Merchants Cove - Tutorial & Playthrough

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welcome to the dragon's games tutorial for merchants cove in this video i'll be teaching you all of the rules to the game while it's being played and i will be showing one out of the game's three rounds today now i would like to ask that if you end up enjoying this video that you please click the like button for it down below as well as the subscribe button for the channel in addition to that if you'd like to directly support the channel and the creation of videos like this one in the future then please go to drongetsgames.com support there you'll find a bunch of ways you can really help things out and some of them come with perks like watching some videos early and advertisement free as well as the possibility of voting on which of those videos are made alright let's jump into the game out here we have the game fully set up and ready to play for our four different players before i start i would like to ask that you please turn on the klingon subtitles i might make mistakes as i'm showing this game and those will let me put corrections on the screen where you should be able to see them and i will also put corrections below the video in the top comment well let's start things off with a brief overview of the game in the middle of the table we have merchants cove and out on the water there are six different boats with adventurers on them that are going to be heading towards the cove to then try and purchase the wares that each of the players is going to be providing now each player is in control of a specific merchant and all of these merchants have their own rules to them the alchemist over here is going to be gathering various potions from a stacking sliding game and they will then use those potions to create the wares they want to sell to these adventurers up here the captain is going to be sailing all of these ships around to these waters they will then be able to gather various treasures as well as seafood that they can then sell to the adventurers that arrive at the port and down here we have the blacksmith who is going to be rolling and adding to their pool of dice as they then allocate them into various parts of their furnace to create their wares finally there is the chronomancer and their assistant and they are going to be manipulating the time stream so that they can jump to different times to gather the various items they want to sell to adventurers now the structure of the game involves this time track down here and the player whose token is farthest back on the track gets to take their turn now on your turn you're going to move your pawn somewhere on your own personal board and then perform the actions there those could be general actions that everyone can do like gathering townsfolk to help you out or it could be the specific actions that are custom to your player board now as you take actions you will be spending time and then other players will take their turn once every player has reached or passed this market token that will bring the production phase to an end and then all players can simultaneously sell their wares to the various adventures that have arrived at these piers and then we are going to do clean up and then reset this track and we will perform three of those rounds throughout the game now i have definitely simplified all of these things in the overview and i will describe how each of them works as we are playing through the game speaking of that i think it is now time to start playing the game and if we look down here we have an outline of the four phases that happen within each of the game's three rounds the first thing that we have to do is an arrival phase and the way this works is we are going to reach into this bag and randomly pull out two adventurers and place them onto each of these six boats as you can see i've actually already done that and at the end of the arrival phase every boat is going to have two more open spots for more adventures to be added in during the production phase i'll describe how that works later on in the tutorial and at this point the arrival phase is done that means we can move into the production phase which is where most of the game's actions are going to take place now the way this phase works is we look over here to the time track and the player whose token is farthest back on the track can then take their turn if there are ever ties where you have tokens on top of each other then the token that is on top is to take their turn and at the start of the round all of the tokens are on top of each other so that means the chronomancer can now take the first turn of the production phase now we are going to be playing as the chronomancer for this tutorial so let's now take our first production phase turn with that in mind let's now focus up here and now what we have to do is move one of our two pawns onto an action space and then perform the associated actions as well as spend the associated amount of time now for the chronomancer we actually have two of these pawns whereas the other three merchants in this game have one but the case is still that on our turn we are just going to move one of these now we do have a couple of special rules for the chronomancer board and the first of these is that the chronomancer themself can never go onto the same spot or beyond the assistant that means at this point we actually have to start with this assistant because when we move these pawns we are going to go clockwise around the board going across this top row from the left to the right and then across the bottom row from the right over to the left so we must move our assistant and we can move as far as we want with the only restriction being that the assistant cannot go on to a chronomatcher spot and the assistant cannot pass one of these assistant time freeze locations you have to stop there and then on a future turn move on beyond it now what that means is we could go to any of these four action spaces for this first turn of the game and i think we are going to head onto this spot here now after we have decided where we want to go we can perform the action and for the chronomancer that means we are going to gain all of the benefits that show up in the top right area next to that action spot now this says that we can create a small yellow good or a small blue good we've essentially jumped back into the time stream to find one of those to then make it available for sale to adventurers later on in the game so let's look over here and as you can see there are four different colors of goods and there are small and large goods for each of these colors now that is going to be the case for all of the merchants that we have in this game and as i just mentioned we can find a yellow or blue small good and place it for sale i think let's go ahead and find this small yellow good so we've grabbed this out of a time portal and then we can place it over here because any goods on this table are going to be up for sale later on in the round and the specific position that these are on on this table does not actually matter so we have now performed this transaction now before we move on i do want to say that i will be describing how each of the other actions work later on in the tutorial in particular the freeze time special assistant action as well as the shifting timelines action which will change the action options that we have on this board as i said we are done with our action and now we have to gain corruption cards and or move our time forward on the track now as you can see there are skull icons that show up on some of these actions and if there was a skull icon on the action we chose this turn we would then have to draw a corruption card these are down here and most of them just show a corruption icon on the back although some of them have other icons on them like this here and at the end of the game every single one of these corruption skull icons that we have is going to be worth negative gold equal to the number of rogues over here in the lair that means if we were to draw this card right here then that would currently be worth negative two points but if more rogues enter this area that will make this corruption card worse so in general you do not want these corruption cards but it is worth noting that some of them like this will give you the opportunity to gain victory points for the other different adventurers in their spots while also suffering points from the lair so in general you do not want corruption cards but they are often associated with powerful actions so i imagine we'll see people drawing these as the game goes on fortunately for us the action we chose does not have a skull on it so that means we don't draw any of those cards now we have to spend time and for every hourglass that shows up on the action that we chose we then have to move our token that many times forward clockwise on the time track so we'll take our token here and move two spaces forward since there were two hourglasses on that action and now we are done with our turn if this token had crossed one of these icons over here then we would load some boats and i'll describe the details of how that works later on in the tutorial well our turn is done and we can once again look at the time track and find the player whose token is farthest back and on top if there is a tie in this case that is the captain's time token so the captain can now take their turn so let's focus over here on their board and as you can see they have one action pawn and they must now move this onto another action option the captain has six actions available and again you have to move so you can never perform the action where your pawn currently is so that means the captain can go on to any of these five different spots they will then perform the associated action and then they will advance the indicated amount of time after considering their options they have decided to go over here now that will let them spin this compass wheel right over here and then they will gain the various benefits where this needle lands now this will cost them two time which we'll get to later on so for now after landing on the spot they can flick this and then they can resolve the effects where this needle landed in this case that will give them two ship movement and they also have to put one cursed coin down onto pirate island let's have them start by placing that coin so that's going to go from their supply where they have a total of seven and they will put it here onto the island now as you can see if they did not have any more cursed coins to place down they would immediately have to draw a corruption card which i described earlier now having coins on this island is not necessarily a bad thing they have a couple of ways to leverage these cursed coins to gain actual gold which is how you win the game now this is actually the first time i've talked about gold in the game and as you can see there is this track going around the outside of the board whenever players gain gold they will move their token forward and you never spend a gold in this game although you might lose some gold at the end of the game based off the number of corruption cards that you have once the game is over the player who has the most gold is going to win so gaining gold is always something we are trying to do well the captain has placed their cursed coin and now they can gain up to two ship movement now the way movement works is for each movement point they use the captain can move one of these four ships across a dotted line now they've decided to start by moving this ship out of serpent's bay onto this location here and now they can move this ship again if they wanted to with their other movement point or they could move a different ship once now whenever you move ships you can actually cross one of these diagonals for one movement if