you're the engineering section engineering section but your can you get new engineers you can get tons because you can i believe your crew like you're kind of running an operation and your crew flows in and out they flow in and out upgrade you do more interesting yeah lots of fun stuff so i'm going to cover the basic sequencing over there which i'm going to i'm going to attempt a roll against this action over here where i need to get uh either the pickaxe or that wrench icon and this is showing the odds of each one type of our dice these are showing your starting dice you already have one more die because you're picking up from where i left off okay so i'm going to grab a die i'm going to grab this one over here and i'm going to simply roll it now you could roll as many as you want if you so choose uh generally i found with there are there are times where the consequences matter enough that failure is not worth it okay generally giving up your dice are are one of the things you have to manage these are your resources okay yeah you don't have to give them back frequently if you run out are you going to rest or something you're going to have to take a rest action and use the supplies using up one of your supplies in order to get another you're using the time you have on the planet exactly so i'm going to go ahead and roll and done that's something i neglected to mention the reason i picked this die is every single die has different faces on it indicating the most common face so the one that has a little square on it over here that square is going to be telling you the most common face of that die which means i knew that there was a four and six chance of that die producing the the result i wanted i like that iconography too yeah just a simple keep it up so you know what is going to be the most exactly nice in this case it's actually five of six because the vanguard symbol will always produce whatever result you want so the only thing i have to really worry about here was actually the two so it was four six there's the random over here this is a general catch-all icon used for different things and then the x which represents absolute failure so i successfully rolled that tools which means i'm going to put it in my exhausted dissection and i successfully achieved this which is going to give me a blue lead i'm going to draw that which says if you have three leads of this color discard them and gain a mineral discovery so seeming pretty simple so far all we need is three discoveries i just got one ninth of the way there uh and that's pretty simple done i will put this off to the side over here and that is my first action but i have two actions which means i'm now going to choose you know i will let you do this action over here so i'm going to choose to do i'm going to do a movement action down here so i'm going to move using this point of movement any die allows you to move through that space so this icon over here just means you need to get a result of any color which means any die now the catch is remember that x we talked about that's not a result it's not a result you ignore x's all access are ignored so it's not a guaranteed but i will say over here do you sacrifice your second action if you if you fail a dice a move or do you re-roll so well over here is where you cover the travel action at the bottom right corner of each uh planet you are on it covers the travel action and tells you what happens on success and what happens on failure generally the planets i've encountered still allow you to move but with a consequence but it's going to be covered on that so for example this one over here says you continue to move to the new sector but that icon is you get rid of a die so you have to give up an extra die and then draw has occurred okay so if the consequences are giving up an extra dime maybe it's worth it but the x's are only one out of six and hazard cards they're negative they're bad they're not the end of the world so i'm going to go ahead and roll another die in this case i'm going to choose this icon over here and i'm just doing some sort of management of keeping a variety of icons for different things that i will encounter i'm going to roll and i got not an x which means i successfully move that represents my core turn sure and from there i will draw a hazard card and that's because after the end of your turn you will draw a hazard card again this is a sequence all this stuff is covered on this hang danny play raid it's literally everything you know and it's very well done uh you know even prototype phase or whatnot so i'm going to draw a hazard card which is going to look at the icons at the on the top of the card if the icons of the top of the card if any of them match the location you're in you resolve the hazard card if not you move all time markers on the planet and do you think time markers lead to good things in this game no no not yet not yet i'm sure they will eventually but so far no not yet okay so i'm going to draw this card there is a matching icon there's actually two matching icons a destructive sandstorm is ravaging the planet we hope it doesn't cross our paths it doesn't say that here where's that says it right here oh that's here that's the no no we're not doing this we're doing this no i was just reading you said you moved the time thing only if it doesn't match no but there's a bit of flavor text right there so just that indicates indicates why that might not be good that's not oh that this one tells you other times i didn't know until i revealed it nice so in this case uh malfunction so this is a malfunction which means you're immediately going to resolve the role on this card so i'm going to resolve the malfunction roll which means i have to produce either that little compass icon or the tool icon which fortunately i maintained a tool icon although it's not the best one i kind of wish i had my other tool back but we're going to go with it now you could choose to not roll anything and in fact in this case there's almost the argument to be made because currently this particular