Scythe | Solo Automa Playthrough | Part #1

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[Music] my name is Adam Smith and man am I ever excited today to start the solo playthrough of side this is a this has been a long time coming I know you guys a lot of you have been waiting for this for quite some time and I've been preparing for it as well as acquiring all of the special tokens and coins and all that stuff to kind of make the playthrough the best it can be I didn't actually backside on Kickstarter so I basically had to go a hunt around for every individual upgrade separately I don't have them all but the game is it's just one of the games I truly love and I really want to show you guys how the solo play works and just how much fun it can be so we thought or at least I thought it would be fun to do two different factions against myself and I am Canadian so I'm gonna start way up in the northern coldest region of the board and we're gonna work our way down as we battle likely towards the factory in order to get some wonderful factory cards so without further ado let's begin the playthrough alright so because I'm the player or the only human player in the game I get to start first so the very first thing I want to do is I really want to get some units moving so I'm actually have some workers head out and normally to be in the game you can't cross rivers because you need to actually upgrade or potentially go after a river walk so I have to create a mech in order to give myself abilities to do different things like get across rivers and things like that of course the autumn I can't do it until it hits a certain point on its track so once it gets past this little wave here with the cross turret then it can start crossing through rivers the really cool thing about these this northern faction is that it basically has this swim ability appears as your workers may it move across rivers so it says workers meaning only the wooden workers like these guys can actually just hop across water which is really useful however it doesn't allow me to take my character and go running over here to grab a bunch of stuff I'm gonna have to actually open up something like river walk in order to get those guys editor but for now I could use a move action hypothetically to get these workers over to some of these other areas in order to potentially gain more workers now when I say that there's these little worker icons and every single hex has a resource that it even acquire when you actually reduce or essentially trying to produce on a particular location so in order to get more workers I'd have to get some workers there and then do a produce action so to get there I'm gonna actually go ahead and do a move action so I'm use my large action token here and we're gonna go ahead and do a move action so you start at the very top we're able to move two units to our one space each that's why they're divided up into two separate boxes so you can only touch two of two units and then move them each one space so what I could do is I should take this unit move it here and take this unit and move it here and I've got units either of the spots to actually gain more workers in the future positions mean well okay so after I take the top action you take a quick look at the bottom action to determine if you can do that so in this one it says that we could pay to oil in order to upgrade now upgrading is pretty cool but we do not have that resource just yet so because we don't have it we can't use it so that's gonna end by turn another thing to note is that you'll notice one of my workers ended up on a hex here with one of these encounter tokens however this cannot be encountered unless my character is in that location so I don't get to reveal this and I don't get to go over here and grab an encounter in order to resolve it until I get my character into that position and for now my character can't do that because my character cannot cross rivers all right so we're gonna go ahead now and we're going to pull the very first autumn a card for our yellow faction so we're gonna go right here grab this autumn across the top of the deck and see what we get so we have a couple commands at the top and you typically go through this card row by row so you take a look at the top section and then you go to that second line and then the third line and you're gonna follow it all the way through so the very first one here has two symbols with a dash in between it or slash and there's basically two things that this this character or this autumn of units can do in this particular case this symbol on the far left of that slash is an encounter factory symbol and so that one is going to be us selecting our autumn a character for that particular because that's the only one that can actually encounter tokens like this the encounter tokens or go to a factory is the character only the workers yeah they can progress through the map but they can't actually interact with the encounter tokens or the factory so in this particular case with that symbol we're going to be choosing to do that one first and how this typically works is you basically an ox always works is if you can do the one side of the slash and that's all you'll do for that row then you move to the next row the reason it's even giving you two options on the top rows in case the first one can't be done but we can do this first one and I'll show you how that's going to work so the first thing is we select the ottoman character we already talked about the fact that is the only character that can do this type of thing we need to find valid hexes from here and valid hexes are any in the neighborhood of any Ottoman unit so technically in the neighborhood basically means anything around a hex that has a current out of a unit in it so really the only available hex right now is this one because we're not allowed to cross rivers yet this will dictate when we're able to do so when this cube eventually gets down the track and comes off of the little river to slough swirl there with a cross through it or