Kanban EV - How to Play - Full tutorial video

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[Music] Hi, my name is Paul Grogan, and in this Gaming Rules video I'm going  to be teaching you how to play Kanban EV, designed by Vital Lacerda and published by  Eagle-Gryphon Games, who sponsored this video. In Kanban EV you and up to 3 other  players are employees in a car factory trying to secure your career  and impress the boss, Sandra. You will take new car designs,  order in new parts to the Warehouse, take some of those parts and  store them on your own board, using them in Assembly to produce cars which  roll along the conveyor and onto the Test Track, where they can be claimed  and placed in your garage. You can also upgrade the 6 different parts of  each model, making the cars worth more points. All the time your actions are being  watched by Sandra, the factory manager. She moves through the departments,   evaluating those who have fallen behind  on their training and underperforming. At the end of each working day there may be an  end-of-week scoring if Sandra is at her desk, and there could also be a meeting  where the players present their progress on a number of current  Performance Goals to Sandra, in order to earn her favour. After a certain amount of time and a number  of meetings the game ends with final scoring, and the player with the most points at the end of the game is declared the  winner and earns a promotion. Place the game board in the  middle of the play area. Place the Sandra reference tile here. Use the side with the red stripe. Place the car parts next to the game board  and choose 3 different ones at random, and place them in the  Recycling section of the board. Place the parts, vouchers, and  Books next to the game board. Separate the Factory goals into  3 stacks based on their type. From each stack choose 2 at random to  use, and return the others to the box. Place the certification goals face up in   the matching numbered spaces  above the Certification Track, and place the other goals in  pairs on the spaces in R & D. In each pair the goal with the lower  number of icons should be on top, and the one with the most icons on the bottom. Then place a number of Generic  Speech tokens on each Factory Goal. In a 2 player game place 1  token on each Factory Goal, in a 3 player game place 2 tokens on the  Factory Goal with the lower number of each pair, and then 1 token on the  one with the higher number, and in a 4 player game place  2 tokens on each Factory Goal. In the R & D Department, if playing with 2 or 3 players, cover the Test Track with the overlay board, depicting the same number of people as players in the game. Place the car part value markers face up on the leftmost space of the Upgrade  Value Track, this side up. Place the Pace Car in either of the  striped spaces, facing counterclockwise. Place the production cycle marker and  meeting marker inside the Test Track. Shuffle the Design tiles and place one at  random in each of the rightmost 8 spaces of the Design Department, design side up. Place the rest of the designs in  3 stacks of 9 tiles each here. The leftmost stack is known as the Central stack and the other 2 are the First Office stacks. In the Assembly Department place one car  of each colour in the matching spaces, facing to the left. Place another car of each colour on the  yellow plate to the left of each other car. Place all of the other cars next to the  game board near the Assembly Department. Shuffle the 5 demand tiles and  place one at random face up in each of the 2 spaces near the end of the line, and place the remaining 3  face down in a stack nearby. On the face up ones place a number of Generic Speech tokens next to each tile, as depicted on the tile. Shuffle the Kanban order cards and place them  face down next to the Logistics Department. Reveal the top card and place the 6 depicted car parts in the corresponding spaces of the Warehouse, then put the card face down  on the bottom of the deck. Shuffle the Performance Goal cards and place 4  of them in the Meeting Room in Administration, then place the rest of them  face down in a deck nearby. Choose one of the Final Goal  tiles at random and place it here, returning all of the other  Final Goal tiles to the box. place the week marker here,  and place Sandra at her desk. Shuffle the Award tiles and make 5 stacks  of either 2 tiles for a 2 and 3 player game, or stacks of 3 tiles in a 4 player game. Return the rest of the tiles to the box. Each of the 5 departments has a Training Track. Near the last space place a stack of tiles  and put a Generic Speech Token on top. Each player chooses a colour and takes a player  board and all other components in that colour. Place one of your Speech tokens  in a slot on your player board, and the rest next to your board. Place your basic Garage Bonus  tiles face up on your garages. The order doesn't matter except for  the one with the padlock on the back, which must be placed on the right. Place a Double Upgrade Tile here, this side up. Place a lock on each of  the 5 visible lock symbols. Take a Parts Voucher and place it here, and then draw 3 Performance Goal cards and 2  Kanban order cards, and keep them in your hand. You don't need to keep these  cards in your hand the whole game, just put them face down on  the table if you need to. Place one of your discs on the starting space  of each of the 5 department Training Tracks, and place your banked shift marker  on the left space of the Shift