Watching this persuaded me to go for the pre-order pledge on Hive. I don't know if I can get this to the table but I really want to get this to the table with my brother-in-law (who works in finance) playing the working class :) :)
Just a minor note: During reset, they don't have to wipe all the companies before drawing new ones. They can discard as many as they like (possibly 0) then top up to the max amount they should have. Great play through though!
Great playthrough, thanks for doing it. There was a potential rules misplay based on what's posted on the Kickstarter page. From page 28, under the State's Scoring Phase - "discard those cards along with all the uncollected resources and money in the State Benefits areas." In this playthrough the stuff in the State Benefits areas built up from round to round. I think it's an interesting game mechanic that allows the state to get the benefit for putting the resources there and requires the class players to spend an action to collect the benefits before the end of the round. However, in this playthrough I think that Edward was the only one to actually collect anything from it, so I'm wondering if the benefits aren't sufficient to drive the class players to spend an action to collect. In this game, the economy seemed to be roaring, so that may have been the issue and the state benefits would be a better deal for the players when resources and money are tighter.
I think that's a potential rule change, but I don't know yet. There was some discussion elsewhere on bgg that the State putting the benefits out during its last round was not good for the classes, as they had no time to collect their stuff before the round ended, given that the state acts last.
Having the State Benefits remain there from round to round is actually a rule change that we are considering and we have already done some tests on. We just didn't want to upload that version of the rules without having fully tested it. It is definitely on our to-do list though :)
couple of thoughts. Trade deals traditionally increase global freedom of capital, but there's no reason you can't have deals that increase global freedom of labour as well. Some trade deals even do that too (like Australia has proposed a trade deal with the UK that includes increased freedom for workers in the UK to work in Australia and vice versa). So there should be the ability to allow workers to leave the country easier as well as allowing them to enter the country; migration out of the country should not be limited to an action card. Given that migration is nationalism and globalism, then having it in high globalism should just mean you can either draw more cards or migrate more workers out. Also, Split up tariffs and trade deals into independent markers, allowing for having high tariffs with high trade deals etc. These changes would better reflect globalism as a neutral measure for freedom of movement of capital/labour around the world, whereas nationalism being a representation of locked down capital/labour. The term Free Market has been twisted a bit today from its original meanings. Going back to its classical liberal roots, free market meant freedom of movement of both labour AND capital. Today, it's been twisted to mean freedom of movement of capital, not labour. It seems that the game has internalised that a bit. But making the changes I suggest would also rectify that problem as well.
I haven't been here for a while. Sorry if Alyssa has been on for a while now. But it's good to see a female presence again :) Great teach and no doubt great playthrough, but i'll have to keep watching over the coming days!
@@alyssagambone5544 Ah right, I check this channel a bit too intermittently anyway! I think I'm on Day 3 of trying to watch and I'm up to 3 hours..! I'll get through it eventually..!
@@alyssagambone5544 you seemed to play quite a few cards face down? Do you feel the cards are too weak, or the other actions are too strong? Or it just worked out that way?
@@RichieDcik The card actions are pretty good. But a number of them were things like 'buy healthcare from the state for 1/2 cost', and the state didn't have enough to bump prosperity, so it was better to use the standard buy action to free up the production and then supplement that with full price from the state. Since the middle class can't use the goods it produces to bump prosperity until it sells them to itself, 2 of my 6 actions every round felt forced to 'buy education' and 'buy healthcare. Add in a couple of extra shifts and having to open 4-6 companies over the course of the game, it's a lot of standard actions. I'd honestly love to see an action card that let you sell all goods (or at least 3 types of good) from the middle class production storage to themselves only, just to help with the action efficiency.
Mechanically, it’s not hard. Play a card and do what it says or choose a basic action. So anyone theoretically can play it. It’s the understanding of the implications of the actions that gives the game its depth. So I think playing a learning game will be plenty to understand things, for most players.
why are there two markers on foreign trade? Also, trade deals and and tariffs should be independent, otherwise capitalists never really lose out no matter which way it goes.
I believe in an earlier version of the rule book for a now superseded rule set of the game was - draw 8, play 6 then keep 2. This has since been updated and the rule book now states draw 7, play 5, and keep 2.
And this is why we’ve started putting (KS) etc. so that folks watching after a published version releases, that the play-through rules MAY have been updated/changed.
I'm wondering if middle class really have the tools to win. What works for companies serves capitalists better and what works for workers serves the worker class better. What is their edge?
Isn't it that they are doing fairly well from both, so there edge is to make sure that both do OK, but not well enough to beat them. So if capitalist is ahead, then you boost the working class a bit, if working class is ahead you boost the capitalist side. So it probably isn't as easy with as obvious goals as either of the others, but a delicate balancing act where you are trying to take the middle ground, where you probably want both of them to have a similar score by the end, but where you have benefited from both and ended up slightly ahead. No idea if that is actually the case, but that is how I'm guessing it will work.