the slash through it then they'll be able to cross rivers so until then they're stuck on their little kind of homeland base and actually this is the home base itself but they're stuck on these three hexes right here so the only place that this individual can actually move is just right here now you'll also notice that I moved one unit two spaces and movement with the autumn is much different than the human player so what I move I have to follow strict rules that only allow me to move one character per space at least until other abilities might generate higher movement values basically the autumn has got some really crazy technology that essentially allows you to basically warp anywhere on the map as long as you're within a neighboring hex and neighboring hexes I talked about are kind of anything surrounding a particular hex and then of course the the decision basically comes down to how many neighboring hexes are around them is where you place them in this case is very simple because there's only one we'll get into the more of the complex stuff and when the options open up when we find ourselves in the middle here but this is as far as I can go and I can teleport so you're thinking about it in a different light than I would when I'm doing my human character I'm just teleporting this autumn I character there the next thing that's going to happen is once you've got your character in this particular location you'll notice there is an encounter token in here now the automat handles these differently normally if I landed in them I'd actually pull out like an actual encounter I would go through it I may gain something and typically it's something good what the autumn eye is gonna do is basically land in here and it's going to destroy that particular token so it's kind of going around the board looking to knock out as many of them as possible so that I can't basically use them to my vonage obviously getting all the way down here from up there is quite a task in itself but it's going to kind of eat up all of those encounter tokens around here and they don't count for any points they're just basically destroying them as they go through so we picked up all the encounter tokens that are here and then at this chat at this point it would either be doing what we just did which is destroying an encounter token or potentially having having our character land on the factory that's really what this symbol in the top left here does so we've done that top row so that's great the next thing that's gonna happen is this one they're gonna gain actually three powers are gonna come to the power track and yellow is gonna jump one two three so they're all the way up to eight which makes them a little menacing and then we're actually gonna going to go ahead and gain some money which is straight-up points for them really at the end of the game so that's that they're also down here gonna go ahead with in your list so the enlist is a little bit different and I'll explain that right now all right so we're gonna talk really quickly about the third role of the anima card here which is this one right here has Analyst's int symbol and basically if I've recruited the individual that matches that particular icon then I get to go ahead and gain that that ability so in this case I would actually gain a gold if I hadn't listed that or recruited that individual so I come down here to this board and this right here is where it is so in some point in the future if I enlist or choose to enlist and I actually have this revealed like that and this comes up again I would actually go ahead and gain a coin so there is an advantage to that and what that's doing is automating how that would work with a multiplayer game where one of your enemies basically does a particular action and you gain a benefit from it so this is never going to this third row is never going to benefit the actual Ottoman it's always going to be a benefit for you but you only get it if you actually have the matching corresponding recruit in use so in this case we don't get it now the next thing we're going to do on the card to finish it off you never want to forget this is that Center icon in the middle shows a star sometimes this will be enabled and other times it's disabled if it's enabled you're moving your star Trak or cube one over if it's disabled you're not so simply put this is actually not going to progress this particular factions autumn and faster across the track meaning that it's not any closer to stars it's also not any closer to getting across rivers which is fantastic so that's pretty much it and we have finished the first autumn occur all right so we're just gonna stop really quick the entire cart we went through so at the very very top it's the Ottomans actions the second row down is when the Ottoman gains stop or that particular faction that's being automated gains things and what they gain and the last one is the recruitment bonus and then of course the middle is the star tracker movement whether it happens or doesn't happen that is the major parts of this card there's some other stuff will they'll come to play when things flip over things get a little more difficult and there's obviously combat here on the sides different things to talk about when we run into them but for right now that's what's most important so at this point now we're gonna move over to the white faction alright here we go let's flip the first card for the white faction and see what we get so we have a very similar action to what we have with the other one so again we're gonna be able to perform this first one which is the factory or encounter card action so we're go ahead and do that we know that we're going to be selecting the character and moving it to a valid hex the only valid hex possible is this one so this character is going to move to here it's going to suck up this encounter token and is now gone off the board and that's pretty much it then we move to the gaming section here you'll notice it's a little different than the last card even though they had the same action up