Bank. Place your final disc as a production points  marker on space 15 of the points track. Use this to track your points  gained or lost during the game. After setup is complete, but before the game  begins, there's a few more steps to perform. This is the new employee orientation. Choose a start player at random, and then  beginning with that player and going clockwise, each player places their  certification marker on an empty space in the leftmost section of  the Certification Track. When you place your marker on a space gain the  benefit of that space as depicted by the icon. The order of the markers here, from right to  left, is known as the Certification Track order. It's important for the next step and also  for the turn order at the start of the game. In this order each player takes  one car part from Logistics, and then one design from either  of the rightmost 8 spaces, or from the top of one of the stacks, and places them both on their player board. Note that during the game if you take a  design from one of the 4 rightmost spaces you would gain a benefit. That benefit does not apply during setup. After all players have taken  their car parts and designs, refill any empty spaces in Design by  sliding tiles to the right to fill any gaps, and then filling any empty spaces with tiles  from the corresponding First Office stack. That's the setup of the game  done, you're now ready to play. The game is played over a series of rounds, with each round representing  one day of work in the factory. Each day is divided into 2 phases. Phase 1 is the department selection phase, where players take turns to  choose a workstation in a   department that they want to work in for that day. And then in phase 2, in workstation  order, players use their shifts to work and/or train in the department they're in. At the end of each working day except for the  first, if Sandra is at her desk in Administration there is an end-of-week scoring. And also, if the meeting Marker is in  Administration it's time for a meeting, where players can gain points by impressing  Sandra, talking about their achievements. The process of work days continues until there  have been a certain number of weeks and meetings, at which point the game ends and  you proceed to final scoring. The first day of the game,  in Certification Track order, each player chooses an empty workstation  and places their worker there. In subsequent rounds each player in  order, from top to bottom on the board, selects a different department to  the one that they're currently in, and then places their worker on an  empty workstation in that department. What this means is that the choice you make on  one day affects your choice on the next day. And it's company policy that you cannot  work in the same department 2 days running. On the first day Sandra works in Admin,  filling in very important paperwork. However, during this phase on subsequent  days, Sandra moves to another department when it's her turn to select another department. For example, on day 2 all the players  take turns to choose another department, and then because Sandra is at the bottom  of the board she takes her turn last and she moves to the next empty  workstation of the next department. If all of the workstations in  the next department are occupied she skips that department  and moves on to the next one. In the work phase each player, including Sandra,  takes a turn in the new order of workers, from top to bottom. When it's your turn you work a number of shifts  as determined by the workstation you chose. This is either 2 or 3 shifts for  workstations in all departments, apart from Administration where it's 1 or 2. And also, if you have any banked shifts you  may spend some of them to work extra shifts. Each shift represents 3 hours of time, and you are  not allowed to work more than 4 shifts per day. There are various tasks that can  be completed in each department, some taking just one shift and some taking more. After you have completed your  turn, lay your worker down to indicate that you have  finished work for the day. After a possible meeting and end of  week scoring, if the game hasn't ended proceed with the next day. Before I explain how the individual departments   work I'm going to talk about  training and certification because it applies to all departments. Each department has its own Training Track, indicating the current level of  training of each of the players. When you work in a department one of the  tasks that you can perform is to train. For each shift you spend on training  move your marker to the next space, placing it on top of any  other markers already there. If your marker crosses the arrow you are  considered to be certified in that department. When this happens, look at the  Certification Track and move your marker to an empty space in the next section,  gaining the benefit of that space. Being certified in a department also gives  you some benefit in the department itself and removes one of the locks  from your player board. I'll explain both of these in more detail when  I cover the specific rules for each department. Also, when working in a department, before  or after spending your shifts you can return one or more Book tokens back to the supply. Each Book you return gives  you 1 point of training, moving your marker one space  forward on the Training Track. This does not cost any shifts at all  as it represents you doing homework and gaining extra training on your own time. Even after you are certified you