they want for example right now they could spend their second move to go across over here if they do that though they are going to have to place a cursed coin from their supply down onto pirate island remember that isn't necessarily a bad thing because they can turn these into points but if they have too many coins over here they will start to gain corruption for the moment the captain thinks they're going to use their second movement to bring this ship over there it is worth noting they are allowed to have multiple ships in the same region if they want now they've decided to leave it like that and they have now finished their tube movement but there is one other icon that shows up specifically on this quarter of the spinner now that icon says that if they land over here they can gain one corruption card to then spin this again and once again perform all of the indicated effects with that in mind they could spin this again and have this area be activated and they would once again be able to spend a corruption to spin once more so they could hypothetically perform many of these actions although every time they do this they gain a corruption card and corruption cards will be worth negative points at the end of the game in this case the captain has decided they are going to go for it so they will gain one corruption which they will draw from the deck as i described earlier and they are going to keep this face down so none other opponents know what the other side says although it's most likely to show just one skull icon after that they can spin the spinner well in this case they have to place three cursed coins down onto pirate island and then they will get up to four more ship movement fortunately for them they do have the cursed coins available so they now have four over there on pirate island and now they can move up to four times with the first move they've decided to go across that line there then with the second move they're gonna send this same ship over to this location currently they have two more movement available and they've decided to move this ship into that area down there now as you can see on these four areas there is a face down treasure token and as soon as any of their ships enter one of these regions they can flip that face up now they don't actually gain this treasure just yet that is associated with the import action which i'll describe later on in the tutorial at this moment the captain does have one more movement available though and they've decided to send this ship over into that space there now that's used all four of their extra movement and they actually got six movement total on this turn so that was very effective for them with their action done they now have to resolve the time track and this action cost them to time which means their token will be placed over here on top of ours the captain's turn is done so now the active player is the alchemist so let's focus on their board and just like always they have to move their pawn onto a new action spot now their action spots are here here up there as well as these three spots on their board and for this turn they have decided to go right over here each of these spots are take ingredient action locations and now what they can do is take ingredients from the decanter in the middle of their board the way this works is they have to first select one of the four main colors in the game which are red green yellow and blue and then they will start taking that specific color ingredient from the decanter as long as it is in the same row that their figure is in in this case the alchemist has decided they want green ingredients so in this row there is a green ingredient there and they can take this and after that happens the rest of the ingredients will slide down now they are going to continue to take ingredients as long as there are any valid ones on that row and there aren't any more green however there is a black ingredient which is called iqr now eiker is a wild ingredient which means it counts as any of the four main colors so that means in addition to taking the ingredients of the chosen color you also take all of the i core that shows up so that means they can take this eye core here and as you can see when that green slid down it's now in the correct row so they can take that green and then an i-core fell down so they're going to take that one as well that means all told they grabbed four ingredients from the decanter by going onto this location that also means in the future if they went there they could select red take both of these and then they know they'd get that red as well now i do want to emphasize that you must take all ingredients that you can so all of the indicated color and all of the eye cores you do not have a choice as to whether to leave them in the decanter or not well the next thing they have to do is place all of these ingredients into their cauldrons they have these four cauldrons here and each of them can hold up to three ingredients and they can spread these out as much as they want or consolidate them together if they'd like to do that as well now they've decided to place these two here and those two like that and i'll describe the details of how their brewing action works later on where they are going to use these ingredients to come up with various effects now i do want to point out that if the alchemist has too many ingredients to fit into these cauldrons then if they have excess primary colored ingredients those are going to go back into the ingredient bag and any excess i-core that will not fit down here must instead be placed to the bottom of the toxic waste cauldron as you can see this cauldron can hold up to six black eye core and if you ever have to place a black eye core onto any of these three top ones you immediately draw a corruption card speaking of toxins and i-core there is one last thing i'd like to mention with regards to placing the i-core ingredients into these cauldrons now that has to do with if you ever have three i-core in a cauldron whether that be an ingredient or one of these extracts which i'll talk about later on if all three of these are i-core then that cauldron is going to explode once that happens all of the icor ingredients in that cauldron will be placed into the toxic waste cauldron and any icor extract and the cauldron will stay there once again if by putting these onto the toxic waste cauldron from an explosion you go onto any of these three spots you will draw corruption now players should always be able to see what ingredients they are grabbing and they should also be able to see the potential for explosions down here which means you should be able to avoid cauldrons exploding as long as you're planning your turns out well well the final thing the alchemist has to do on a take ingredients turn is refill the decanter so that it has eight ingredients in it they do this by randomly pulling ingredients out one at a time and that has finished the action now what they have to do is resolve the time as you can see that did cost two time which means just like the previous couple of turns they are going to go forward twice and stack on top now at this point the active player is going to be the blacksmith so let's focus over here where the blacksmith is on this action location now they must move to a different action location and as you can see there are four along the top here and then another three for a total of eight actions total they do have to move on to a new spot and then they can perform that action it looks like they've decided to load a furnace now they're going to do that by moving onto one of these four spots and they're going to go up here after arriving this is going to let them add two dice from their pool onto that specific part of the furnace and that would be the case for this spot as well whereas these two locations would let them take one die from over here and place that onto the associated furnace now they did roll these guys during setup and they have decided to place this green die there as well as this blue die up onto that spot there that has filled up this furnace and when they actually perform a forged goods action they will be able to make something with those dice that they just allocated now i'll describe the details of how this action works with the dice that are loaded up here on their board later on and now the final thing they have to do is resolve their time and this is only going to cost one of their time so they'll move up once and now the blacksmith actually gets to take another turn because their token is still the farthest back on this time track so they have to move on to a new action location and they'll go here now they can take one of these two dice and put it up there and they'll select this yellow two and that's once again finished their action again i'll describe the details of how forging works soon although i will mention now that these two over here on the left involve the blacksmith wanting to have lots of pips on these dice whereas these two over here have the blacksmith wanting to have a low amount of pips which is why they put big dice over here on the left and their smallest die over here on the right after that they have to resolve this and spend one time which means they'll go forward once and it looks like the blacksmith player can once again take another turn since they are the farthest back breaking the time with all of the other players after considering all of their options they have decided they want to hire one townsfolk the way this works is they are going to take any one of these townsfolk from the board and then they will spend the associated amount of time and they also might gain corruption if they choose either of those options on the outside after considering these options the blacksmith player wants to hire this townsfolk and then we can slide the rest of these town folk over and then draw a new one after that they are going to immediately gain the benefit of that townsfolk and that is going to be either gaining a small or large good or it could be one of these skull with x icons and for each of these you can remove one of your corruption cards so you won't have it at the end of the game it is worth noting that you technically gain this benefit before you pay the costs so that means you cannot use this effect to negate the corruption card that you could potentially have drawn i suppose it is worth mentioning there is one other type of townsfolk that you could bump into while playing the game and these have effects that relate to the boats out on the water but i won't be describing the details of these benefits in this video so the blacksmith is going to gain one small red good and they can put that over here onto their sail shelf and then they're going to take this townsfolk and put it associated with one of these spots on their staff board it's worth noting they can place this onto any of these four slots even if there is a townsfolk there if there was a card on the spot they want to go to they would just remove that card and put it to the bottom of the townsfolk deck before putting this onto the associated location now they are going to put this next to that one over there and then you always tuck the townsfolk down to cover up that one-time benefit that you got when they were hired now this townsfolk is going to stay on this location until they are potentially discarded and in the future the blacksmith could have that townsfolk perform the action underneath it the way that happens is by performing an activate staff action and every one of the merchants has one of these icons on their board that they can activate when you do this you of course have to resolve that amount of time afterwards and then you will gain the benefits for all of your hired staff so the time does not change if you have one or four staff out here so this becomes much more efficient as the game