die over here has been a two a three looks like a three yeah there's three chances the 50 50 chance that i will succeed so they give up a die to get the 550 chance getting a crystal which is an upgrade thing for the end of the game and a yellow lead or i can potentially discard supplies what do i want to risk and and for context every surprise is going to equal at least two cards i'm sorry every supply is going to call a card plus drawing back three different dice hmm so what i do what i do i would probably risk the 50 50 if the supply is worth that much done and a success boom see i listened to him i listened to this guy so he hasn't successfully exactly it hasn't successfully resolved we're going to take one of those purple crystals and put them on our lander if you don't mind and then from there we are going to gain a yellow lead okay and that is going to say if you have three leads of this color discard them and gain a live specimen discovery so again we're starting to get towards those discoveries that has been my turn and you have a good idea hopefully of how to resolve things i do you said i could go ahead and do uh explore the vents here on this location you can if you see a location that you are on you can explore if you roll an x result discard all roll dice and resolve failure my objective here is going to be now correct me if i'm wrong my objective is going to be to get a compass icon sort of i haven't so i haven't actually explained this let's explain that yeah so that middle green section is going to be what you need to do to succeed i need to roll green red and blue you need three different dice i have that yep okay and then you if you fail you're going to go to log 31. we're not going to fail and then if you succeed you're going to have the you sorry if you get this icon in addition to this that's a bonus okay essential it's a bonus it's on top of so i need three successes of three of all three colors you need no no you need all three colors and one of them to be exes and ideally one of them to be at least or the vanguard symbol which is always successful do we have compasses doesn't look like you do each faction is going to have so one of the parts of the game we haven't talked about strategically is there's this aspect of spending energy to figure out what planet you're approaching on launch so you can prepare your correct so a vanguard could success though could could help me yep and with three dice it's a decent chance here's yours that's my oh yeah i have to exhaust that thank you and okay okay so with three dice i mean a great great opportunity no no no no no no it's okay this is you could have gotten an x we could have been fine there so we have three x's you don't get the random discovery which would have been great that would have been one third of the way towards achieving our goal uh but we don't get that instead we're going to get replaced well you're going to complete this which means you get a crystal if you want to add a crystal to our sure sure and those crystals are going to be used primarily for upgrading sometimes you can have upgrades on your lander okay that make use of those crystals and then from there you're going to replace this card with pto1 so we're going to have pt01 because there's levels to each of these locations right every time you interact with them there's the potentiality to dig a little bit deeper and discover a little bit more yes cool this is one of the things that i'm actually the most intrigued by oh this develops i'm going to avoid spoilers i will say i am far more intrigued with this system having gone through this okay okay so we're going to replace this card with pto1 oh look at that bacterial colony unknown contaminate contaminants caution advise could i continue digging now so you have one more accident so you can do what you want i don't have the greens or the blues necessary to dig though so you could rest for your action rest would spend a cargo spend the supplies i am not going to be able to get green back though i need to green to interact with this location because there's not an opportunity for either of us honestly to interact here any farther so it looks like we both need to work together now there is the possibility we can both work together on a location so whenever you have a crew member at a location with you okay you can you can give up one card you haven't even talked about cards yet yeah and one die towards that rule interesting yeah so i will take a rest action then it's always going to recover three right yeah so i might as well do it and just reset my actions now's a good time before you do that you should actually start with two cards if you want to draw two cards i'd love to direct you you're going to start with two cards my own personal account your own personal action cards they're going to be different and you can upgrade your cards as you upgrade your characters to a degree so these are gonna be your cards you'll see they give you different abilities often affecting roles a red or the muscle is also treated as a compass in this role interesting so that i might have played that last turn to try to guarantee that you didn't have any muscle either no i do oh you did i could have thrown the muscle oh you could have would have been nice if you taught me all the rules of the game it's okay we're gonna be resetting this entirely when we do our actual yeah that's true so i'm already in it though yeah and like i forgot there's a how to play i know this is how to play it's that it really is that simple to get up and moving okay and so from there i mean ultimately the details are always gonna be the devil's in this course of course of course he's also in the uh you know uh anonymous zone in the back of my brain that obviously whispers at me in the darkness of this exactly 100 this is a weird video in any case the reason i had you draw those cards first is when you rest you're going to do two things you're going to draw another card your side i made my day just you're going to draw another card okay one more card to your