can  continue to train in the department, up to the point where you become an expert  by reaching the final space of the track. The first player to do this in each  department takes the Speech Token on top of the stack of Award tiles and then  secretly looks through the Award tiles, takes one of them, and puts  the rest back face down. Award tiles give you an immediate benefit  and are then removed from the game. Any other player who reaches the final space  chooses an Award tile from those remaining. At the end of the game you  will also gain points based   on your relative position on the Training Tracks. There's a few key rules I need to cover before  we jump into explaining the departments, Books, Parts Vouchers, banked  shifts, and Generic Speech tokens. There are various ways in the game  to gain Books and Parts Vouchers, and when you gain either of them place  them to the side of your player board. You cannot use them on the  same turn as you get them. At the end of your turn move  them onto your player board, where you can now use them on a future turn. There are also a number of ways in  which you can gain banked shifts. When you do, move your marker up the Shift Bank. But like Books and Parts Vouchers, you cannot use  banked shifts on the same turn that you get them. During the game you can  gain Generic Speech tokens. Whenever you do, return the token to the  supply and move one of your Speech tokens from the side of your player board to  one of the slots on your player board. If all of the slots are filled already,   keep the Generic token by the  side of your player board instead. You can exchange them for one  of your own after a meeting. Instead of covering the departments in  the order in which they are on the board I'm actually going to explain them in the  logical order of workflow of car manufacturing. The first of these is the Design Department. Designs are created here, which are then  used in R & D to upgrade specific parts. or to claim cars into your garage for testing. Other than training there is only one other  task that can be completed in this department, which is Select a Design. This task costs 1 shift to complete and allows  you to choose any of the 8 rightmost designs and move it to an empty  space on your player board. If you choose one of the designs  from the 2 rightmost columns you gain the benefit depicted between the columns, either 1 banked shift or 1 Book. Whenever you take a design, do not  automatically fill in any gaps. However, after you have finished  spending all of your shifts here, slide all designs in both rows  to the right to fill any gaps and then refill any empty spaces with tiles  from the corresponding First Office stacks. If the First Office stack is depleted, refill  empty spaces with designs from the Central stack. When you become certified in this  department you get 2 benefits. First you remove this padlock  from your player board, allowing you to have one more design on your desk. Second, a new task becomes available to you in  this department, Selecting an Advanced Design. This task is similar to the normal one except that  you can now take the top designs from the stacks. If you take the last design from  one of the First Office stacks replace it with the tile from the Central stack. The Logistics Department is where you  can restock the Warehouse with car parts and then take the ones you need. Other than training there are 2 tasks  that can be completed in this department. The first of these is to issue a Kanban order, which costs one shift and can  only be done once per turn. First you gain one banked shift. Remember that you cannot use banked  shifts on the turn that you acquire them. Then choose one of the 2 Kanban  order cards from your hand and place it onto the Kanban  space of the main board. There are 4 possible ways you can  place the card, either here or here, or you can rotate the card  and put it here or here. Then for each symbol that matches  a Warehouse on its side of the line add one car part to the appropriate Warehouse. So here you would add 2 batteries,  1 motor, and 1 Electronics. The drivetrain and autopilots are not added   because the symbols are on  the wrong side of the line. If the card would have been  placed like this instead you would have added 2 batteries,  1 drivetrain and 1 Electronics. And remember the card could have been rotated  in place in either of these 2 positions instead. Finally, place the card on the bottom of  the deck and draw a new card into your hand. The second task you can complete here is  to collect car parts, which cost 1 shift. Select one of the Warehouses and take any  number of car parts from that Warehouse and place them on your player board. You cannot take more car parts  than you can fit on your board. When you become certified in this  department you get 2 benefits. First you remove this padlock  from your player board, giving you a bigger cupboard  to store your car parts in. And then second a new task becomes  available to you in this department, which is Receiving a Parts Voucher. This costs 1 shift and can  only be taken once per turn. You simply take a Parts Voucher and  place it next to your player board. At the end of your turn move  the voucher onto your board. The Assembly Department is where  you use your car parts to build cars and watch them roll down the Assembly Line. At the start of your turn, when  working in this department, before completing any tasks check the Assembly  spaces for each of the models of cars. If