top we're gonna be gaining a worker so a worker will be taken from the supply and this drops on the home base and then we're to come over here we're gonna take a look and we actually gain a combat card so we're gonna go ahead and gain one combat card which we do not look at and add to the stack so this actual faction now has four combat cards total because it started with three and just gained one so that's pretty powerful and then down below another enlisting or recruitment bonus if I happen to have that particular card unlocked on my mat I would get that or I've gained a card I should say and I don't in this case but what will happen now is the star tracker will actually move for the white faction so they're actually getting closer to being able to cross water which is probably not a good thing seeing as I am the closest to the white faction rather than a yellow so I'm really hoping that that starts to slow down soon all right so it's back to me and now I can make my mind up as to what action I want to do next so I'm really thinking about doing the purdue's action so how this works is gonna take the action marker drop it in this area and we're gonna start at the very very top so the first thing I'm going to do is produce on two different spaces so I'm gonna go ahead and do that right now so we're gonna actually go ahead and take two of these workers away and you'll wonder why that is in a second I'll also explain what the symbol that I just revealed means for later turns but basically I'm taking two workers because I'm producing on two different spaces so what you have to do is look at each of these spaces individually so this one right here will start and choose this one to produce on you gain whatever resources noted in the hex so in this case that is a worker and you gain however many of those workers you have in there in workers as well so if I happen to have two workers in here I gain two I have one so I'm only going to gain one so an additional worker is placed in here and now I have two so you can see how this thing starts to bolster pretty quick and now over here I have two so I have a total for now because I've produced on two different hexes so that's what I wanted to do with this you'll also notice that a symbol was revealed and what that's going to mean is if I choose to produce in the future I'm gonna be able to do again two different hexes and produce on them but I will actually have to pay a power in order to do so so it's becoming more expensive to bring more people out so I don't take that penalty when I first do it or its first revealed but going forward I'm gonna have to start paying that so I'm gonna move down to the bottom section of this to see if we can do this this is the enlist action that would be so valuable based on how many enlist bonuses we've had with the factions so far if I was able to actually spend three food then I'd be able to enlist and hopefully start making some bonus there but I don't have food yet we're gonna have to start working on that very soon and you'll notice just based on where I'm sitting here food is over here over here and even over here so that's actually quite far away I'm very close to workers are very close it's close to steel wood and oil but the food is kind of eluding me it's a little further we're gonna have to work towards finding that or getting my workers there moving right along we're gonna do the yellow faction next I grab the ottoman card here and see what happens so the very first thing we've got is a faction specific action in brackets so if we are that particular faction which we are not that faction actually is way up here and we're currently not using that faction we would then use this action and then not this other one we are not that faction so we will do the opposite side of this particular row for actions for the Ottoman and that's going to be a movement of a worker meeple so we're gonna go try to figure out which one's validus so there's a way in which we do this and way in which we narrow down which worker is valid so it comes down to the move worker action is what it's called so it's closest to the autumn of base so as of right now technically we have two workers that are right beside the home base the tiebreaker is in reading order so reading order is basically going from left to right all along the board all the way down to the bottom so the first one we run to is this one before we ran into this one so because of that this is going to be the chosen worker that ends up getting moved in terms of valid hexes it's going to be these are just determining which hexes are valid so to be in they bring in the neighborhood of any Ottoman unit or in the neighborhood of an autonomous base which this is that's valid there could be no enemy units there and there can be no autumn O'War other than the one selected of course so we've got this one here so we're good so now we're going to choose that particular worker by picking it up we're gonna choose a valid destination hex and that's either gonna be any valid hex in the neighborhood of the most Ottoman 'its so as of right now the most Ottoman units would just be single one which would just be right here really it's going to end up cutting up this way and the reason that we figured that out is because we also can't be in the neighborhood of any enemy combat units well right now there isn't any other board the tiebreaker when there's more than one option technically we could go anywhere out here because we're in the neighborhood of many different hexes that are valid around this particular character but to know which one is the most valid that first time brac breaker is closest to the factory so that would actually be this one right here as it's only two away from the factory although technically this one is as well only two away so we technically have to to choose from there so in that particular case then it would come down to reading order and reading order would have us going left to right across these rows so it would in fact be right here so this worker will jump