goes on now each of these staff boards is unique to the specific merchant and gives various benefits to help that merchant out in particular this leftmost effect for the blacksmith would let them modify their cold dice in their four top furnaces now these are not standard dice and they are never removed from these furnaces and they always start with these associated values and this would let them add one or subtract one to three dice which could be the same die or multiple dice so you could use this to be higher if you want them higher or lower if you want them to be lower that being said you can't manipulate the dice by flicking them like that this next staff action lets them fully load one of their five furnaces with two or one die respectively now this down here is a furnace and when they perform this action they can take any of their dice from their active area and put it onto this spot and then when they forge they will perform a special action over here and i'll describe the details of how that works when i'm covering the general forge action later on in the tutorial this next staff action will let them perform a forge action in up to two of their five forges which again i'll talk about later on and finally every staff board has this action which lets the player remove one of their corruption cards well the blacksmith is done with that action and now they have to resolve the time and or corruption cards as you can see this does show a question mark because the amount of time that is resolved depends on the location where the town folk card was they took perhaps i was a little hasty shifting these down technically that's supposed to happen at the end of their turn we do know that this is the location they went for so that means they have to spend two time which will move them forward twice on this time track now before they finish their turn you may have noticed that they just crossed over one of these load boat thresholds now every time a player moves their time token past one of these they will immediately add one new adventurer to one of the boats out at sea so they can take this bag and randomly pull a new adventurer out and it looks like they found a yellow noble now they have to add this noble onto a boat that has an empty spot and they've decided to place that noble right over here the blacksmith is now done with their turn because they loaded one adventurer onto one boat now before we move on i'd like to talk a little bit more about these boats as soon as a boat has all four spots filled with adventurers that boat will immediately head over onto one of the two available piers for that side of the board these three boats are going to be vying for these two pier slots and these three boats are going to be vying for those two over there so essentially if this boat is full it cannot head over there it must stay on this half of the board now once a boat goes on to a specific pier spot it is going to stay there until the end of the round now the player who fills the boat gets to decide where it is going to go and the reason you might want the boats to go to one pier or the other has to do with the goods that you are planning on selling to the adventurers all of the adventurers at this middle pier are going to be purchasing small goods whereas all adventurers going to this far left pier will purchase big goods only finally on the far right we have the black market where both large and small goods are going to be sold to these adventurers but if you sell any of them you will gain one corruption card total now i'll describe the details of selling goods later on in the tutorial i just wanted to give you an idea for why the players might be loading specific boats in certain ways now the blacksmith is setting themselves up to make at least one of the small yellow good and that's why they've put this yellow noble onto that boat it's likely they are hoping that boat will sail over here to sell those nobles that small good that they are working on in their furnace the final thing i'd like to mention about these boats is the fact that there are two spots for three boats once both of these piers are full because both of the boats are full of adventurers the third boat will not enter any of the piers instead that remaining boat will have all of the adventurers currently on it removed from it and placed onto the associated tavern down here or layer if that happens to be a rogue and these taverns will increase the amount of points people will get for sponsorships which i'll talk about later and of course the number of rogues in the lair will dictate the amount of negative gold players will lose at the end of the game from the skull icons that show up on these cards as well as some townsfolk i didn't describe these just yet and i will cover that soon but as you can see this townsfolk does have two of those symbols and the other symbols will gain you victory points at the end of the game based off of the number of adventurers that are in these specific colored taverns again i'll discuss the details of how that works later on in the tutorial now obviously none of these boats have sailed because none of them are currently full of four adventurers well at this point the alchemist can now take their turn when we focus back on their board you'll notice in the top right corner they have a spot where they can recruit new townsfolk and they have this spawn which lets them activate the townsfolk that they have already hired now let's go ahead and look at the specifics of the actions on their staff board this like all of them lets them remove one corruption card if they have it this one would let them brew in up to two of these cauldrons which matches up this action which would let them brew in up to all four of them and i'll describe the details of how that works later on this next one lets them take an ingredient or icor from anywhere on their board and they can put it into a specific cauldron of their choice and lastly this one lets them remove up to two ingredients slash icor and put those back into the bag specifically those do have to come from cauldrons but that definitely increases their flexibility when trying to brew on their turn now the alchemist does have to choose an action and they are not going to brew just yet one option they do have is down over here and that costs one time and they can take all of their black eye core ingredients from the toxic waste cauldron and put them back here into the bag and that's a good idea this is starting to build up because they certainly don't want to take a bunch of corruption now they've actually decided they want to gather some more ingredients and in this case they want to gather red so they are on the bottom row which means they can take this red here they will also take this wild black eye core and that red right there now you may have noticed that ingredient could have gone one way or another and the direction it goes is going to be into the empty slot so sometimes the order in which you remove these ingredients will matter if you want that to be on one side or another they of course have to place these into cauldrons now and they're going to put this one there and these two will go over there all right they now have to refill their decanter with three more ingredients next up they have to spend two time which will put them over here and now the alchemist player has to load one adventurer so they can take a random one out of the bag and it looks like they found a red adventurer which is a warrior they do have to place this onto one boat and they're gonna put it over there all right it's now time for the captain to take their turn so they have to move their pawn onto a new action spot as you can see this is the location that lets them recruit from the townsfolk and that location lets them activate any of their hired staff now for their specific staff actions this one would let them put one of their cursed coins on the pirate island and they would get two ocean movement this one right here would let them fish once and i'll describe the details of how fishing works very soon this one right here lets them remove a cursed coin and they get one gold and the final one lets them remove one of their corruption cards they do have these other action options on their board this spot costs one time and they simply get one ocean movement moving one of their ships now they've decided for their turn that they would like to fish that is going to end up costing them to time and when they fish they are going to optionally perform the hook action associated with every one of their ships that is in a location that has a hook action on it now the hook actions only show up on this middle ring right here and i do want to mention that the import action over there works a similar way where all of the ships associated with the import icon which show up on the outside will then get to perform their specific actions now they've decided they do want to fish because they have two ships currently in the hook area and they can perform these in any order and they are optional they don't actually have to fish everywhere they can now they've decided to start up here and that fishing action says they can take up to four cursed coins from the pirate island and they will return them to their supply and for everyone they return they will gain one gold so the captain will gain for gold bringing them up to a total of four now whenever they activate a ship either with a fishing action or an import action they will then move that ship back to serpent's bay now they can fish with this ship as well and they've decided to and as you can see that reward will get them one red small item which is going to be this shrimp right here now that ship will go back to serpent's bay and then that item can be placed onto their sales shelf where it can be sold later on in the game if they want next up the captain does have to spend two time and it's worth noting it's always to time no matter how many times they actually fished with their ships so they'll move two spaces forward and they get to load a boat which means they can take a random adventurer out of the bag and it looks like they found a green bard they can put this onto any boat and they'll put it over here all right it looks like it's finally time for us to take another turn as the chronomancer once again that means we have to move one of our two pawns remember all of the other merchants have one but we have these two now the other thing to remember is that the chronomancer cannot move past our assistant and i think we don't want to go on this spot here that costs two time for a small item and i just don't think it's going to be worth it for us right now so let's move our assistant and we could go here if we wanted to that would let us gain one townsfolk which we would add onto our staff board but as you can see it would cost us two time as well as one corruption in fact when we as the chronomaster do this action we ignore the costs that are printed on the main board now let's go ahead and look at this board to see the different staff actions and we actually can manipulate things more than our opponents this action would let us turn one small item into a different small item that action would let us turn a small item into the matching color large item that action lets us turn a large item into two of the matching color small item and of course that would let us get rid of a corruption card now i don't think it makes sense to go here right now that feels quite expensive so instead let's keep going and remember the assistant cannot go onto this chronomancer spot because you can see that icon in the background and they cannot go past this freeze time spot so that means this is going to be the location we go to we could technically have gone to here here or of course we could have moved our chronometer there but i decided i didn't