Just a reminder, new bridges, barrels, characters, and player boards with unique benefits have been added, as well as alternate Shootout cards. Tons of stuff to keep each game fresh feeling. The VP will be mostly end-game as Rahdo suggested. It's all been reworked and testing has gone great. So thankful for the suggestion. :)
The 6th player board, cards, meeples, and characters have all been announced. I'm really hoping these get unlocked in the next few days. The game was designed to play really well at 5-6 players. So this will really complete the product. Spread the word! Thanks for all the views and feedback. I really appreciate everyone's support. It means a ton to me. :)
Yup! Lots of replayable content has been added. New bridges, new 2-sided player boards with unique rewards on one side, and all the cool characters with special abilities. More to come as well!
Haha it will probably be available in Folsom and Placerville around Christmas time 2019. Swing by The Game Getaway or Bonkers for an autograph when we do some release parties. :D
This game looks awesome! I’m not sure if I’ll bite, though... because of Rahdo’s last point. A few more bridge tiles and/or special player powers would bring this game from a “Love to Have” to a “Must Have”.
@@ricke1732 Yup! We've added tons of replayable content. New bridges, barrels, characters, and unique player board sides. Next up is the Mule Duel 2-player add-on, new characters, and 6th player expansion. Thanks for your support!
nope, because then hotels overwriting buildings don't work properly for vp, which means they have to be changed. so this had to be a 'from the ground up' alteration rather than a spot fix. fortunately, as i understand it, the devs are changing the rules to make it work better :)
@@rahdo Ah Ok, I find I always forget in Luxor, but at least in that game you can re add it all up at any point. Probably needs a fix then, good thing they are working on it.
Hi! So we are definitely making the building VP and other VP all end-game. The only in-game scoring will be Shootout rewards, gold traded at Event 5, and the milled cards (empty deck bonus). The Hotels are being redesigned to score in-game as well, with a slightly different mechanic. We loved the suggestion to rework the VP so that they are not forgotten. It adds a fun drama element when the final scores are added too. Testing has gone really well! Thanks again, Rahdo. You've always been a great help.
@@rahdo Thanks! I didn't recognize them since some of them are rectangles instead of cubes. Did you mod them or am I just not aware of rectangle Kallax shelves?
@@GetYourRyOn when i put them together i left a few vertical boards out on purpose to make room for long boxes. it makes the shelves a tiny big less sturdy, but not in a meaningful way
@@rahdo which one do you think is easier to learn and teach? I have a more casual play group so complex games that takes too long to learn usually makes them lose interests.
@@rahdo I think the closes thing to a Euro game we've played was Istanbul. We've enjoyed playing that, but anything more complicated than Istanbul, I think will begin to be too much.
nope, the take that cards in res are absolutely crucial. if you take them out, all the cards that support them, and protect from the, because useless. it would really mess with the design... they can't really come out
Thanks for the preview! I wasn’t a big fan of Rise to Nobility. It was just “meh”. Nothing special, kind of clunky, didn’t feel streamlined, but had great art and amazing components. I have Robin Hood, but haven’t played it yet. After doing some investigating of Robin Hood, my initial impressions are that it is going to fit in with exactly how I feel about Rise to Nobility (obviously I need to play it a few times first, though). Do you think this game is different from those two in the feeling you get? Or it is much the same or much more fun and streamlined? Do you think you could elaborate on that for me? I’m trying to back games I think I’ll like, but I’m sucker and get drawn into backing a lot of “meh” games because of the artwork and deluxe components of a game 😊 Could you help me out please by responding here or shooting me a direct message?
nobility and hood were both designed by the same group of people, and coloma is designed by someone completely different, so there's no real overlap in terms of gameplay style or quality here. the only common thing between those games and coloma is they have the same artist working on them :)
@@rahdo you're always so helpful in answering questions Rahdo! I appreciate it! I guess I overlooked that aspect. Again, I just see the deluxe components and my mind losing the ability to do anything other than pledge :) Thanks again!