across the water now this is where things break quickly I wanted to show you guys kind of how we would go about doing this because we can't do it yet there is a river here so this would be what we would be able to do if we actually had the river walkability here with the yellow faction and we currently aren't rrrow yet so we can't make this move which means we can't for the first time do any of the actions on the top roll of that Ottoman card and we move right along so let's make sure we're like you're looking at the correct card because that actually was the other card this is the one we're talking about right now so we can't do the top role of this particular card so we'll go to the second row and you'll see there's another faction action or ability that can basically be taking place we won't talk about it right now because we can't do it because that's not the faction we are we are not that symbols faction which means we're not this one right here it's not in play so we'll move along to the next thing of what the Ottoman would gain and that's gonna be a worker so a worker is gonna come out for the faction into the home base as it always does for us when we actually gain workers it goes basically like as you guys saw we'll have to go into the same area where those resources are being gathered or taken it has to basically be in a workers area whereas with the ottoman workers that come out go into the home base right away so we've done that and we also gained one coin for this faction so this faction is out to seven which again it in turn is victory points and we even enlist bonus we would get lucky and get that if we actually had unlocked on our side but we don't so that's gonna end off the yellow factions turn one last thing I want to correct real quick is the star in the middle of this card which determines that we have to move this star tracker one space to the right and now we have finished the yellow factions turn so moving right along we're gonna move into the white factions turn we're gonna pull the Ottoman card for the white faction and we've got a bunch of things on the top role here for actions so the very very first one is a you can see there's an extra gear there that would mean that if we were playing the Automator which is the easy version of this start record card we're playing normal if it was the automated across the top here and we're playing easy we would actually skip this entire turn for the ottoman but because we're playing on normal we do not skip so we're gonna continue on the next ones in brackets and it all has to do with being a part of a particular faction which happens to be this faction right here because that symbol shows up and we are not that faction so we don't take that action so we move to the next one which is and again if we ever took the faction action you don't take the one next to it either you just do the faction action and you move along down them down through the rows so we're gonna go all the way to the end because we're not that faction that we're going to be doing a movement of a meatball very similar to what we did over here with the other one so let's go ahead and do that so again over here with this particular grouping we have quite a few different workers involved we have one on the home base we have two right here all right in order to do the move action of right now we're gonna have to determine which individual is valid so right now we determine that by selecting the Ottoman worker that's closest to the Ottomans home base so that's going to be this worker right here and we're gonna go ahead pick this worker up and we're going to determine where it should go now what's restricting us from actually completing this action is the fact we still have not gotten past the river phase for this faction we need to get all the way the trekker needs to be passed those River symbols with the cross room over here in order for us to build across the river which essentially means that this action that I want to take right now can't happen so I cannot actually do this action because there's nowhere where I can bring that worker that isn't crossing a river at this point and you don't stack workers in the same spots as as other workers so I am kind of stuck my hands are tied with this particular item at the moment so we're actually not to be going ahead with the movement section of that particular card so the top section doesn't happen at all what will happen though is this faction is gonna bring a new worker by gaining it from the second row and it's also gonna go into the home base and they're also going to gain themselves a coyness so we're gonna be grabbing a coin from the supply and giving it to the Ottoman and there's an enlist bonus so if we happen to have popularity recruited that we would actually gain some popularity at the moment if that was the case but we do not and we probably do need to enlist or least start aiming for that to try to get some of those bonuses which would be super nice going forward and that is going to conclude except for the movement of the star trackers so we don't forget about that star so we are gonna move this down to here and we can see that the white faction currently is just one step ahead from the yellow in terms of being able to cross over rivers once that happens things are gonna get very very interesting and just like that we're swinging all the way around to my turn so I'm gonna go ahead and we're gonna choose the well let's go ahead and do this action here this is the trade action so we're gonna pay one coin from my supply of six I'm gonna use one coin to pay for this giving me I'm able to basically take two resources of any type I'd like or I could gain a popularity I'm going to choose the resources and I'm gonna go after actually the oil because I really want to try to upgrade at next turn so we're gonna grab two things of oil from the reserve here and it's gonna place them on a space with a worker so I'm gonna choose to put them over here I'll plan on using them later anyway actually what I might do is put