want to do that now when we go on to this spot that is going to cost us to time and before we actually do that we are going to unlock two frozen hourglass tokens from the top of our board as you can see there are four of them and each of these spots covers up a sponsorship location now each of these sponsorship spots is going to give us a certain amount of gold coins at the end of the round as long as it is showing and the amount that we get will be equal to the amount of that associated adventurer currently in that tavern so for instance if we took these two and then the round ended we would get one gold coin for every blue wizard in the wizard faction hall and one gold coin for every noble in the noble faction hall once again those faction halls are out here and at the start of the game there is one of the associated adventurer placed into each of them so for now each of those sponsorship spots would be worth one point each now remember we are going to add new adventurers onto these faction halls once two out of the three boats are shipped on one side of the board all of the adventurers on the boat that was not sent to appear will head over here which will strengthen the effect of those sponsorship spots so by selecting these frozen hourglass tokens we are deciding which potential points we will get later on in the round or we could use these at any point to discount time for each of these that we spend we will put them back onto any of these open spots and we will spend that much less time and you'll note that we actually gain these before we resolve this action now that action freeze time actually costs to time so technically if we wanted to we could immediately spend these two that we get as a discount for this action so that it won't actually cost anything and we could immediately take another turn and continue to move on of course keeping these around will potentially get us victory points but i think let's go ahead and use these immediately in order to make this a free time action so we can place these right back over here and we'll potentially have an opportunity to remove these before the first round is over once we get our assistant back over to that freeze time spot over there and again right now those faction halls aren't very full so i am okay with not worrying about the sponsorships so obviously we were going to spend two time but we decided to discount that by two so we don't move this if we had discounted it by one we would have gone forward one spot and loaded a ship but we discounted it by two so we don't move and let's now take another turn so let's focus back over here and there is now one more movement restriction i do need to mention now that is the fact that this assistant cannot leave one side of the time machine unless the chronomancer is also at that side of the time machine that means technically we cannot move this assistant anymore until the chronomancer makes it onto that location and that means we must move the chronomancer on this turn now if we wanted to we could head all the way over to this spot or we could stop off on one of these and the chronomancer performs these actions in the same way as the assistant speaking of these actions you'll notice down here this is the spot where you can go in order to activate all of the staff actions that you have for your hired townsfolk now i do want to mention that some of the actions look like this as you can see that lets you gain a small green item or you can immediately perform the sponsorship effect for that associated faction hall in this case that is for the bards so again this just gives you coin equal to the number of adventurers in that specific hall and right now that is one barred over there so that means if we activated this action for coins none of those options are currently at the time so let's go ahead and move the chronomancer and honestly i think i'm okay skating by all of these and heading right into the other spot here in the time machine remember we cannot go past the assistant so this is as far as we can go now once we go onto the spot we are going to shift the timeline and specifically you could see a 2 up there which matches with this 2. now the way this action works is we can choose any one of these portal fragments that are over here in the time stream and we are then going to shove this top token down like that so no matter what this one is going to move down there that one is going to be removed and one of these six will be placed onto that spot now you may have noticed that these are all on a white side whereas all of these are on a blue now the difference between the white and blue side is just a difference of cost you'll notice on this side that shows a large blue item and it's also large blue on the back but down here the number of cost icons is lower so in general you always want to see blue portal fragments instead of white ones now i think i like the idea of this piece right here so we can slide that down and then the token that got pushed out is going to be flipped over so that effectively upgraded this white one to a blue it is worth noting if you push a blue one out it will flip over which will degrade that portal fragment back to the more expensive white side now as you can see in the future that action will cost one time and get us a large yellow item and that is a great use of time so we are certainly going to be stopping over there potentially twice as we continue around our board well that action is done and that did cost one time so let's resolve that which means we'll go forward once and then we get to load a boat so let's draw randomly from this bag and it looks like we found oh it's a rogue now whenever you pull rogues out of the bag you are either going to put them back into the bag or back into the boat based off of this card right over here now this shows a one and this is the one that the rules suggest you go with for your first game and since that shows a boat in the top corner that means we are going to place this down onto one boat now this card also handles some setup telling us how many rogues to start on the board as well as in the bag and some of the other cards have a mid-game effect that will be online but again for your first game you should go with the first card which does not have any extra effects so that boat means we have to add this rogue onto one of these boats and remember if there is a rogue on a boat that does not go to appear it will go to the layer at the bottom of the board and increase the penalty of all of those corruption symbols by one otherwise if a rogue makes it to appear they simply plug one of the spots you can never sell anything to rogues now if we wanted to we could send this rogue onto any of the boats that have three adventurers and that would be enough to fill that boat and move it into the associated pier but at the moment i don't think i do want to do that so let's instead put this one well we could go over there and make this a very scary boat for negative points in the lair if it doesn't get shipped over or i suppose we could be a bit more balanced after considering our options i do think we want to finish this boat by placing the rogue there the reason for that is because we can now send this boat to one of these two piers and it does have two of these yellow nobles on it now as you can see options for selling to the adventurers on these right side boats involve selling these small goods or small and large in the black market which will cost one corruption card no matter how many you sell now i technically would love this boat to land over onto that pier because that is where you can sell the large goods without that corruption and as you can see over here we just set ourselves up to potentially pick up a couple of cheap yellow large goods now obviously this boat cannot make it over there so i am motivated to make sure this boat goes to the black market so we can sell those large goods now if you don't sell goods in a specific round they don't go away you will keep them on your shelf but selling them early is still probably a good thing because you only have two of each of the large goods so selling them and putting them back into your supply to then gain again is a good thing so all of that is why i think we should fill this boat up and send that boat right over here so that we can guarantee to be able to sell our large yellow goods to these two nobles as long of course as we get those goods before this production phase ends well our turn is done and it is once again our turn because our token is farthest to the back so let's make a decision with our turn and we must move our assistant now i did mention that we would like to have one or even two of the large yellow goods by the end of this production phase and currently we have spent four out of the 12 potential time we could spend now this is certainly an efficient action spot but of course it is somewhat far away so i think let's try to hustle in order to make that happen soon we could move our assistant all the way over there to freeze time and use our discount to not spend any time in order to move our chronomancer onto this spot or maybe one of these as well and i think going quickly is going to be in our best benefit so let's move this assistant across these locations honestly none of them seem particularly great for the cost and we can go on to this freeze time spot we can then take a couple of these and then let's immediately spend those in order to discount that action down to zero now that means technically we did not spend any time so it is going to be our turn again and now we can move the chronomancer now as i mentioned before i don't feel like any of these are particularly solid for us in the moment i would much rather rush over here to this spot so let's zoom across all of these time portals back to the other time machine now this spot will let us manipulate that specific column there which means these are going to shift down and we have to choose another tile from the time stream to place back onto that spot well i think let's place this one because that would let us get large green items for sale that will go over here and as you can see that means both of these spots are very cheap as far as getting large items for a low amount of time spent now this tile that got kicked out is going to be flipped over and placed back into the time stream now the reason i decided to select this tile is because we already know that we can sell large green items at the black market because there is indeed a green bard over here at that pier we also know that if we sell at least one thing to the black market we will gain one corruption card but if we continue to sell at the black market we don't take more cards so selling a lot of things over there is probably a good idea well our action is done so we do have to spend that one time which means we'll go right on top of the stack and would you look at that it's once again our turn so let's take another action so far this game we've been zipping through these portals and i think it's now time for us to slow down let's move the assistant over there that is going to gain us one large green item which we can then place onto our shelves and then that will cost us one time which means we must move forward once you may have noticed these lines going on to these mouse spots and players are never allowed to go onto spots with these mice which is why we avoided that and i'll talk about the details of what these are and what they do later on in the tutorial now once we moved across this spot we can once again load a boat so let's draw a random adventurer from the bag and it looks like we found a warrior now we could put this onto that boat so there would be four warriors that would dock over here and that means players would get a lot of money for selling small red goods honestly i don't feel terribly motivated