hand now you have a third card this is how you get more you may re-roll a danger die those are bad things bad things happen there so good i can re-roll it yes excellent and now from there you're going to go ahead and exhaust one supplies from our ship okay give up one supplies and then we've got a lot of supplies up there though well that's because we skipped the lander phase where your ship will go through all kinds of uh bumpy stuff and things and we might not have as many we may not have as many supplies okay so you got your supplies back you got that and that was your turn from there you draw a hazard okay let's see here looking for the iconography at the top this does have it thieving creature uh i can roll and i'm looking to roll is that i'm looking for oh we're we're in trouble why because we don't have that symbol you'd have to hope for a vanguard i don't have that symbol so now the question you're facing is do you give up one of your dice hoping for that one and six chance yeah or do you just say screw it i'll take the the result uh we're gonna roll with this guy's track record too this might be why i have this track record [Laughter] for what it's worth this isn't any worse than the alternative it's so funnier though now one time let's actually go ahead and look at your cards do any of your cards help you with this i need my cards to help me with this you may re-roll a danger die uh muscle is treated as a compass reroll one red no you're gonna have to give up the card yeah exactly so i can spend this card immediately at any point yes you can it just goes into a discard pile this guy pile yep okay so and then it was it was no that's not that no now you just these days are clearly broken all right there we go on the fourth try still above half but just let's pretend like i didn't actually succeed here yeah uh and let's let's do the consequence of what would happen the consequence of this one is pretty simple for teaching sakes of course of course not because you actually failed no no in any case from there we're going to go to discard one supplies or one personal equipment we haven't talked about equipment we're gonna save that it's just another thing to deal with but not not in any way problematic so go ahead and discard our supplies now you just cost us three dice with your abysmal failure but in fact you actually cost us a fourth dice and a card because you're an optimist yeah that is basically going to be the sequences here now the question i would ask you is there anything else here that isn't clear to you so i i don't think so digging into each location will get more and more complicated of course the time mechanic will resolve itself as we're reading and going through that right that's just a consequence of staying out too long or something uh at what point and how do we retreat from this location so what we're going to do is once we once we get our three discoveries for the sake of this mission we will all be retreating back to the material colony at which point we this is the lander location i'm realizing now i actually did not enter the game at the land location this is the lander location that's just because all the locations i entered were actually there so you'd actually retreat back to the fracture plane and then from there you would go back to your lander and moving into this board the locations that just say log 25 do we populate those when we move there do we skip those to move farther in no so this one over here there's currently nothing which i'm assuming something will show up there okay and the use of some sort of story event but what happens is one of the things we haven't talked about yet is whenever you get whenever you see read a log log 25 or failure over here go to log 31 a failure over here is log 31 whenever that happens you will either using the app or your actual physical log you will pull up whatever that log says which will have much more flavor text much more story often decisions sometimes consequences i believe like full narrated moments full narrative moments 100 okay and that's basically going to be what this whole phase looks like you will rinse and repeat until you are done accomplishing a mission there's a few other things we didn't especially talk about each of us have a unique ability you can spend a charge to not roll any injury dice in this role okay we didn't talk about his idea that your character can become injured they would draw an injury well they draw a specific injury they're not random you would put it next to your your character card okay you would gain an injury die that you would roll in every single roll and it would have a negative effect now the critical one is actually one of the worst ones so ignore that one but they will have negative effects they basically represent the fact that you're incapacitated and you're still trying to lift heavy objects or whatever it is you're broken a little bit yeah you're okay well you're broken a little bit um in any case so that is basically uh ultimately how you play the main phase of this game it's going to have it's going to be a heavily focused on the narrative aspect there definitely are choices to be made most most of those choices in this game come down to knowing when to push it how far to push it when to split up when to stay together how to manage your resources that is also what the game is going to be combined with abilities and then upgrading and upgrading and buying more stuff and getting more stuff we haven't even touched upon the equipment lots of fun there and at that unless you have any questions i think we can go to the ship face go to the ship face ship wait how do i get out of here how do you just come back and we say we're done when you're done well good question so let's move these out of the way just so we have the the book presentation over here but when you're ready you grab the ship book and it will tell you exactly how to get out of here so we're going to move this over here well actually technically we would have left it there which we'll explain why in a second but