@@JesseDBlack RtN and RH are designed by the main team at FF (+ Martyn Poole on RH). I think they are both great epic-feeling games. But that said, Coloma is a different breed: it's a 1-hour game with lots of simultaneous play. It's very streamlined with no micro or invisible rules. Final Frontier has moved into a new direction with Coloma, which lines up perfectly with what my design goals area: super accessible AI, no rules exceptions, 60-90 min max play time, and lots of replayable content/multiple paths to victory. Basically deep games vs deep & wide games. Working with them and The Mico has been wonderful. And I'm so happy that Rahdo and the backers have made so many great suggestions that we were able to add into the final version. It's not only crowd-funded, but crowd-sourced. In the end it's all about the players, so why not make them happy? :D Thanks again! Here's to a big push in the final 48!
Let me quote Rahdo: „I 've actually got a whole thread devoted to this here: niceguy.rahdo.com In a nutshell, I choose not to spend my time playing poor games, and therefore I don't end up filming runthroughs of poor games. I say no to over 90% of the games I'm asked to cover, as I don't want to waste my or my wife's time playing games that we don't enjoy. That said, about 25% of all the games I've ever filmed are in fact ones where I say in the final thoughts that we didn't end up keeping the game. For a list of those, check the link above, or check out this list of ever game I've ever gotten rid of, and why: gone.rahdo.com
he doesn't like games with strong negative player interaction - i.e. destroying things that other players build or attacking them. he also doesn't like games that feel like a sandbox. if i am not mistaken, i think i remember richard saying one time that although he may mention pros and cons about games he reviews, he generally prefers NOT TO REVIEW games that he feels are BAD games. many viewers, like myself, respect his style.
Thanks for the answers thats good to know. With my question I don't want to offend anyone so I'm glad to getting an helpful answer. Not normal in the world wide web :D
rahdo Just trying to make your life a little easier so that you can focus on reviewing games - and being lucky to see the comment at just the right time. I love your enthusiasm for the games and usually your comments about parts of games that Jen and you dislike because of your carebear-natures help me decide that a game is not for me and my family either. So thank you SO much for your work.
You could score buildings and such at the end of the game, and only score the transitory things as they happen (like gold for points, or the points for fighting the outlaws). If you can take VP chits, you can move a scoring marker -- same thing, really. I do think you're right, scoring the permanent things should be done at the end of the game.
@@jonnypac Still don't understand the difference between remembering to take a VP chit and remembering to move a scoring marker. But I'm glad the permanent stuff will be scored at game's end -- makes much more sense.
@@VideosFromKandA Yes, I agree. It may be just that: in-game VP tracked for just the things that cannot be scored at the end. So basically, everything you build will be scored at the end only. Simple. Intuitive.
@@jonnypac That sounds good to me. The only thing I can say in favor of VP chits is I've never accidentally given them to someone else, whereas I have been known on occasion to accidentally move the wrong scoring marker! But if there's going to be a score track, might as well use it in-game for something. Congratulations on a great game, and a very successful start to the KS campaign.
Just a reminder, new bridges, barrels, characters, and player boards with unique benefits have been added, as well as alternate Shootout cards. Tons of stuff to keep each game fresh feeling.
The VP will be mostly end-game as Rahdo suggested. It's all been reworked and testing has gone great. So thankful for the suggestion. :)
The 6th player board, cards, meeples, and characters have all been announced. I'm really hoping these get unlocked in the next few days. The game was designed to play really well at 5-6 players. So this will really complete the product. Spread the word!
Thanks for all the views and feedback. I really appreciate everyone's support. It means a ton to me. :)
New bridges have been unlocked as a Stretch Goal!
Yup! Lots of replayable content has been added. New bridges, new 2-sided player boards with unique rewards on one side, and all the cool characters with special abilities. More to come as well!
Thanks for the review! I'm always grateful, when you do one of those because I like most of what you recommend.
