It seems to me that if someone builds a pagoda and gets points from it every turn, the proper course of action is to do nothing with it because those points wont count because the LEAST amount of cubes is your points.
Def a modified version, i think in many ways to make it more intuitive and attractive. It's a design space no one else has really tackled as far as I can tell. Getting a lot of positive reviews it seems.
The rulebook itself calls it the sister game of Tigris & Euphrates. The surprising part is how many differences there are even with the obvious similarities.
From BGG: It is tighter than T&E. Perhaps too tight and balanced. Games are always coming in closer than T&E, which makes not having equal turns even more egregious. I prefer T&E as it provides the potential of big swings from external conflicts. Things in Y&Y that are not as good: 1. Y&Y is so ”refined” that it never provides devastating conflicts which give the game its excitement. Now internal and external conflicts are virtually the same thing, other than playing either black tiles vs red tiles to generate 1 VP in the colour of the losing leader. 2. Y&Y feels much more of an efficiency exercise than the tactical tension of T&E. 3. Everyone in every game we've played, has groaned at the luck of an opponent drawing more yellow tiles. 4. Riots/castastrophies are "limitless" as long as you have blue tiles...so pagodas get knocked down almost as fast as they go up. And yellow pagodas are usually instantly catastrophied. In T&E, you couldn't just knock down someone's monument with 1 tile. You had to fight to take it over. This stuff makes it easy to chose for me. T&E.
Huang took your player aid critique on the inside of the shield to heart. ❤️
I saw that!
there was a lot of talk about chunkiness in this video (-: quite an undertaking in comparing them, nice job
Weird too use a picture of Sensoji in Tokyo for this game...
It seems to me that if someone builds a pagoda and gets points from it every turn, the proper course of action is to do nothing with it because those points wont count because the LEAST amount of cubes is your points.
Well that is until the person that doesn’t have a lot of those cubes decides they want to take it over!
@@TheGameBoyGeeks especially if it's the coveted Workshop pagoda - of which there is only one.
It is almost same game as Tigris & euphrates !
Vlady Cavret A lot of people are calling this the sequel to Tigris and Euphrates
Def a modified version, i think in many ways to make it more intuitive and attractive. It's a design space no one else has really tackled as far as I can tell. Getting a lot of positive reviews it seems.
The rulebook itself calls it the sister game of Tigris & Euphrates. The surprising part is how many differences there are even with the obvious similarities.
From BGG: It is tighter than T&E. Perhaps too tight and balanced. Games are always coming in closer than T&E, which makes not having equal turns even more egregious. I prefer T&E as it provides the potential of big swings from external conflicts.
Things in Y&Y that are not as good:
1. Y&Y is so ”refined” that it never provides devastating conflicts which give the game its excitement. Now internal and external conflicts are virtually the same thing, other than playing either black tiles vs red tiles to generate 1 VP in the colour of the losing leader.
2. Y&Y feels much more of an efficiency exercise than the tactical tension of T&E.
3. Everyone in every game we've played, has groaned at the luck of an opponent drawing more yellow tiles.
4. Riots/castastrophies are "limitless" as long as you have blue tiles...so pagodas get knocked down almost as fast as they go up. And yellow pagodas are usually instantly catastrophied. In T&E, you couldn't just knock down someone's monument with 1 tile. You had to fight to take it over.
This stuff makes it easy to chose for me. T&E.