now we get to the ship phase the ship phase is going to guide you through everything you need to know in order to do whatever now i've timed myself from the very first time i went through this i read the rules what not but then i went through this the first time and it took me if i recall correctly it took me 54 minutes the second time doing far more stuff took me 45 minutes uh the third time hasn't yet happened so this will and from what i understand from waking realms you can expect this to progressively get faster they say it takes roughly half an hour i have no problem believing that this is and again most of it the stuff that matters is is the stuff that takes time the stuff that is easy and maintenance and saving in between is two seconds so going through it it's gonna guide you it gives you a whole bunch of terms here you can read this this is practically half rule book half whatever so this is a rival this represents your lander is now arriving back on the ship from there we're going to have all these cars that are deep being dealt with i'm not actually going to grab them because i'm going to skip these this represents the fact that for streamlining what they do is as you unlock cards that you've already passed their phase you just tuck them off to the side and they'll go into a waiting arrival for your next ship phase it prevents rubber banding back and forth between different phases and making the game cluttered and annoying basically you just you deal with that the moment you're starting your tracks now if you meet up here it's going to have your main text and then your full rules this is your rule book this is your reminder so vince i'm just going to focus on the reminder clean up unneeded cards and markers so that's going to tell you what type of stuff do we find in there in where i mean this in this awaiting cards pile things that have been unlocked through the course of the ship phase so for instance like one of the things we'll deal with is the process of research projects so i actually unlocked a research project but i unlocked it after the research phase so instead of having you go back and forth because in the research phase you can then unlock something back again you can keep having an infinite loop to a degree and to avoid that they have all those things go out to the side and then they come in at the end i got you cool so from there we're going to go to this step over here clean up unneeded cards and markers reveal the awaiting ship cards place and resolve ship situations advanced crew members that's what you're doing here full rules are down here unneeded cars are exactly what they sound like they're going to be cars we don't need so only an example would be leads are all discovered discoveries are not so all these are all discarded discoveries are kept okay so they have they have all that text over here in case you forget return all hazards leads event cards mission card supply cards they tell you exactly what to do with each of these things but i already know what to do because i've done this twice so i know what gets discarded i don't need to brag exactly twice is more than enough so from there we're going to resolve i mean you're one of like 30 people who've played this game exactly 30 is it that high oh i guess including awaken realms yeah that makes sense okay so and then from there we're going to resolve active situations okay this is going to be the concept that as the game progresses you're going to have different things that are situations people are homesick people are frustrated uh your engines jam and with the way the game actually is like that can people be homesick and frustrated well literally the first card they gave you as a tutorial card is homesick i love that yeah that's so cool it's true so most of these are actually going to develop earlier later on in the ship phase where they can potentially become problems if you don't deal with them when they are becoming problems then you will have an active situation this is like you're walking through the doors you're getting cleansed off and you hear an intercom go pepper you know little mess little audio message from your captain that's automatically awesome susan's been grumbling all day about how she misses the corn on the cob back where her grandfather grew up think about it less like you're walking through doors and more like you're traveling between systems you're trapped you're literally traveling between interstellar systems so yeah well but this is but this one here it's the first thing i have is like the intercom sure i'm cool let me have my flavor to be clear this one for me so far i've been skipping past mostly because they've had very little stuff going on there but it's it that would be a decision process of how to spend your various uh i'm getting so excited it's pretty solid i literally i walked into this i knew the premise nothing more i'm getting so excited and again i want to be very clear to anyone watching this i literally opened this shift book and thought to myself this is not going to be a favorable review and this is not a review this is a gameplay i'll let you see my opinion later in any case moving on or earlier depending on which goes up first well in any case so then you go to the debriefing okay this is going to be dividing your crew duties or bidding for them now this is a phase they specifically put in primarily for the fact that people may not always agree what to do you with your security section and me with my engineering section may have differences of opinions of how to spend our resources doing the rest of the ship phase so they actually have a division of how to assign those things to different characters and then what you can do so i might get final call on one aspect of the game and whereas you may be like i really want this to work on behalf of my squad okay so for me honestly i've been playing the solo so i'm skipping it and i've been mostly always that is always a collaborative process correct a hundred percent i agree to the point that i asked them if this is necessary