to do that because we aren't currently planning on getting any small red goods we know that the captain already has one of those and in fact the blacksmith does as well so instead we could place this over here to try and motivate that boat to go onto this pier or we could place over onto one of these boats over there after considering this i think trying to motivate that boat to move instead of this one is probably going to be our best bet well our long chain of turns is now done so it looks like the captain can go and they've decided it's time to hit the spinner again so they can flick this and that is going to get them three ship movement and they do have to place two cursed coins down onto pirate island so they can place those two coins and then with their three movement they will go one two and as soon as this ship reaches that area they're gonna flip this over oh it looks like that is another large green good for them to potentially sell they do of course have to import it first and they do have one more move action they don't need to use it but they've decided to go for it and they'll move on to this spot here well that took two time so they'll move forward twice and they do have to load one adventurer onto a boat so they can draw a random one from the bag and they found a bard well considering they have the possibility of bringing in quite a bit of large grain treasure they want to place that bard over here onto that boat that will fill that boat so we can then move and we are not surprised to see them send it right over here to that dock where these adventures can be sold large goods the captain is done so now the alchemist can go and they've decided to once again take ingredients they want green and unfortunately for them there was no way to pick up all three of these green they could have gone here to pick up these two but they've decided they are okay taking a corruption card in order to spend one time instead of two so they're going to take green ingredients and they want to take this one first and then they have to take that one these now have to be placed into cauldrons and originally they were thinking about filling up this cauldron but instead they want to do that so interestingly enough there's a bunch of green and red going on with these ingredients in these three cauldrons they appear to be setting themselves up for some big brew actions which i'm sure we will see soon now at the moment they are going to gain one corruption card from the top of the deck and then they also have to move once on the time track that will bring them here and they do have to load one new adventurer so they can take a random one and they found a blue wizard next up they can load this onto a ship and they are not in a position to sell small red items to warriors and they can see that both the captain and the blacksmith already have a small red good so they've decided it's in their best interest to load that boat there that means this boat is full and it is now going to sail on to this location where these wizards that warrior and that bard can be sold these small goods so players can still sell the red small goods to this one warrior but obviously one is a lot less than the potential of three from that boat up there now that both of the piers on one side of dragon island are full the final ship that's over here at sea will immediately have all of the adventurers removed from it and then all of these will be placed into that associated faction hall now remember these faction halls are going to give players one coin for each of the associated adventurers whenever they do that type of sponsorship so that means that now the red sponsorships are going to be worth four gold each whereas the green blue and yellow sponsorships are still just worth one so while the players have lost the opportunity to potentially do a big sale to a bunch of these red warriors now for the rest of the game that red sponsorship just got a lot better for every single one of the players now technically every time one of these boats reaches up here we are supposed to remove all of these adventures so let's go ahead and do that and now the alchemist's rather impactful load ship action has come to a close so let's come back to the time track and the blacksmith can now take their turn so they have to figure out what they want to do and they've decided to load their smelting furnace when they do this they take any dye from their pool and they place it onto that spot there and that has finished this action now they will be able to forge at this furnace when they do a forage action and we'll be talking about how that works very soon now this action did cost one time which means they'll go forward once and then they have to load one boat so they can take one randomly from the bag and they only have two boats to choose from you are not allowed to add adventurers onto boats that are on a side of dragon island that have both of the piers full after considering their options they want to load that boat there and now the blacksmith can once again take their turn well i think it's finally time for them to forge now as you can see that is going to cost to time later on and when they forge they will then activate up to all five of their furnaces if they want now they are going to do this in any order of their choosing and they've decided to activate their smelting furnace down here first now when this happens they are simply going to take the die from the spot and remove it and then they will remove one of these four dice that started locked on their board the pip value on these dice does not matter and we are surprised to see the blacksmith remove this red dye because underneath that we can see the red sponsorship symbol underneath the blue die there is a blue sponsorship symbol and that is the same for all of these now they can see that there are four red warriors currently in that faction hall so that sponsorship is easily the best of the four at the moment it is worth noting they did not need to remove this red with that red dye they could have removed any of the other colors if they wanted to but red made the most sense for them now as soon as dice are removed from the board they are immediately rolled and placed back into that supply so they are now done forging at their smelter and now they can forge at their other furnaces now they've decided to go with this one over here first and as you can see at the top of the furnace it shows pip requirements for this to be successful now what they have to do is add up all of the pips in that furnace so in this case that is three plus two or five and then they can look over here now this says if the number is six or less then they can go ahead and make a small yellow or blue item and that color has to match this die so obviously that would be yellow in this case if this had been a yellow four then that would have been seven pips overall which would match with that and they would still successfully make that small yellow good but they would have to take one corruption card from the supply now the color of the top die does designate the color of good that is made so if this was red or green then you can see the requirements are a little bit easier they just need to be at eight or less to not take a corruption card or 10 or less to still be successful now in this case they have a two plus three which is five so that means that they successfully are six or under which means they can take a small yellow good and place that onto their shelf it's worth noting thematically that the blacksmiths small goods are armor and the large goods are weapons so this can be placed onto their shelf and then they will take all of the alloy dice from that furnace and roll them remember these black dice are coal and the rest of the dice are alloy so they can roll this and add it to their dipole and now they can continue forging in this case that's going to be over here now it is worth noting that if they do not meet a requirement in order to actually make an item they can optionally just remove dice and roll them and gain no other benefit and they also don't have to activate every forge if they don't want to so let's focus in and they once again have to add up all of these pips in this case that is going to be six plus four plus two or twelve now on the left side these make the large items which are weapons and they want large numbers for these to be successful as you can see 12 is the requirement in order to make a blue large item if this had been an 11 or 10 they would still make it but they would take a corruption and likewise for the red and green the requirement is a little bit lower now you may be wondering why the red and green are easier than the blue and yellow and that has to do with the fact that there are more of the red and green adventurers in the bag that can be dealt out onto those ships it's also worth noting that the red and green items always sell for less than the blue and yellow now once again they are going to make a blue large item which is going to be a weapon and it's blue because of this top die in retrospect they wish these had been flipped because there are a lot more opportunities to sell the large green weapons but they did commit to this earlier on so they're going to make this large blue weapon which is a staff they can add that onto their sail shelf and then all of the alloy dice from that furnace will be rolled and they can add these to their pool so as you can see they acquired two new items and their die pool has been permanently increased by one because they took this action over here obviously you cannot perform this more than four times in the game because that will have unlocked all four of these new alloy dice it's also worth noting that as the blacksmith unlocks more dice they will be able to load up more of their furnaces before they actually perform the forge action well that forged action is done so now they have to spend two time which is going to bring them up to the eighth spot and they did pass another load boat action so they have to draw a new adventurer from the bag and then they have to put this onto a boat and they've decided to put it onto this boat here that will cause the boat to immediately enter this pier since it was the only available one then these adventurers will jump out in fact those over there should have jumped out as well and then all adventurers from the boat left out at sea will be removed and placed into the matching faction house or for the rogues down here into the lair so this bard will go over here and the green sponsorships just got better but of course since this rogue entered the layer now every single one of these skull icons that players have at the end of the game are going to be worth negative three gold instead of the negative two gold that it was before now at this moment you'll notice there is a boat in all four of the piers and once that happens the trigger for the end of the production phase will be moved up with this in mind let's focus back over here on the time track and in particular on this market token here now once every single one of the player tokens have landed on or passed this token that will signify that the production phase has come to an end but as soon as all four of those piers are full we will move this token to the spot that is one space ahead of the token that is farthest along the track so it is no longer at the 12 and it is now at the 9 and we are going to continue playing in this production phase until all of these tokens have reached or passed this spot but as you can see because those piers were loaded early players are going to have less time overall to spend in this first production phase of the game well the blacksmith is done so now it's the alchemist's turn and they can clearly see that they have one two three time left so that means they could potentially do a two time action