them over here because I think these workers will end up staying put more so so we'll do you like that and now we're to go to the bottom action of this one which would be paying for wood to build can't do that yet sadly cuz I don't have you don't have the wood and all the resources so with that being said I think that is pretty much everything I can do for my turn I think now is a good time let you guys in on a little secret in terms of what my objective cards are because I haven't revealed them thus far and I thought now at this point it's a good time to start thinking about them now I mean there's strategies involved with these objectives of course if you complete one of them we can gain a star way up there on the start track but the downside of it is if you focus too much on these objectives it can actually kind of hurt you in your overall plan so it's a little bit of a balance as to whether or not the objectives are on route to what you're trying to do in terms of placing six stars out in order to win or if they're going to hinder you and send you kind of off on a side trail so I want to show you each of the two objectives that I got I can only complete one if I choose to and if I do complete one I get a star the first one here is called stockpile for the winter so I basically just have to control territory with nine or more reserves tokens basically there and at least one of each type so it's got to be pretty I got to be moving resources into one area and it's really got to be stock piled up on it at the end of your turn if I do that I've completed that objective the other objective is the shore up the shore this one is control at least five territories surrounding the same lake at the end of your turn so this one's a lot more doable I mean they're both doable of course but just based on the fact that I do have the ability to walk freely I shouldn't say walk like swim with my workers I can control territories quite easily get around a river so if I control up to five different hexes around the same river then I can go ahead at the end of my turn and I can declare that I've got that objective complete so that might be something to keep an eye on as we go forward especially with the fact that at this point in time I technically have four workers and a character so I could make that happen but again you can see how going just after that objective can potentially lead you a little bit of stray or maybe have you not focusing as much on building up your engine basically in the game which is also very important so it's a nice delicate balance but now at least all of you guys understand my two options with objectives and you can in the comments let me know which one you think and how you think I should go about doing those all right we're back to our yellow faction here we're gonna go ahead and pull off the top card of the deck to see what happens now there's a lot going on up here we've already talked about how this works with the cross turret again when I'm playing Automator which weren't playing autumn so this is not we're not gonna be ignoring this entire card this next one here is new we haven't seen this one yet but this one basically is an attack move versus a combat unit so this isn't gonna happen either because not only we only have one technical technical technically we only have one combat unit that would be our character a mech could also fill this role as well but as of right now again we can't cross rivers and we're nowhere near anybody to do you know actually have any type of battle with so that's not going to happen we'll talk more about what these actual symbols mean when we can do them but basically this six really quick is just whether or not this particular faction or combat unit has a certain power over so we're at currently eight for the yellow faction so we would be able to go ahead and do that action if we had a mech ode or we had River walking able to get out there and do some damage so we're gonna to skip past us that one and do the next one which is another attack this one's called attack move versus a worker so with this one same similar idea you'd be doing an attack move but we can't because we're landlocked on our continent here with the autumn with the autumn until they're off of it and our until the track star tracker moves to the second row then we can finally move on this is good for us because it's not coming after us so the lawyer last thing it could potentially do is to move and again we're stuck there's no movement and can possibly be done here so what's going to end up happening is we will just be sitting still as our workers can't progress any further or take over any other type some hexes because we have everything already covered right now so we'll move on to the next role here which is gaining or to gain two coins for this particular faction so two more coins is going to equate to two more points of course and then on top of that we have a list here with the combat icons so or the power icons so if I had have had that as a recruit then we would have gained that bonus as well and I would have gained some power that would've been nice but that's gonna basically end the yellow factions move so things are obviously they they're kind of held back at the beginning because of the inability to get across water finally in the round we're gonna move to the white faction and pull a card for the Ottoman here again same thing if we were playing automated we would skip this particular round but we are not so we're gonna continue on we do not control that purple faction at all which is this one right here it's not in play so we're skip past the brackets option for an action the next one would be moving a mech we don't currently have any mechs in play for the white faction over here just yet and worker movement we do have but as of right now everybody is taking up a spot currently so we are not going to be adding anything else or moving anything else so that entire top row is basically dismissed we're gonna come down here to the next row if we happen to be controlling