and they said that for some play groups it has been that's why it's here but you can go through it assign the rules and move on pretty quickly from there we move to the unloading procedure again quick rules for full rules unloading is going to be place unique discoveries and slots gain bonuses if unlocked so hypothetically had we unlocked a discovery of any kind we would be taking it and putting it either in the unique discovery or on the other side in non-unique discovery some of these cards will say things like when you slot this gain a benefit of some sort so if it's i've had i successfully had that when you this one over here when you swap this card gain the reinforced hull ship upgrade project because you you found a little bit of space debris and material and i turned it into advancement yeah i like it little uh decals some some some what are those things that's a decal like like a like a a gloss that you're i'm being i'm being annoying let me play my game so yeah so this is the unloading phase of do we still have to do the how to play is this is over yet no it's almost there it's almost there i guess they're still watching they're still watching well maybe are they who knows procedure procedure is going to save all cars left on the planet board close and store planetopia so this is specifically for the idea that whenever you retreat from a planet you may choose to go back to that planet and to that end these things are no longer off in some secretive deck instead they are over here represented in one of these cards each card is its own planet with the cards from its sector stored in that in that specific sector okay yep again that's the maintenance but again it takes two seconds then move from there to the med bay the med bay is resolved by everyone something they haven't touched upon yet is some things are resolved by everyone some things are resolved by a specific section so move crew members and media to the left and retrieve cured crew members place wounded crew members in med bay critically wounded role for survival so the idea over here is slowly progressing they are progressing so i fences had two lightly injured people for my last mission and one moderately injured my lightly people would move out and then go out of the ship book my model the engine would move down to light anyone in critical has to perform a survival check so anyone who has three missions three injuries they've achieved this mission if you've achieved one two or three that's you're not going risking their life now do they immediately become incapacitated in the mission if they get three injuries i i actually don't know a fan because i actually haven't gotten three injuries yet but let's not do that i think it's if you get your fourth but i could be mistaken there but anyways you go over here and you go to the critical injury space remember by the way this is a uh how to play for a game that is actually not yet finished so how to play for a prototype with a few scenarios potentially so exactly by the time the official copy gets into your hands all rules and things will potentially which is another reason why we're not doing specifics we're going people are hungry for what this is yeah we want you to know we want you to know this is obvious yeah if you want to reel how to play uh go to john gets games or any number of other people oh there's so many to do and alex yeah please yeah okay memorial wall i just said you there yeah i'm fine with that i agree i agree memorial wall this is where you're going to deal with anyone who who died okay the first time people in each section died there is going to be a benefit which is kind of twisted in a way you kind of want them to die i have not successfully lost in one yet so i am moving off from there this is a quick safe section only relevant for when you're interrupting a mission to do something else we're going to ignore the quick save because i i haven't been interrupting the mission to do anything else from there we go to the bridge choose your next destination and allocate available energy so this is where we're going to deal with our system so we have our visited systems over here our current system over here we're going to roll the ship die that's going to be this over here and we're going to add the result which is going to be two energy points to our generators which is three energy points which means we now have five energy points to spend don't actually mess with the dial because we're actually middle of a campaign here but in theory you would mess with the dial and adjust it to five at which point we now have five energy to spend on a variety of things the most most important of those things because you do not want to be a drift in space is you're going to spend those energy to potentially navigate to new systems i can spend two energy to move to system d three energy to move to system e or spend the energy shown on each of these things to take the interaction there so for example i can pay an energy to give up one science point and gain a microorganism science point's can be over here microorganisms are going to be in one of those discoveries so these are all these options of how to manage your resources you'll be taking you do not always want to give up all your energy because one of the things we talked about already briefly is the idea that when you are landing on the next planet you have this option to spend energy to prep and see what's coming see what type of roles we already saw in our sample your guy was not that helpful on our current planet hey now yeah just saying just saying so from there if you draw a new planetary system you'll slot it into your current system you'll move your current system to your old system and you'll have multiple systems in here and that's what you're doing this is the the point where you are on your starbridge you are looking out into space you are charting where to go and spending your energies for gyf2 i want to say if the if you do do that we probably should rename it because set course for gyf2 is not the most inspiring thing