and another two time so technically they could spend up to four more time before this production phase is over they definitely have to keep in mind the amount of time they have left compared to the amount of things they want to do before they finish this phase so let's focus back over here and i just realized the alchemist actually forgot to refill their decanter after their last turn so let's add two new ingredients onto the top and now they're going to take their turn and they're going to move on to this spot to take ingredients once again they are going to select red so that means they are going to take all three of these reds as well as this black eye core and now they have to place these down where they can they've decided to put a black eye core there then they'll put these two red into that cauldron as well and there is no spot for this colored ingredient so instead they'll put that right back into their bag at this point all of their cauldrons are full so i'm sure we're going to see a brew action very soon but for the moment this action is done and they now have to refill the decanter it looks like four more ingredients need to be added and at the moment there are just a few ingredients left in this bag although once brewing happens this will refill back up all right they now have to spend two time which will bring them over here and they do not perform a load action because all of the boats have been sent to the piers alright it looks like it's once again time for us to take our turn now we can see that we have one two three time until we hit this market stall and of course we could overshoot that market stall if we wanted to spending four times before this production phase is done so let's focus back over here and we have to move our assistant because our chronomancer cannot go beyond the assistant and i think let's go on to this spot that is going to get us a large yellow item and we will only spend one time for that so we can place that large yellow item over here and then spend one time and then we get to take another turn in this case i think let's move the chronomancer here that is going to get us a large green item and that will only cost one time so we can take our other large green item and put it up for sale and then advance once more on the track now it's time for the captain to go and they have decided to spend one time in order to get a single ship movement they are going to move this ship across that shortcut which means they do have to take one of their cursed coins and place it onto the pirate island and then as soon as this ship reaches that area they're going to flip this over and that is a large red item that finished their action so now they have to spend one time and then it's going to be their turn once again now this is going to be their final production action of this round because even one time we'll place them onto the market stall and once you're on that spot you will not take any more actions after considering their options they are going to go here which is the import action now for this they can look to all of their boats and everyone in an import action spot which are these five around the outside can optionally perform that action now if it is a location that has one of these treasure chests then they can take it and they have decided to do this import action over here so they gain that large green treasure and this ship goes back to serpent's bay they're going to do the same over here so that is a second large green treasure but then over here they have decided they are not going to perform that action the reason for that is because right now there isn't a huge market for purchasing large red items and they've decided instead to leave this ship around to gain a sponsorship bonus and i'll describe how that works for the captain soon so that ship is going to stay there and then these two large green items will be placed onto their sale shelf well the captain now has to spend two time and that will bring them over the market stall so they are not going to take any more actions in this phase now it's time for us to go and this is our last turn and i think we should move our assistant all the way over here to this freeze time spot that means we can take two of these and we could take these two right here that freed up the red sponsorship and the green sponsorship and as you can see when these are combined that would be worth six gold to us now that is tempting but i've decided once again to immediately use these frozen time markers to cover those sponsorships back up again so that we get a discount of two time on the two time we need to spend for this action so we just spent no time and that means we can go again and this works out great because we can move our chronomancer here which is going to get us another large yellow item and that only cost one time so we just barely got both of our large yellow and large green items up for sale by the end of this production phase of course that did cost one time so we'll move forward and now it's time for the alchemist to go well they've been putting brewing off all game long so far and they can't put it off any longer they are indeed going to perform this action now that will let them brew in each of their four cauldrons and they can do this in any order of their choosing they've decided to start over here and as you can see down below there are three different ways they can brew the first option says they can spend two matching ingredients from one cauldron in order to gain a small item of the matching color type when they do this if there are three ingredients in that cauldron they would leave the third one there for the future now this spot costs three ingredients two of those do have to be matching although it's worth noting you can always use i-core as wild although technically the i-core can only match a color that's already present within that cauldron now for this they can spend three two of those do have to match and then they gain a large item of the color matching the pear and finally over here they can spend three ingredients from a cauldron in order to upgrade that cauldron with an i-core extract now this is what they want to do first and they're going to do it over here so that means they're going to get rid of all three of these remember the color does not matter and then the i-core above is going to lower down into any one of these three spots the location does not matter and this acts as a permanent i-core ingredient for the rest of the game remember technically that is an extract whereas this is an ingredient now that's important because whenever they brew all of the icor ingredients will go over here into the toxic cauldron whereas the extracts will stay where they are for the whole game now that does mean they have effectively put a wild ingredient into that cauldron for the whole game and you'll notice that has unlocked the warrior faction sponsorship currently there are four warriors in that faction so that means later on in this round that will be worth four extra gold for them now they do have to deal with these spent ingredients as i said the i-core will go into the cauldron and the other ingredients will go back into the bag next up in both of these cauldrons they want to perform this action now they do need a matching pair so this i-core is going to be green because there's already green in that cauldron and that is going to get them a large green item and then they're going to do the same thing over here with that i-core acting as a green so that means they just brewed two of the large green item of course both of these icor ingredients will go into their cauldron and then the rest will go back into the bag after that they can place both of their green large items up for sale on their shelf finally over here they want to do that action and they're gonna get rid of these two red they figure they would rather keep this black eye core in there for the future and if they used it it would have to go into the toxin cauldron and that would force them to take a corruption card which they'd rather not do so these two matching red will get them a small red item which they can then add onto their shelf well the alchemist is done with this brew action and that did cost them one time so they'll go over here and that is the same spot as the market token all right it's now time for the blacksmith to take their final action of this phase and they've decided to load this furnace up with a six value yellow and a four value red as you can see that is 12 value in pips so that will successfully create a large yellow weapon without taking a corruption when they run their forge later on in the game now that did cost them one time which means they move forward once and at this point it would be time for the blacksmith to take their turn however the production phase does come to an end once all of these tokens have met or exceeded that market token now as the production phase is ending we do need to stack all of these timepieces to preserve the current turn order so that means this token will go underneath just like that alright it's now time for the first market phase of the game now the way this works is all players are going to sell their goods to the adventurers out at the piers and we technically start at the leftmost pier then we go to the middle and to the right and for each of these peers we are going to sell as many things as we want in the current turn order starting at the top and going down now it's worth noting in general you can do this simultaneously and i think i'm going to do that for this tutorial once again you can go in turn order if that matters to your group but since every adventurer can buy from every player let's go ahead and do this simultaneously now technically when each player simultaneously does this they do still have to go from the left pier to the middle and then to the black market pier at the right last well let's go ahead and start with ourselves over here at the left pier which is where we can sell the large items without suffering a corruption penalty now at this peer we can sell as many large items as we want and we are going to gain gold equal to the number of that item we sold times the number of the matching adventurer over here at the pier now i think we should certainly sell both of these large green items that is going to be 6 plus 6 or 12 and then we multiply that 12 by 2 because there are two bards at that pier so both of these are sold and we gain 24 gold total and then we are going to place these back into our supply we were at zero so that does bring us up to 24. and then we do have some large yellow items but there are no nobles at this peer so selling these would make no sense considering we'd multiply that by zero and get nothing so let's move on to the middle pier where we can sell these small goods now we do have one small good and it is yellow and there is one noble over here so if we sold that we would get four times one or four gold but i don't think that makes sense considering we can sell that over at the black market and we are already planning on doing that so let's not sell anything to the middle pier and then over here we are going to sell all three of these remember the black market lets us sell the large and small and if we sell at least one item we do have to draw a corruption card from the top of the stack now we can go ahead and sell things first this small item is going to be worth four times two or eight gold and then we can sell these two as you can see that's 8 plus 8 or 16 times 2 or 32 gold which means we just made 40 gold total at the black market pier we were at 24 gold so now we go up to 64 gold and it's worth noting that if we ever hit 100 gold we move our token onto this spot and take one of these large red tokens that counts as 100 gold at the end of the game now we did sell at least one thing at the