a model has all of its  Assembly full of car parts,   then return all of those parts to the supply. Then other than training there is one  task to complete in this department. Providing a Car Part. This costs 1 shift. First move a car part from your player  board to any empty Assembly space. The part must be different from any other part  currently on Assembly spaces of that model. Also if the model has had any  of its car parts upgraded, which is something I'll explain later on, all upgraded parts must be  provided before non-upgraded parts. For example here, the city car has  had its body and Electronics upgraded. Therefore the next car part that must  be provided here is the Electronics. After a car part is added, move the car  at the start of the Assembly Line forward. If a car is moved onto a space  occupied by another car the other car is displaced along the path, following the arrows. And this continues until no  more cars can be displaced. If there is ever an option of paths  you choose which path the cars take. Finally, place a new car of the appropriate  model onto the start of the Assembly Line. One common misunderstanding  when learning this game is that it's important to remember that a new car  is added every time a single car part is added, not just when all of the spaces are full. If a car moves off the end of the  conveyor complete some extra steps. First you gain 1 or 2 points, depending  on which conveyor delivered the car. And then if the car model matches  either of the depicted Demand tiles, you gain a Generic Speech Token from next  to the Demand Tile, if there are any left. Finally, move the car to the end of  the line of cars behind the Pace Car. There can only ever be 4 cars behind the Pace Car. If a fifth car would be added, first remove  the car directly behind the Pace Car. Advance the other cars and then  put the new car at the back. At the end of your turn check the Demand tiles. If either of them now have no  more Speech tokens next to them the current demand for that  type of car has been met. Take a new Demand Tile and  place it onto the Demand Space, shuffling the previous tile back into the stack. Then place a number of Generic Speech  tokens next to it as indicated. When you become certified in this department you  unlock the fifth garage on your player board. You can now use this garage to park a car  in, which I'll explain in the next chapter. Before moving on there's 2 extra  rules that I want to explain, and that's Parts Vouchers and Recycling. If you have any Parts Vouchers you can use  one of them as if it were any car part, but you can only do this at the  moment you actually need it, and it's used as if it was that car part. You cannot for example just  spend a voucher to take a part. Ao going back to the previous example, if  you needed to provide an Electronics part and you didn't have one,  but you had a Parts Voucher. Then you could spend that Parts Voucher  to use an Electronics part from the supply and place it into Assembly. Also you could use a Parts Voucher  even if you had the part you needed. The other thing I wanted to  mention now is Recycling. The Recycling Area of the board is  available at any time on your turn, no matter what department you are working in. You can exchange a car part from your board with one in Recycling. There can only ever be 3 parts in  Recycling, and they must all be different. You can use Recycling for free as  many times as you want on your turn. In the R & D department you can  claim cars from the Test Track   and put them into your garage for testing, and you can also upgrade the  parts of the different models. Other than training there are 2  tasks to complete in this department. The first one I'll explain is Claiming Cars. To do this you must have designs on your  desk that match the cars you want to take. You can claim multiple cars  as part of the same task. The number of shifts that it  cost to claim cars depends on the position of the car behind the Pace Car. The first car costs 1 shift, the  second and third cars cost 2 shifts, and the fourth car costs 3 shifts. Remember that you cannot spend  more than 4 shifts per day. To claim a car, take a design from your  desk that matches the car you want to claim and return it to the bottom of the Central stack. Then take the claimed car and place  it into one of your empty garages. If you don't have any empty  garages you cannot claim a car. Whenever you place a car in a garage,  receive the benefit of that garage. These benefits are all explained  in the reference booklet. After you have finished claiming all of  the cars that you want to on your turn, advance the Pace Car a number of spaces  counterclockwise around the Test Track equal to the number of cars claimed, and then advance the other cars behind it. If the Pace Car reaches or  crosses one of the striped spaces move the meeting marker from  here into Administration. This indicates that there will be a  meeting at the end of the current day. The second task in R & D is to upgrade a design, which costs 1 shift each time you want to do it. Choose a design on your desk  that depicts a car part icon. This represents the specific  part that you will upgrade, and the Design Tile shows the model of  car which you will upgrade that part in. You must also have the corresponding car part. But remember, you can use a Parts  Voucher or Recycling if you need to. Place the car part onto an empty upgrade  space for the model that you are upgrading and receive the