we've seen from there we're going to go to the ship upgrade of course for the astronomical fuzzy kitten that is far cooler uh we believe this i believe that's an official name of at least one planet yes uh yeah from there we moved and we're still in the ship base we're still in that bridge we have our energy to spend now we look at our ship upgrades to deal with what we can do here so early in the game i installed improved solar panels which increased my generators which give us continuous energy which is awesome nice uh but you could right now we could if we had energy we could install our advanced star map which utilizing calculations performed by the builders it will make our travels between the systems more efficient now these upgrades one of my favorite things about this game most of the upgrades in this game give you hint through flavor text about what they do they do not tell you what they do and you are not allowed to look at the card so i have no idea what this does but it's something to do with making our travels between systems more efficient yeah so you're walking up to the mechanic and and he's like well if i if i pull the green wire here and connect it to the other inverse rep representation in the back end of the and you're like i don't understand i don't care is this going to make this is this going to make us get to our place quicker he's like yeah probably probably yeah yeah so that is going to be the ship upgrade phase you can spend energy again remember you need energy for a variety of things that's just one way to go to the situation room the situation was the first of these things that's resolved by a specific faction security they have the truth exactly move slotted situation cards to the left yep so i have a food shortage situation that has been slowly developing now if when it first appears when they first appear they will have some that first appear here they go to this rightmost column where they are easier to deal with as they move up that column they cost more and more response points to deal with them which basically makes sense the longer you let people be hungry for instance the harder it's going to be to appease them when it's you know problematic let them starve now these are the things that will eventually turn into those ship situations we talked about earlier oh cool active situations yes okay basically these situations have a response point that you need to spend as well as a cost so for instance in this case we could repair the machines which will lower our production but we'll put this card back in and right now this would cost us two points because i let it escalate if it eventually gets to the end it becomes an active situation and again i have no clue what happens on the other side and you have to deal with it i have to deal with it by that point exactly in your face it's a problem uh place a new situation card in the slot so this is the point where we would potentially put out at least one but potentially more depending on morale into new slots roll your red and green dice count the wild results and or the vanguard results and add morale attribute to determine the number of your response points yes so you can see over there we currently have two response points left uh what we would do is we would roll in fact you have them all right here so go ahead and roll your green and red dice and you would add that's a true pretty solid rule it's a good role so he has two plus his morale so three so that gives you three plus the existing two you have five response points to spend on well this situation plus the two that had previously developed so you're going to have response points as a currency and you're going to spend them on developing situations to deal with them and as this gets bigger in scales those points become valuable how i upgrade myself becomes interesting yes cool all these things going on you're dealing with stuff on the ship this is not purely like this is a save game this is not that these are decisions to be had and the decisions have been fun i have been dealing with the situations as they appeared i have made choices i have basically resigned myself and now with you apparently to the fact that this food shortage is going to become a situation that we have to deal with at some point listen yeah listen let him starve whoa what i mean that's how i was thinking i wasn't gonna say it and then we go to the research laboratory the research laboratory is resolved by science and again those these next sections are gonna cover similar things just in different compartments of the ship so the research laboratory is make a ship die roll to check one chosen project for breakthrough so you're going to potentially roll the ship dodge to see if any of these we can get a breakthrough on and this would only be on vanguard so it's a two and ten shot vanguard boom instant breakthrough on one of these that's the first time i got that by the way you realize it's during the non-actual oh we're not actually doing anything so that would be a breakthrough that's the idea that sometimes you just get lucky and obviously it's going to be doing the teach and not the actual play so we would immediately flip any one of these projects to its research side from there you're going to roll your green and blue dice for the research for the science section only is going to roll the green and blue count the vanguard add their research points and spend those on your projects to get more things okay so these are again just different things so for example i have completed multiple research projects that unlocked new equipment for our various factions to deal with we haven't talked about equipment we'll deal with it in the play through so that is going to be the research station again these are choices to make these are limited points that you spend these are resources this is not a save book this is a game from there we move to the engineering procedure move your production projects and queues to the left so engineering you're going to similarly have queues similar to the med bay but