black market pier so we have to draw a corruption card so let's go ahead and draw and well that is somewhat unlucky most of these cards just have one of the corruption symbol on it but this one has two now it does have that faction symbol which matches up with the wizards so that means if we have this at the end of the game it is going to be worth negative points equal to twice the number of rogues in this layer but then it's worth positive points equal to the number of wizards over here so it's technically possible that this could be worth more positive points than negative but that's unlikely and we'd probably want to get rid of this before the end of the game either way we have to place this into our area and then of course all of our sold goods also have to go into our supply well i think that was a great first turn for us we got 64 gold and we don't have anything over here but we have lots of opportunities to build back up in the next production phase of the game now as i said before you can do all of this internal order or simultaneous and with our simultaneous selling the captain is now going to sell both of these large green treasures over to this pier that is going to be 6 plus 6 which is 12 and then multiply that by 2 which is going to get them 24 of gold now the captain did have 4 gold already which means they now have 28. now they can move on to this central pier and they are going to sell this small red item that is going to be 3 times three or nine more gold which will bring them up to 47. well it looks like those are all of the goods that the captain is selling in this first round so they can return these things over here and i actually just realized that when they did this import action technically they should have put a random new treasure onto each of these islands if there happened to have been another ship over here after that first one was removed then that would have been flipped face up immediately now these returned treasures that they just sold should be shuffled in amongst the other treasures that they have here in this stack all right it's now time for the alchemist to sell it looks like they are another player who set themselves up with two of the large green they are going to sell this to the first peer so that means they get 6 plus 6 or 12 times 2 or 24 points and then much like the captain actually they are going to sell this for 9 because that's 3 times 3 and that means all told they got 33 gold in this first round which is definitely less than the rest of us actually hold on a second the captain shouldn't have 47 gold they should have 37. there we go well it's finally time to see how the blacksmith fared they did some different things than the rest of us now they could sell this large blue item to that pier but they would just get eight money and they've decided they are going to hold on to this and hope to build up a bigger amount of wizards on this spot or that spot over there in the next round of the game to try and get more points out of this they think a 1x multiplier is not going to be worth it to them now on this central pier they are going to sell this small red item that is going to be three times three or nine points for them and they could sell this small yellow for four times one or four they could also sell this small yellow over here at the black market there are two nobles over there so that would be eight points but then they would gain one corruption card they've decided they don't think that's worth it they're going to leave these over here and try to do a much bigger sale action later on in the game so all told the blacksmith just got eight gold during this market phase so that brings them up to eight now actually the market phase is not quite over because now it's time for all players to gain their sponsorships we can begin with ourselves where we get no points because we have been spending these tokens to cover those sponsorships up if we had been spending the time instead we could have kept all of these and potentially done all four sponsorships in this first round but of course we would have lost four time and i think spending that time in the first round was much better later on in the game as those faction halls fill up that is definitely going to change the incentives for spending these hourglass tokens now these sponsorships are simultaneous and we can now look over here to the captain and you'll note their sponsorship tokens show up on the outer areas now for every one of these areas that has a ship they are going to gain that sponsorship in fact if they had multiple ships in that area they would gain that sponsorship for each of the ships in that zone now that is not the case right now they just have this one here and that is associated with the green bard faction area so they will gain one coin for every bard in that faction hall and there are currently two bars over there so that is going to be two gold coins so they'll go up to 39 gold and then this ship will stay there where they can use it in the next round to potentially take this token here or move around more now it is worth noting there is also a benefit on this spot if they have a ship in this area then for every ship over here when sponsorships happen they can remove one corruption card from their area i suppose while we're looking over here i should also mention that when they do an import action in this spot they can remove up to seven of these cursed coins which is up to the maximum number they have and they gain one gold coin for each of those that are removed well it's now time for the alchemist sponsorships they have done one of these i-core extract improvements so this is the only one that will activate that is going to get them one gold coin for every warrior in that red faction hall currently there are four over there so the alchemist will gain 4 points bringing them up to 37. lastly the blacksmith has just one sponsorship showing remember every time they add more dice to their pool they increase the number of sponsorships that they have now they smartly chose to unlock the red sponsorship because that will get them four more gold which will bring them from 8 up to 12. well the market phase is done so now it's time for the cleanup phase and the first thing that has to happen is all of the adventures on these peers are going to be added back into the bag it's worth emphasizing that the adventurers in these faction halls and the lair will stay there for the rest of the game all of these boats can then be moved back out and then the rightmost town folk is going to be discarded the rest will slide over and a new one will be revealed after that we have to focus over here on the time track and we are going to take the first mouse token in clockwise order and we are going to cover up the one spot over here now if this was the cleanup phase for the second round of the game we would take the second mouse and put it onto that spot covering up the two so you can use these to easily track how many rounds have happened in the game after that all of these tokens are going to be placed just past the farthest mouse and then the market token will be placed back on the 12. now that has finished the cleanup phase but before we move on i'd like to talk about how this time track has changed you'll notice over here we now see a corruption symbol and in the next round as players spend their time once they get to this area they could choose to cross that path there and it works the same way as we've seen or they could go up there and then back down again which effectively gains that player one time now if they do that they are going to draw a corruption card and if they do that they will bypass this load ship action so that will slow down the rate at which the adventurers are added onto the boats now as you can tell by putting that mouse there all of the players are starting one space farther so by doing this detour they are going to take the same amount of time as the previous round but of course they will take a corruption and that is just a decision that players have to make obviously in the third round of the game it looks like this and players can do this detour twice again every time you do that you will bypass the associated load ship action well as i just said the cleanup phase is over and at this point i am going to stop playing through the game and instead now discuss how the game will end now if we had just finished the third production phase of the game we do not actually perform a cleanup instead we just go right into final scoring so the game is always going to last through three full rounds minus of course that final cleanup in the third round of the game now the way final scoring works is each player is going to score all of the icons on their hired people in their area as well as all of the icons showing up on the corruption cards that they have picked up throughout the game for example if the game was over and the blacksmith had hired all three of these they could start by gaining or losing the points that show up on these cards as you can see in this example they have two of the red faction hall symbol and two of the green faction hall symbol and since they are circular that is there to show you that these are only scored once the game is over so in this case they would get two gold for every warrior in the red faction hall and they would get two gold for every bard in the bard faction hall now some of these can have the skull icons on them and for every skull icon that players have showing up on these cards here as well as on the cards they have in their hand they are then going to lose a gold equal to the number of rogues in the lair once again this number can grow as the game goes on it started at two for this game and it already went up to three so these can become more and more punishing based off of the decisions the players make of course some of these have two of those symbols which can be extra punishing but that could be outweighed by the beneficial symbol that shows up on these cards so you don't just gain these points from the townsfolk you could also gain points and lose points from these specific corruption cards now once all players have added and subtracted points from these symbols the player who has the most gold will be the winner if there happens to be a tie then the player with the most unsold goods on their cell shelf is going to win if there is still a tie then the tied player with the fewest corruption cards in front of them will win and if there is still a tie then the victory is shared between those tied players well at this point i've covered just about all of the rules to the base game of merchants cove and the final thing that i'd like to show you are some of the expansion merchants that are also available to be purchased separately out here there are four expansions worth of material out on the table three of these are new merchants that players can use for the game and this last one over here is the secret stash which brings in a wide variety of new modules and mechanics now i am going to briefly give you an overview for all four of these expansions and let's start over here with the innkeeper merchant now the innkeeper wants to provide hospitality as well as drinks to the adventurers that arrive at merchants cove you'll note the innkeeper does not have a sponsorship track and instead what they are going to be doing is visiting these action locations in order to place beds down into these bedrooms these can be flipped over to a selected side and then later on they can provide drinks and these actions will let them take a drink that matches the color of the bed directly above it and they can place that onto their table where that can be sold to the central or rightmost black market pier you'll notice that inkeeper does not have any large goods and instead when you are playing with innkeeper there will be an