benefit of the space, if any. On the Upgrade Value Track,   move the marker for the car part that  you just upgraded 1 space to the right, and then flip the design you used face down  and place it to the right of your player board, immediately scoring the 2  points shown on the tile. When you become certified in this department  remove the lock from your Double Upgrade Tile. You now have a once per game ability, that when you upgrade a design  like I've just talked about you can choose to make it a double upgrade. If you do this, increase the car parts  value by 2 instead of 1 and flip it over. This means that it cannot be double  upgraded again during the game. You then immediately gain points equal  to the new value of the car part, and then you flip your Double Upgrade Tile  over to show that you have used this ability. At this point in the rules explanation I just want   to take a moment to talk about  the concept of Tested Designs. If you have an Upgraded Design Tile for a model  of car that you have in one of your garages that design is known as a Tested Design. For example, if you previously  upgraded the motor of the sports car and then claim a sports car from the Test Track, the design that you have becomes a Tested Design. To show that a design is tested, move it to  the slot above the matching car in your garage. Various game effects refer to Tested Designs,  so it helps to be easily able to identify which of your designs are  tested and which ones are not. The final department to explain is Administration,  which is a bit different to the others. From here you can micromanage other departments. When you work in Administration the  only task available to you is training, however you can select 1 other department  and spend shifts and Books there as if you were working in that department too. For example, you're at this  workstation that gives you 2 shifts. You then spend 1 of your banked shifts to  work an extra one, giving you 3 in total. You choose to micromanage the Design Department. You can spend one of your shifts  training in Administration, another shift to train in Design, and your third shift to take one of  the designs to your player board. You can then also spend your Books to  train in Administration and/or Design. The Administration department is really  useful if all of the workstations are full in the department that you really  wanted to work in that turn. You just work in Administration and  micromanage that department instead. When you become certified in this department,  remove the lock from your Speech Token slot. You can now have 5 Speech tokens instead of 4. At the start of the game you may remember that 3  pairs of Factory Goals were placed on the board, 4 in the 2 parts of R & D and 2  above the Certification Track. These Factory Goals represents  the part of the factory where the Board of Directors want  to see some improvement. As soon as you meet the  requirements of one of these goals take one of the Speech tokens from the tile. And once all tokens have been taken  remove the goal from the game. These 2 goals relate to the  number of cars in your garages. So here, as soon as you have 2 cars  in your garages you meet this goal, and then if you have 4 cars in  your garages you meet this one. These goals relate to the number  of Upgraded Designs you have, which are the designs either to the  side of your player board or above it. And these goals relate to the  number of certifications you have. In other words which section of the  Certification Track your marker is in. Completing Factory Goals is basically  another way to gain Speech tokens, and I will explain how these  work in a later chapter. The Factory Manager Sandra is  responsible for the factory production. She is also constantly  monitoring your performance. As mentioned earlier, in the department selection phase Sandra takes her turn in order to select a new department. Whenever she moves to Administration however, instead of placing her at a  workstation place her at her desk. From day 2 onwards when you are resolving the  player turns, Sandra takes her turn in order and she evaluates the department that she is in. Look at the Training Track for that department. The player or players who have  the least training are evaluated, whether or not they are currently  working in the department. If you are evaluated look at the  criteria for penalty on the player aid. If you meet this criteria you lose 1 point plus another point for each banked  shift you have fewer than 5. For example, Sandra is  evaluating the Design Department. Purple and blue have the least training  in that area and are therefore evaluated. The criteria for getting a  penalty in this department is having 2 or fewer designs on your board. Purple has 3 designs so suffers no penalty. Blue however has no designs and loses 4 points, 1 for the base penalty and another 3  because blue only has 2 banked shifts. After evaluating the department that she's  in Sandra also carries out her own task. These tasks are all explained on the  player aid, but I will cover them here. In R & D the cars on the Test  Track are advanced 1 space, and if the Pace Car moves to a striped  space move the meeting marker as usual. In Assembly Sandra's task is to remove  all car parts from Assembly spaces. In Logistics she removes all but  1 car part from each Warehouse. In Design Sandra shuffles the rightmost 4  tiles to the bottom of the Central stack. Slide the tiles down and then  refill any gaps as normal. An Administration Sandra's task  is to perform end-of-week scoring. This does not happen in the  first round of the game. When Sandra performs her task in  Administration the week comes to an end and all players score points as follows. Look at the cars in your garages.  