this time for well good things i mean i guess both are good things you're going to have projects that you can start in this phase you're going to slot them in various things at this point they would shift over so these projects that i have started this one right now would come out and shift and be done and i would have improved vanguard systems which again i don't know what that is all i know is our long trek to the eye of the void and our first mission gave us many ideas on how to improve our new home so again cupcakes it's a cupcake cupcakes that's what i thought that's what i did not think at all so that is going to be over here similar idea you're going to be adding your production attribute over here you're going to be rolling the dice of that section adding the vanguard results yep and then spending those manufacturing points on both new projects and potentially boosting accelerating the production of projects right now i will say production q2 requires an upgrade i can't actually put stuff in the second queue i can only put things in one cube done with that one yeah great and then we move to the hanger the hanger is going to be resolved by the recon section you're going to store your lander this land over here that has been sitting off the side will now get put back into one of our hanger base or we have one two hanger base over here and then you're going to cut roll your red and green dice counting the results add the production attributes so the assembly and the production are both being uh and something in the manufacturing both use that one mini dial the rest of them all of their own dial then you're going to spend your action points to place ship mods at ship and mod blueprints parts in the bays the idea over here is similar to everything else we've been doing there are various blueprints that we can spend our points on to potentially unlock so for example this is how i actually unlock the pelican i had to collect three different blueprints spending three different points on them putting them over here rolling a die to successfully get it which i did again although this one is not purely vanguard this can be the vanguard or that little other face over there and then once i do that i get the unlock and i move those to our actual blueprints which represents ship modifications new landers and who knows what else as things get discovered so again more stuff more upgrading more unlocking all that from there we're going to go to our barracks face which is resolved by the recruitment officer sorry everyone and the recruitment officer so over here when your mission is done one of the things you're going to do is you're going to take all the people that were on the mission and they are going to be resting so they're going to be resting over here over here you can put them down there this is my person for the prior mission additionally anyone who came out of med bay this round earlier in the sequence gets put interesting so they still have to be resting they still need to turn off uh after that this is where we're going to draft new crew members we're going to draw new crew members and you will either draft those crew members to your section or potentially you can skip the draft to instead add a die to your section now that might sound powerful but at the end of the day that means you're starting with more dice but the supplies are still limited to three dice back sure yep and then from there after the last thing you're going to do over here where it could be really valuable is getting other colors other colors 100 it gives you more flexibility and variability past that you're going to move your crew members uh any crew members in section box because at this point your security section might have three or four crew members some of them are in the med bay some of them are resting you might have two in your faction box you can choose to move any one of them or multiple them to various spots in here to get different benefits extra science points performing a rank up getting additional uh you know what's called plus one to the ship attribute so these again these are basically putting your crew to work on sections of the ship even as the rest of you are going down to the next planet with me so far and this is basically it from there we move to the mission procedures we're going to go to the mission launch procedure where we're going to this is the only part where you have a bigger section of text but again you can mostly skip it once you know it you're going to review the planetary information card that is the idea that in this card over here sorry wrong side you can choose to spend energy at this point to potentially spend additional one two or three energy to find out as much as you need about the planet that you have discovered how does it tell you well once you decide how much you're spending you would end spoilers you would flip and see that much so cool yes so cool such a simple system yep sliding card sliding you get to see as much of the card as you're willing to buy you'll get to see that these are the roles that are going to be frequently i'm just saying i love that it's like do you want it all because it's all there so my problem that i've consistently had is i get so excited about the energy that i'm spending doing the earlier phases yeah i'm like oh oh i forgot to spend energy we're going to the blue one going to the blue one that's exactly it and it's important it's so important i just keep forgetting from there you're going to choose and prepare the away team which is choose the specific crew members man this is the important that order is important because you might know which dice you need is my is the team that's going out always one security bastion one engineering crew member so you can choose however many different sections you want but it's only going to be one person from each crew that's what i was asking yeah so you're going out with a team it's a squad of people yeah squad people then you go to the choose and prepare the away team you're going to select any equipment which will