@@MrFarisB i think what middle class needs to win is talking the others/making sure the everything is in the middle and not all left or all right in that different coloured area thats numbered 1-7.
hard pass... an hour to teach...i could play 50+ other games in an hour that would be more enjoyable...just another game where several aspects could be taken out and the game would still be a coherant game...victim of modern board gaming...gotta be bigger better stronger more grand than current games being released...anyway this has massive AP written all over it....
The first hour is the teach, so there's only four hours of play. Also playthoughts like this are slow, as we are spending time explaining our thinking about the game and interacting with the peanut gallery. We expect if we were playing this casually, we should take 2-3 hours.
Because of your helpful video, I pledged my first Kickstarter. Thank you.
Have you got your game yet?
I hope you revisit this game in the future, found the gameplay quite intriguing and loved how the mechanics created such dynamic choices every turn.
The shadow AI 5th player, the banks (general supply) are always the true winners.
Great video. Very helpful.
Hope you guys do a new playthrough with the final game & rules. 😊
Watching this persuaded me to go for the pre-order pledge on Hive. I don't know if I can get this to the table but I really want to get this to the table with my brother-in-law (who works in finance) playing the working class :) :)
I love how unique the play-style is. Also, such beautiful and clean design. Loved watching the playthrough! Had to back the Kickstarter!
Glad you enjoyed it! We did as well!
Just a minor note: During reset, they don't have to wipe all the companies before drawing new ones. They can discard as many as they like (possibly 0) then top up to the max amount they should have.
Great play through though!
Definitely excited for this, hopefully I can con my friends into playing
Really hoping you guys resist this closer to its final production or release date. Been really enjoying playing this in TTS.
Hegemony: Lead Your Class to Victory,Where do I get the electronic version of the game's rulebook?
Amazing playthrough! Thank you for putting it out! :)
Great playthrough, thanks for doing it. There was a potential rules misplay based on what's posted on the Kickstarter page. From page 28, under the State's Scoring Phase - "discard those cards along with all the uncollected resources and money in the State Benefits areas." In this playthrough the stuff in the State Benefits areas built up from round to round.
I think it's an interesting game mechanic that allows the state to get the benefit for putting the resources there and requires the class players to spend an action to collect the benefits before the end of the round. However, in this playthrough I think that Edward was the only one to actually collect anything from it, so I'm wondering if the benefits aren't sufficient to drive the class players to spend an action to collect.
In this game, the economy seemed to be roaring, so that may have been the issue and the state benefits would be a better deal for the players when resources and money are tighter.
I think that's a potential rule change, but I don't know yet. There was some discussion elsewhere on bgg that the State putting the benefits out during its last round was not good for the classes, as they had no time to collect their stuff before the round ended, given that the state acts last.
Having the State Benefits remain there from round to round is actually a rule change that we are considering and we have already done some tests on. We just didn't want to upload that version of the rules without having fully tested it. It is definitely on our to-do list though :)
question.. where can you find the rules for the game?
@@jabbawookeez01 There is a rule book posted near the bottom of the Kickstarter page for the game, after all of the review videos.
couple of thoughts. Trade deals traditionally increase global freedom of capital, but there's no reason you can't have deals that increase global freedom of labour as well. Some trade deals even do that too (like Australia has proposed a trade deal with the UK that includes increased freedom for workers in the UK to work in Australia and vice versa). So there should be the ability to allow workers to leave the country easier as well as allowing them to enter the country; migration out of the country should not be limited to an action card. Given that migration is nationalism and globalism, then having it in high globalism should just mean you can either draw more cards or migrate more workers out. Also, Split up tariffs and trade deals into independent markers, allowing for having high tariffs with high trade deals etc. These changes would better reflect globalism as a neutral measure for freedom of movement of capital/labour around the world, whereas nationalism being a representation of locked down capital/labour.
The term Free Market has been twisted a bit today from its original meanings. Going back to its classical liberal roots, free market meant freedom of movement of both labour AND capital. Today, it's been twisted to mean freedom of movement of capital, not labour. It seems that the game has internalised that a bit. But making the changes I suggest would also rectify that problem as well.
I'd love to back the ks. Unfortunately there ain't no shipping to Brazil :(
Thank you for this video.
It was really engaging to watch.
The state forgot a permanent +1 for the working class for an event in round 2. Pain
board has to be modular, or be rotate 90o degrees.
Martin looks really impressed :-)
Awesome playthrough as usual.
Glad you enjoyed it!
I haven't been here for a while. Sorry if Alyssa has been on for a while now. But it's good to see a female presence again :) Great teach and no doubt great playthrough, but i'll have to keep watching over the coming days!