the red faction which is this one right here or not we would go ahead and be deploying a mech so the first time we've seen this and really what this means is if your character which is this guy right here what happened to not be on the game board at all then we would deploy the character to the home base if the character is on the but on the actual map right now then we're actually deploying a mech so just so you guys understand these bracketing is not were following because we're not the red we're gonna be following that one to the right which is the symbol of deploying a mech so this gonna be the first time that a mech is coming into the game and basically it only will deploy only deploy as many mixes we actually have available of course and once they're all on the game board then there's no more left abilities underneath here are ignored so you're not gonna take into account normally like oh my board if I was to deploy a mech abilities or underneath they would boost my stats and help me out these are just simple I'm just simply placing them here just to have them here and this is going to actually land in the home base so it's gonna sit up here with the other workers and that's going to cause a problem because on top of all of that there's nothing here for recruitment bonus which is fine because I can't get a bonus of that anyway but the star tracker does move and now we are on the final spot so one away from the white faction being able to move out of there contrary a-- of control and start crossing rivers which is going to be interesting because if you guys remember from very earlier on this playthrough there is they have the ability to teleport through so when movement begins for mechs or or even workers and we can cross likes they're gonna be able to hop scotch all the way to basically the outer edge of their little island or continent here of settlements and that's going to cause them and start moving very quickly towards the factory in most cases so or potentially targeting you know if we have other individuals heading that way as well whether it's the meat or the other autum acara so this is going to get crazy this is exciting because we're just breaking through that just initial barrier so we're gonna go through one more round and then we're gonna end the video there so let's go right back to my turn so let's start off with deciding what action we want to take i think taking the move action makes the most sense for me right now so again i can move two units or two different units i should say one space each so i want to kind of make a smart move on this one i think what i'm going to do is this is tough actually because i i'm i have i may end up being able to take these particular workers and move them somewhere useful again i can crack and swim across rivers as we already know so i can position them to be in a really good advantageous spot going after oil wouldn't be a bad thing because i can upgrade again so what I might do is I might actually move both of these guys back across the river to here and I'm gonna stop right there now what we're going to do is come down to the bottom section of this and it says to pay to oil we can go ahead and upgrade so not only go we're going to gain an upgrade we're also going to be able to gain a coin from that so I have to spend resources that I currently have in order to do that so there's my two oil being spent and at this point now we're gonna get an upgrade which basically means I can take a cube from the top roll up here and then put it in the bottom row down here making something cheaper and also bolstering or giving me a plus going forward so let's see what this does this would give me an extra movement which would be really really handy probably what I want to go out bolster would help me get my power track going up quite a bit more this one would allow me to start gaining popularity quicker and this one would be really good for production right now I don't have things split beyond just two hexes so I don't think that's really high-priority I think the movement is much more useful so I'm going to take that off the movement and I'm gonna place this one down here on top of this rail right here to block up one of the steel requirements so now we only need three steel in order to build a mech that's going to help me because four steel is quite a bit I think that's the best you could obviously knock down a number of these different actions whether you want to enlist build deploy or upgrade but the fact that the white faction already has a mech out and I don't I really want to get one out there so that the mech can't either mess with the factory without me intervening or could potentially come to my area and just destroy my workers outright which would be bad because remember the Ottomans do not lose any popularity which is a very normal trigger in the game when you're playing in multiplayer if you start attacking workers you typically lose popularity when the Ottoman never does so they were able to kind of do whatever they want without any kind of loss of popularity and that's scary so I want to protect myself there so at this point now we've done the top action of the move action I should say and then the very bottom here we did the upgrade so when we do the upgrade we also gain a coin so I don't forget that so I'll take a single coin we kind of got a coin back from last time we spent it I have a total of six just so you guys are aware and that's gonna end off my turn all right so we're going to start with the Elif action here and we'll flip this over and we've got ourselves a well that's pretty straightforward so it's gonna be a movement of one of their workers but again not gonna happen based on the fact that we have all over all of the areas here are all controlled and there's no reason to move anything tip typically the one that would be chosen will be the one on the base but there's nowhere to move to and can't cross rivers yet so that's skipped that's sad that yellow is gonna gain three power though because that's gonna really