Love this game! So easy to play solo, no clue why they didn't print it on the box. Very easy to understand and learn as well. It can be swingy due to the dice rolled but with good strategy, timing and action order, you can make it work. In the expansion, if someone wants more uncertainty (good or bad luck) you can use Destiny. If someone wants more difficulty, you can use the time tokens. Love the art! I'm happy with the standees, I wouldn't have liked gray minis.
I've been trying to get hold of the Architects of Magic expansion for years but there appeared to have been some issue with the distribution of English version in the UK. Asked Brett about it once and believe he didn't even have a copy.
I found mine floating around behind a shelf at my game store. I literally yelped since I’d been looking for it for a long time, too. It doesn’t blow the doors off with its content, but… completionist!
we just played this monday night... did NOT like the special power on one of the guys that gives you unlimited moves... the rest of the players decided that means they could take 12moves to complete the last two treasures needed..... feel like that should not be there, or an errata to limit it to 3-4 extra moves.
I kinda like that power! As a once or twice per game thing, it should feel powerful and swingy. It’s only move, not any other action, and it has to be set up with rows of open doors, so I feel there are enough limitations to make it workable. But if it didn’t work out in your group, that’s understandable.
Had to go get my copy cause I never realized that's what the power was lol I had thought this power was only 'Before you take any actions' but re-reading it indeed says you can move any number of times during your whole turn. If you want, you may want to House rule it that way next time if that annoys you. I hadn't realized how powerful it could be because I assumed you could move only before your 3 actions, so I never saw Nathan as over-powered. But I agree with Jason that for your situation,your group had to line all their ducks in a row (all doors opened, all switches off) and the Professor's dice didn't mess it up just before that final turn until Nathan Goodspeed did his move. I would think of it as a strategy (plus some luck from the dice which happens in this game) for you guys to be able to rescue 2 treasures at once. I would see it as a great coop victory. But that's the thing with Professor Evil, depending on the dice, the game can be long or short. If short, play another time. If long, then the pressure is on. I like both but all depends on each group :)
Thanks for the video!
Love this game! So easy to play solo, no clue why they didn't print it on the box. Very easy to understand and learn as well. It can be swingy due to the dice rolled but with good strategy, timing and action order, you can make it work. In the expansion, if someone wants more uncertainty (good or bad luck) you can use Destiny. If someone wants more difficulty, you can use the time tokens. Love the art! I'm happy with the standees, I wouldn't have liked gray minis.
Could not agree more. A hidden gem, for sure.
I've been trying to get hold of the Architects of Magic expansion for years but there appeared to have been some issue with the distribution of English version in the UK. Asked Brett about it once and believe he didn't even have a copy.
I found mine floating around behind a shelf at my game store. I literally yelped since I’d been looking for it for a long time, too. It doesn’t blow the doors off with its content, but… completionist!
at 17:35, Professor's second move did not move towards green. Is that correct?
Doh! How silly of me. You are correct, the second move should have been towards green.
we just played this monday night... did NOT like the special power on one of the guys that gives you unlimited moves... the rest of the players decided that means they could take 12moves to complete the last two treasures needed..... feel like that should not be there, or an errata to limit it to 3-4 extra moves.
I kinda like that power! As a once or twice per game thing, it should feel powerful and swingy. It’s only move, not any other action, and it has to be set up with rows of open doors, so I feel there are enough limitations to make it workable. But if it didn’t work out in your group, that’s understandable.
Had to go get my copy cause I never realized that's what the power was lol I had thought this power was only 'Before you take any actions' but re-reading it indeed says you can move any number of times during your whole turn. If you want, you may want to House rule it that way next time if that annoys you. I hadn't realized how powerful it could be because I assumed you could move only before your 3 actions, so I never saw Nathan as over-powered.
But I agree with Jason that for your situation,your group had to line all their ducks in a row (all doors opened, all switches off) and the Professor's dice didn't mess it up just before that final turn until Nathan Goodspeed did his move. I would think of it as a strategy (plus some luck from the dice which happens in this game) for you guys to be able to rescue 2 treasures at once. I would see it as a great coop victory.
But that's the thing with Professor Evil, depending on the dice, the game can be long or short. If short, play another time. If long, then the pressure is on. I like both but all depends on each group :)
Lord Wright's card play about minute 11. Shouldnt the red switch go off in the lady's space? It doesnt matter since prof goes in the same round.
It’s an either-or, doors or switch. I chose to blow all the doors away.
@@OneStopCoopShop ah ok. :)