accommodation phase at the end of the market phase the way this works is the most common adventure of color at each of the three piers will arrive at each of these three bedrooms and try to spend the night now the leftmost bedroom is for the leftmost pier then central and right match up with the other ones and if that adventure matches the bed in that room they will stay there and the innkeeper will get that amount of gold times the number of adventurers that match that color over here in the main hall as loyal customers now that could be worth a bunch of points but if the bed does not match or if there is no bed then those adventurers will go into the brawl where at the end of this phase the innkeeper will draw one corruption card for every single adventurer in that brawl now all of the happy adventurers that get a bed will then be placed over here as loyal customers to then be a gold multiplier for future adventurers that spend the night at the end the next expansion merchant is the dragon rancher now they are trying to raise dragons that can then be sold to adventurers and in order to do this they are going to need to draw food tokens out of this bag now there are colors in this bag that match the four main colors in the game and then they are going to place these tokens down onto their board now the number that you can draw is going to change with these different actions and i'm not going to go into those specifics and then they are going to be placing these tokens down starting on location and then continuing out orthogonally until all tokens are placed you can circle around and place more tokens on top but you can have at most two tokens on each location now another thing the dragon rancher can do is chop down trees as you can see the ranch has a bunch of trees at the start that are plugging up the spots in their area when they chop down a tree they are going to take this food from the tree and place it into the bag as you can see that brings in white food which can feed any dragon then this tree will be removed and that has unlocked a space where food can be placed and that also unlocks a sponsorship that matches the colored tree that will then stay unlocked for the rest of the game now the main thing a dragon rancher wants to do is actually raise dragons and they will do that with this action now that will let them start a dragon off at a spot like right here they could place a small yellow dragon on that location because there was a yellow food there now they can also move dragons around onto orthogonally adjacent spots that match that food color for example if there happened to be a yellow right there then that dragon could move over here and eat both of this food the top food is the one that matters and that is going to increase the size of this dragon which will also increase the value that it's worth when it's eventually sold to adventurers now the dragons are going to continue to grow based off of the number of food they eat and the dragon rancher is the only merchant that has access to a mega-sized item in this case these are mega dragons now the dragon rancher can remove these dragons from their ranch and place them into the pen where those can be sold during the market phase and these mega dragons can only be sold to the black market pier which means players will get corruption cards along with selling them but they are with 12 gold each at least for the yellow and blue ones the red and green ones are worth nine gold each now whenever the player moves dragons into their pen that is going to generate poop which is going to be taken from the dump and placed onto the spot where the dragon was removed and this poop is going to block those spots so fortunately the dragon rancher can clean up the poop by taking all of it from around and placing it onto this dump if they try to place poop and can't they're going to gain corruption so they do have to manage that as yet another thing they're doing over here on their ranch the final expansion merchant i'll be discussing today is the oracle and this is the most complicated of all of the merchants i've discussed in this video now the oracle is going to be casting runes at the start of each of their turns as you can see they have d4 dice they also have a d2 coin which can be one side or the other and then these two other tokens now on the oracle players turn they are going to be taking various actions that will be affected by how these runes were cast sometimes specific tokens need to be on one side or another and the value of these dice can also affect the various actions that the oracle can take as the oracle takes actions they are going to use this dry erase marker to mark a variety of things on their board up here at the star chart they are going to use the value of the d4 that's next to this bone in order to draw lines and then the size of an enclosed area will dictate if they can place a small or large item onto their sail shelf next up over here they will actually write numbers in based off of the d4s in the side that they select and these numbers have to either go up or down and they will gain various benefits when they mark numbers next to these different icons now the oracle can also do divination where they try to predict the future going on to this action down here that lets them predict when a specific color adventurer will come out of the bag and based off of the die that is on the side of this voodoo token when they do this action they will get more chances to make that prediction come true the earlier that prediction happens the better the benefit the oracle can gain like gaining large and small items that they can place onto their sail shelf now the oracle also has the twisting fates area where they can manipulate the runes in their dish these are different one-shot actions that can add or subtract values to dice they can also move the bone around and they also have the opportunity to place x's onto other spots on their board which will help them unlock the benefits of those specific areas one of the areas that can take x's are these faction tokens up here once there is an x that will immediately activate the sponsorship for that faction and if you can place a market symbol onto that then instead of a one shot it will produce a sponsorship at the end of every single round for the rest of the game so the oracle has a variety of ways to make items but they are also quite restricted by the runes that they cast now the final thing i want to discuss today involves a bunch of modules that come in with the secret stash expansion now unlike the other expansions i've talked about the base game box is built to hold all of the expansion materials that come in from the secret stash the first module involves these corruption cards that can be shuffled in with the rest and they have abilities on them that let you discard those corruption cards getting rid of them but you do have to get rid of items in order to pay to remove that card from your area next up there are three new boats that you can play with in the game one of them is tiny with two spots and it does not start with any adventurers on it and this can go to any of the three ports instead of being locked into one specific side and then these two are larger than normal they have five spots on them instead of four and you can add these to the game in order to have longer production rounds the next module are these four new townsfolk sets and remember when you play the game you can use a mixture of these sets to your liking so you can add these in with the other ones or just play with these if you want over here we have legends which will gain gold coins as well as forced players to draw corruption cards next up we have officials which will allow players to activate their staff abilities after that there are artisans which give you a variety of ways to gain new items as well as to remove corruption cards and lastly there is the underworld deck which gives you access to these gray goods now these gray goods can be sold to rogues that are at any pier and as you can see those are worth 12 money each when they're sold the next module are these five faction leaders each of them counts as two of the associated color adventurer and when you set up you just remove one of each and then place these into the bag so obviously these will increase the scoring multiplier or potentially penalty from that rogue based off of where they go next up there is a whole booklet of solo scenarios that you can play and there are 12 of them inside this book after that there is the dragon island festival tile and you can place this onto the main board covering up dragon island and this will give the players more control over what adventures will go onto the ships you will actually place adventurers on here and you can take them from here and place them onto ships when you load those boats but you will take corruption when you do that so you can of course always draw randomly from the bag if you'd prefer next up there is the layer of villainy tile now you place this near the layer on the board and at the end of the game the player who has the most of these corruption tokens will take this tile and they will gain five more corruption tokens worth of penalties so that is a big incentive to not take corruption and if there is a tie then each player will take two extra corruption penalties instead after that there is a deck of boat setup cards and you can use these to vary the boat setup at the top of the board at the start of each of the rounds you simply draw a card and place the boats out according to that specific set after that there is a new deck of rogue cards you can add to the three cards that come in the base game and remember each one of these is going to alter the setup for the rogue adventures at the start of the game as well as alter the in-game effects some of them making the game easier or harder or perhaps longer or shorter there is a wide variety of these cards available moving on we have four halls of plenty that work a lot like the lair of villainy at the end of the game the player who has the most of those specific icons on their area will gain that token and gain those specific bonuses and if there is a tie then the tied players will gain one of that bonus instead of two the final module are these challenge cards and when players perform the challenges they will gain specific benefits based off of how much time they have left within the given round so players are going to try to perform these specific challenges during the best moment in the round to get the most benefits from that challenge all right i've now briefly overviewed all of this expansion content and i think at this point that is going to bring this tutorial video to a close i hope that you enjoyed learning how to play merchants cove as always i'd like to thank everyone who's been supporting this channel including these producer level patreon supporters if you too would like to directly support the channel in the creation of future videos like this one then please go to johngetsgames.com support also if you enjoyed this video please click the like button for it down below as well as the subscribe button for the channel thanks for watching
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Channel: JonGetsGames
Views: 14,092
Rating: undefined out of 5
Keywords: jongetsgames, jon gets games, johngetsgames, jongetsgames playthrough, jongetsgames play through, jongetsgames playthru, jongetsgames runthrough, jongetsgames tutorial, jongetsgames runthru, jongetsgames Merchants Cove, Merchants Cove playthrough, Merchants Cove play through, Merchants Cove play thru, Merchants Cove runthrough, Merchants Cove tutorial, Merchants Cove runthru, Merchants Cove review
Id: KTb7zdw31s8
Channel Id: undefined
Length: 84min 28sec (5068 seconds)
Published: Sat Jun 05 2021
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