push up the track so one two three so up to 11 now that's not good underneath that there's no one less bonus but there is a star so we are gonna move this the tracker up one getting ever so close to being able to get off of their little area right there in the bottom of the board now let's move over to the white faction okay white faction last turn of the video so here we go right off the top here we've got a faction specific ability here for the blue faction that's actually my faction so that's he's this sought of as knock be able to use this the second one here is the encounter one assault again this one can't be done either because we can't encounter the factory or any encounter tokens anywhere so we're not going to do that and we actually technically can't even do this one which is the moving of our character so basically the whole top role of this particular action spread is nothing so we're not able to do any of that but we will be gaining a worker and a power so I'm gonna go ahead and do that so we've got another worker coming out for the white faction just a ton here on the home base and then over here we're gonna be great gaining a power so going up to three and then we're gonna over here take a look the enlist bonus is there but we don't gain it but the star is there so we are finally into open season with the white faction so going into the next video the white faction is going to be able to start teleporting their units from the back here forward and they're gonna kind of start hopscotching each other on their way towards encounter tokens the factory us anywhere really and wherever the Ottoman deck really sends them and I can tell you right now it's gonna be very interesting and we're gonna need and what I'm trying to do is prepare to get a mech out so that I can try to stop some of them the one thing I have a little bit of a worried about with the yellow faction is the Elif action is really ripping up the charts here on the power track as well so that's also scary so we might want to well we'll have to see how things pan out but there's you know the distance is obviously a factor for us as well we can we can use tunnels to our advantage so there's these red spaces all along the board and you can go in one tunnel and pop out the other side the autumn ik a not use tunnels and has to actually make their way to you be in there the way they balance that is because the fact that the autumn I can teleport through their units to move quickly that's kind of their way of moving quickly around the board whereas for us we have to use tunnels so if we do want to kind of jump across the board and cause some havoc over on this side we're gonna have to go through a tunnel to do that or just take the really really long road of going straight across you know what I'd love to hear from you guys is kind of what you think I should do next I position myself like this you can see the resources my guys are sitting on we've got an encounter token nearby that we can go after we know our objective the one that's the probably the best to go for is to try to control five different hexes around a local lake basically or a lake that we are kind of near so we can do that that's also a plus there's many other things we could do we could focus on trying to build a mech next we are within range here of moving workers into the steel area here and harvesting for some steel again now we have a much stronger movement for the future although I can't move next term because my that's what it shows last but in the future when I move I can move three units one space each which really will allow me to start moving workers around and maybe get my character up closer to these encounters and encounters can have really nice stuff in them might be something worth doing we might get some really cheap steel or something like that so there's a couple things that I want to just correct and it's actually just one major thing I totally missed this when I was going through the Ottomans movement and we definitely had the movement to spend whenever there's a actual meeple here for a worker and you get a move worker action you can actually move it to the same location as your character the only stipulation is that you can't move it to another hex that already has a worker so basically this guy would have and could have moved to this location right here so I'm just gonna correct that right now after the fact so there's those of you have been watching the play through this point might have been thinking might have been caught even commenting it was that worker supposed to move out to this location yes it was so this would have been a valid location it would have had two adjacent workers around it so this would have been it and we can still can't cross rivers so this really isn't a game breaking mess on my part but it is kind of a silly one so I thought I'd mention it here and wouldn't you know it because I did it here with the Ella faction the exact same thing presents itself over here again we had multiple times where the move worker action came along and I could have easily moved one of these workers to this location it wouldn't have changed any of the gameplay to this point but it definitely matters because these are all well the whole thing is about making this as accurate as possible so that was just a Miss on my part but now everything has been corrected in terms of moving of the workers thank you so much for watching and as always keep on rolling solo [Music]
Info
Channel: Rolling Solo
Views: 25,585
Rating: 4.8826404 out of 5
Keywords: scythe, scythe solo, scythe automa, scythe board game, scythe review, scythe how to solo, scythe how to play, scythe watch it played, scythe learn to play, scythe rules, scythe setup, scythe tutorial, scythe automa tutorial, scythe two automa, scythe kickstarter, scythe expansions, scythe rise of fenris, scythe invaders from afar, scythe wind gambit
Id: TWqW3zJNgNs
Channel Id: undefined
Length: 35min 36sec (2136 seconds)
Published: Mon Jun 11 2018
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