For each car you score 1 point, for each upgrade that has been made to that model, as shown by the number of car parts  on upgrade spaces of that model, then score another point or each  Tested Design you have of that model. Here for example, you have 2  sports cars in your garages. There are 3 upgrades to the sports cars so the  cars are worth a base amount of 3 points each. However, you also have a  Tested Design for sports cars because it was you that upgraded the Electronics, making each of these cars worth 4  points each for a total of 8 points. After all players have scored  points for the cars in their garages move the week marker one space forward if able. This may trigger the end of the  game which I'll explain soon. At the end of each day check to see if the meeting  marker is on the meeting space in Administration. And remember that it's moved here when the Pace  Car reaches or passes one of the striped spaces. At the meeting you and the other players will  use your Speech Tokens you have been collecting along with the Performance Goals  on display, to gain points. At the start of the meeting there  are 4 visible Performance Goals. but during the meeting each player must play  exactly one of the 3 goals from their hand. So there will be more goals  as the meeting goes on. To resolve a meeting players take turns in the  order of the markers on the Certification Track. Once all players have taken a turn  the process repeats again and again, until all players have passed. And once you have passed, the next time  it's your turn you could jump back in. But the meeting will end when  all players pass consecutively. On your turn you must choose to do one of  the following 2 options, speak or pass. If you choose to speak there are 2 steps to carry  out and you can do one or both of these steps. First you may play a Performance Goal card from  your hand, placing it near the other goals. At some point in the meeting  you must play one, and only one, of your Performance Goal cards from your hand,  and you cannot pass until you have done so. But exactly when you play one is up to you. The second step you choose when speaking  is to place one of your Speech tokens from your player board onto  a goal card of your choice. If you played a Performance Goal this turn  and you chose to play a Speech Token as well it must be placed on the  goal that you've just placed. When placing a Speech Token, place it on the  highest numbered empty space on the card. Each player can only have  one Speech Token per card. When you place a Speech Token on a  card you immediately score that goal. The card depicts the criteria for scoring,  and you can score it a number of times up to a maximum of the multiplier printed  on the space where you placed a token. For example, this goal is  about having Upgraded Designs. It's perfect for you since you have 5 of them. You take the first turn at the meeting,   so you jump at the chance to  tell Sandra how great you are, placing a Speech Token on the top space. And even though you have 5 Upgraded  Designs the multiplier is a times 3, therefore you can only score 3 of them. Each is worth 2 points, so you score 6 points. The orange player is next and they decide  to talk about Upgraded Designs too. The next multiplier is times 2  but they only have one of them, so they only score 2 points. You can even place a token on a goal  if it would score you no points, but be careful doing this too much as there  are probably better uses for your tokens. Also, you're not required to place a Speech Token  on your own goal, although you probably want to, because you probably should have been  spending time before the meeting to look at the 3 goal cards in your hand and work  out which one of them you're going to play when it comes to the meeting. Remember you must play one of your goal cards. And once you have played your goal   other people can jump on it and  speak about it on their turns too, so be careful when playing one that  other players don't get too much benefit. Your other option in the meeting is to pass. You cannot pass if you have not  yet played your Performance Goal, and also if you do pass you can still  take part in the meeting on a later turn. It can be sometimes beneficial to pass and wait  to see what goals the other players might play. One quick note about the Recycling Area. During a meeting this area  is closed and cannot be used. This is important because some of the  goals refer to having certain car parts, so you must get them before the  meeting starts if you want to use them. Once all players pass consecutively the meeting  is over and you perform the following steps. All Speech Tokens used are  returned back to the players, but they're placed to the side  of their player board, not on it. Any Speech Tokens you did not  use remain in their slots. If at this point you have any Generic  Speech tokens return them to the supply , and for each one you return move a Speech  Token to an empty slot on your board. Then discard all face up Performance  Goals, removing them from the game. Each player then chooses one of the  2 remaining goals from their hand and places it face down in the meeting room. Once they are all placed reveal them,  and if playing with fewer than 