be you'll have limited how many you'll have a limit to how much equipment you actually have in your lander you prepare your action decks which is the idea that you have different action decks you need a minimum of 10 cards but as your characters upgrade you unlock access to different cards so there's a little bit of depth construction a little bit of that construction how much do you think so i haven't overly delved into that yet because i haven't really had upgraded characters i only have one upgraded character there's enough that it gives you choices but so far what i've seen hasn't been i wouldn't consider this a deck building would you say would you say tainted grail esque where you haven't played it yet so in tainted grail you have a big deck of potential character cards but you're progressing by upgrading one or two at a time and then you're continuing to develop and go and and cycle that okay so you're never you're never going sitting down with a hundred or you know 200 cards and trying to figure out the solution which i don't enjoy you're instead this develops as you play and you might hot swap two or three things based on the scenario you're going after so when you upgrade a character you can unlock a whole host of new cards for that character's tree but a whole host is limited like you'll go from having 10 possible cards to 20 possible cards that sounds familiar to tainted girl then you build your deck how you want obviously you want to choose the best cards because you want a higher chance of drawing the cards that are good for you not quite the same in terms of progression but it's not the in terms of not being overwhelming it sounds responsible yep and that's going to be obviously more impacted by what you know what you found out over here will let you build your deck because that happens after then you're going to load the supplies which is your main resource of actually surviving and then you're going to strap in and go through a lander phase where you'll read a specific log that is listed on the planet car that you're about to land on a log a log read log35 from there you land on the planet board you start your mission and we go full circle rinse and repeat upgrade explore develop this is this is an interesting game i'm excited you should be excited i'm so excited uh so for context for me in games that are big campaign games that scale there's always usually a comfortable point where i save and start up again where do you see that being here is it somewhere in the middle of this logbook is it right before you land on a planet so so i've been recording exactly how long each game took me for that context i want to understand because one of my problems with seventh content for example is the fact the seventh continent even though they have a beautiful save system your actual explorations are like seven hours ten hours i'm not like leaving that on the table is hard and so i don't like saving systems i don't like it so they have a quick save system here what i've found so far is i've gone through the tutorial mission which is 40 minutes so far i've gone through the first ship phase which as i said was 54 minutes i went through the second full mission which is a lot of stuff happens there a lot of stuff happens on that mission not going to spoil it but that was around two and a half hours and then the second ship phase was 45 minutes which means for me the way i would approach this game is a full a full session of this game seems to come in at around three hours and it's worth noting they're still looking at different things in terms of streamlining so for instance those dice rolling in between phases i know a lot of people were concerned about that while it didn't bother me i don't think it added to the gameplay for me either similar to something they're still refining and they talked about specifically they are looking into it they might adjust it because it's not again it didn't get in the way it's just an extra thing to do we're gonna see another probably six months eight months of development on this before they get print right 100 and they they plan on listening to the community they plan on talking to the various people the awaken realms awaken realms i think the community literally chose the box cover they did yes against against against what some of the people in awakened realms really felt like the box covers the other one i wanted the white one uh i did as well that's all right i'm happy with how it is whatever i actually there was a red one that was really striking red one yeah there was with the with the v split in the center and the artwork there did not see it yeah there was there's been some good ones there's been some good ones yep and that basically is how you play in two phases make sure by the way make sure there will be gameplay content on both of these sections there'll be a full planetary mine will be the planetary over on quake elope yep and i will have the ship facebook over on board gamecube we're letting people starve yes and primarily uh because i think i think it fits because you have the narrative aspect of the real exploration i have the more decision and how to allocate resources both those are already in tune and then and then additionally i didn't know how much you fit till you said it right there the ship phase comes in at around like i said 40 30 to 45 minutes and the planetary explosion phase is around two hours and your content tends to be longer than mine so in both cases it really just aligns yeah and that is basically everything which means we have to figure out how to join this off or split this off but remember to do the important thing and watch both our videos does that work yeah bye have a good one
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Channel: BoardGameCo
Views: 11,825
Rating: 4.8924732 out of 5
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Id: UTVmhhpdYq8
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Length: 45min 50sec (2750 seconds)
Published: Sun Dec 06 2020
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