Thanks! It's been a few weeks since I've been on, life got busy!
@@alyssagambone5544 Ah right, I check this channel a bit too intermittently anyway! I think I'm on Day 3 of trying to watch and I'm up to 3 hours..! I'll get through it eventually..!
@@alyssagambone5544 you seemed to play quite a few cards face down? Do you feel the cards are too weak, or the other actions are too strong? Or it just worked out that way?
@@RichieDcik The card actions are pretty good. But a number of them were things like 'buy healthcare from the state for 1/2 cost', and the state didn't have enough to bump prosperity, so it was better to use the standard buy action to free up the production and then supplement that with full price from the state. Since the middle class can't use the goods it produces to bump prosperity until it sells them to itself, 2 of my 6 actions every round felt forced to 'buy education' and 'buy healthcare. Add in a couple of extra shifts and having to open 4-6 companies over the course of the game, it's a lot of standard actions. I'd honestly love to see an action card that let you sell all goods (or at least 3 types of good) from the middle class production storage to themselves only, just to help with the action efficiency.
Part of the lack of healthcare was Derek privatizing the hospital though --- so maybe that was a 'this game' thing than a standard middle class thing.
What happened to the podcast...haven't seen a new one in a couple of months. Miss ya Edward!
Can anyone point out which rules have changed?
Looking forward to this one!
Can believe the meeples for the middle class are taller than the lower class :0
Forgive me, but I'm new to the channel...What is "Glory to Rome"? I don't get the meaning or reference. Sorry. 😞
It’s a thing they say as a substitute swear word.
how fast will a new player learn this game?
Mechanically, it’s not hard. Play a card and do what it says or choose a basic action. So anyone theoretically can play it. It’s the understanding of the implications of the actions that gives the game its depth. So I think playing a learning game will be plenty to understand things, for most players.
@@Heavycardboard Thanks for the super fast response
Great playthough; just not enough belaboring :)
Anybody else playing the "easy enough" drinking game on this video? :)
Jump to the start of the game if you want to skip the teach: th-cam.com/video/8PVAJcXMRcw/w-d-xo.html
why are there two markers on foreign trade? Also, trade deals and and tariffs should be independent, otherwise capitalists never really lose out no matter which way it goes.
Regarding your commentary on "what's this game like" - I'd say Root is a decent comparison!
They draw 8 cards? Isint suppose to be 7?
I believe in an earlier version of the rule book for a now superseded rule set of the game was - draw 8, play 6 then keep 2. This has since been updated and the rule book now states draw 7, play 5, and keep 2.
And this is why we’ve started putting (KS) etc. so that folks watching after a published version releases, that the play-through rules MAY have been updated/changed.
@@Heavycardboard Np, I was just wondering if I was playing it properly 😉
Aaah, they must have changed 8 card hand, playing 6 turns per round to 7 and 5 respectively.
I think that warrants another playthrough? ;)
I'm wondering if middle class really have the tools to win. What works for companies serves capitalists better and what works for workers serves the worker class better. What is their edge?
In other words, it is realistic.
Isn't it that they are doing fairly well from both, so there edge is to make sure that both do OK, but not well enough to beat them. So if capitalist is ahead, then you boost the working class a bit, if working class is ahead you boost the capitalist side. So it probably isn't as easy with as obvious goals as either of the others, but a delicate balancing act where you are trying to take the middle ground, where you probably want both of them to have a similar score by the end, but where you have benefited from both and ended up slightly ahead.
No idea if that is actually the case, but that is how I'm guessing it will work.
@@iamjaybugg lol, yes but the person playing them would still like to win.
@@MrFarisB i think what middle class needs to win is talking the others/making sure the everything is in the middle and not all left or all right in that different coloured area thats numbered 1-7.
In our previous play, the Middle Class crushed the rest of us....
Capitalists win when the labour is over supplied. Means they get cheap wages and big profits.
4 hours of setup... OMG
WHY ARE WE YELLING?!
🤣 this game about to be deadly in family type game nights.. its going to be a blood bath if Monopoly breaks families sometimes
Capitalist will probably win...
holy balls long lol
hard pass... an hour to teach...i could play 50+ other games in an hour that would be more enjoyable...just another game where several aspects could be taken out and the game would still be a coherant game...victim of modern board gaming...gotta be bigger better stronger more grand than current games being released...anyway this has massive AP written all over it....
oh mine.. 5 hrs of game.
The first hour is the teach, so there's only four hours of play. Also playthoughts like this are slow, as we are spending time explaining our thinking about the game and interacting with the peanut gallery. We expect if we were playing this casually, we should take 2-3 hours.
Not much of a discussion…
they don't discuss sponsored games. maybe in the future
I just wish the red strike piece didnt look like the CCP's communist fist symbol. Makes this a non buy for me.
Wow, such a snowflake...