4 players fill the rest of the remaining  spaces with cards from the deck. Each player then draws 2 new  Performance Goals from the deck so that they have 3 cards in hand again. Return the meeting marker back to the Test Track and advance the production cycle  marker one space forward if able. The production cycle marker and the  week marker track the end of the game. When one of them is on at least the second  space, and the other one is on the third space, the end of the game is triggered. Finish the current day including an end  of week scoring and meeting if appropriate and then proceed to final scoring. First look at the Final Goal tile  which depicts 3 separate achievements. You should have been looking at  this tile from the start of the game as it will give you an objective to aim  for that will score you more points . The criteria for being able to score each  of the achievements is shown on the tile. For example, this achievement requires you to have  3 of the same type of car and it's worth 7 points. This one is for having 3 different  Upgraded Designs for 6 points. And the last one is for having all 5  certifications and is worth 8 points. To score an achievement you need to use one  of your Speech Tokens from your player board or a generic one from the  side of your player board. Multiple players can score the same achievement. You then score 1 point for  each shift you have banked, and you score 1 point for each Speech Token,  Book, and Parts Voucher on your board, as well as 1 point for each Generic  Speech Token next to your board. Next look at the Training  Track in each department. The player who is in first  position scores 5 points, then 3 for second, and 1 for third. If multiple players are on the same space it's the  one on top of the stack who is considered ahead. And note, if you haven't trained in this  department at all you cannot score points. So here purple scores 5 points, yellow  scores 3, and nobody gets the third place. You then gain points for each car in  your garage, this is depicted here. And finally you score points for each of your  Tested Designs, the ones above your player board. Each design is worth a number of points  according to the value of the depicted car part, as shown here. And the player with the most point wins. If there is a tie there are 3 tiebreakers. The most cars, the most Tested Designs,  and then the most banked shifts. If somehow there is still a tie  all tied players share the victory. Four variants are included in the game for  you to change things to suit your tastes. In the first variant Sandra  is a much nicer manager, rewarding you for things that you've done well   rather than penalizing you for  things that you've done badly. Use the side of the reference tile with  the green stripe instead of the red stripe. Also since you cannot lose points  in this version of the game players start on zero points instead of 15. Whenever Sandra evaluates a department she  rewards the players with the most training there instead of penalizing the  ones with the least training. And the criteria for receiving a reward is  now for having 2 of the appropriate thing, rather than not having 2 of them. The reward itself is simple, 1  point for each banked shift over 5. The second variant is called The Planner. During setup place your 4 Garage  Bonus tiles in any order you want. The tile with the lock is still  placed on the rightmost space. During the game when you claim a car it must  be placed in your leftmost empty garage. Variant 3 is Expert Tuning. During setup use the Expert Garage Tiles instead  of the basic ones, and it's as simple as that. But note you could have some  players using the Basic Garage Tiles and the others using the Expert Garage Tiles. For example, if experienced players  are playing with a new player. The final variant is Delayed Tuning. In this variant you keep the 4 leftmost  Garage Bonus Tiles next to your player board instead of placing them in the slots. Only the tile with the lock is  placed in the rightmost space. And now, when you claim a car you  place it in one of your garages and choose any one of your tiles next to  your board, and place it in that garage. You can gain the bonus of  the tile by flipping it over, but this cannot be done on the  same turn as you gained the tile. And that is how you play Kanban EV. The game also comes with a solo mode  which I have a play through video for coming shortly after I release this video, so if you want to see that find the link in the  show notes or click on the little i in the corner. I also aim to do a multiplayer  play through in future too. And when I do that I will add links as well. Please remember to give this video a thumbs  up and leave a comment if you enjoyed it, and if you have any questions about the game   please feel free to leave  them in the comments below. Thank you to Eagle-Gryphon  Games for sponsoring this video and to all of my Patreon supporters  who help fund the channel. Until next time, take care  and thanks for watching. [Music] Gaming Rules is proudly sponsored by Game  Toppers, upgrading your gaming experience. visit GameToppersLLC.com
Info
Channel: Gaming Rules!
Views: 23,102
Rating: 4.9607844 out of 5
Keywords: boardgame, board game, gaming rules, paul grogan, kanban, how to play, instructional, Kanban EV, Vital Lacerda, how-to-play, Kanban E V
Id: Pxyj7kCzwFc
Channel Id: undefined
Length: 36min 12sec (2172 seconds)
Published: Wed Nov 25 2020
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