Makes me want to drive the 60 minutes to Coloma to see if I can actually buy it there, just because
Haha it will probably be available in Folsom and Placerville around Christmas time 2019. Swing by The Game Getaway or Bonkers for an autograph when we do some release parties. :D
This game looks awesome! I’m not sure if I’ll bite, though... because of Rahdo’s last point. A few more bridge tiles and/or special player powers would bring this game from a “Love to Have” to a “Must Have”.
it turns out they are adding more stuff at stretch goals (new bridges at least, maybe more coming?)
@@rahdo I believe they added special player powers too. As an additional variant with simple character cards.And yeah. 18 bridges right now :)
rahdo That’s fantastic! Now I’m 100% on board.
@@ricke1732 Yup! We've added tons of replayable content. New bridges, barrels, characters, and unique player board sides. Next up is the Mule Duel 2-player add-on, new characters, and 6th player expansion. Thanks for your support!
With the VP thing, could you not just ignore points for buildings during the game and then add them on at the end as a house rule?
nope, because then hotels overwriting buildings don't work properly for vp, which means they have to be changed. so this had to be a 'from the ground up' alteration rather than a spot fix. fortunately, as i understand it, the devs are changing the rules to make it work better :)
@@rahdo Ah Ok, I find I always forget in Luxor, but at least in that game you can re add it all up at any point.
Probably needs a fix then, good thing they are working on it.
Hi! So we are definitely making the building VP and other VP all end-game. The only in-game scoring will be Shootout rewards, gold traded at Event 5, and the milled cards (empty deck bonus). The Hotels are being redesigned to score in-game as well, with a slightly different mechanic.
We loved the suggestion to rework the VP so that they are not forgotten. It adds a fun drama element when the final scores are added too. Testing has gone really well! Thanks again, Rahdo. You've always been a great help.
Rahdo, where did you buy your sweet shelves?
they're from Ikea. Kallax shelves :)
@@rahdo Thanks! I didn't recognize them since some of them are rectangles instead of cubes. Did you mod them or am I just not aware of rectangle Kallax shelves?
@@GetYourRyOn when i put them together i left a few vertical boards out on purpose to make room for long boxes. it makes the shelves a tiny big less sturdy, but not in a meaningful way
also, i hung a black sheet behind them as well, which looks sleeker than seeing white walls behind the games
rahdo Awesome! Thanks for all the details. :-)
Coloma or Pursuit of Happiness? Both ending on Kickstarter and I can't decide which to get...
that's a tough choice. they're both great, i'd say go with whichever theme attracts you more...
@@rahdo which one do you think is easier to learn and teach? I have a more casual play group so complex games that takes too long to learn usually makes them lose interests.
@@rahdo I think the closes thing to a Euro game we've played was Istanbul. We've enjoyed playing that, but anything more complicated than Istanbul, I think will begin to be too much.
@@AX5Terminator of the two, happiness is the lighter and more accessible game, so that might be the deciding factor then :)
@@rahdo thank you for your feedback!
Coloma or Res Arcana?
coloma because of the 'take that' cards in res arcana. if it weren't for those, probably res
@@rahdo can you just remove the take that cards from res or do some house rule with them?
nope, the take that cards in res are absolutely crucial. if you take them out, all the cards that support them, and protect from the, because useless. it would really mess with the design... they can't really come out
I'm pondering about Coloma or Chocolate Factory.
@@Jonaelize I think Chocolate Factory looks fun too. :) Why not both?
Thanks for the preview! I wasn’t a big fan of Rise to Nobility. It was just “meh”. Nothing special, kind of clunky, didn’t feel streamlined, but had great art and amazing components. I have Robin Hood, but haven’t played it yet. After doing some investigating of Robin Hood, my initial impressions are that it is going to fit in with exactly how I feel about Rise to Nobility (obviously I need to play it a few times first, though).
Do you think this game is different from those two in the feeling you get? Or it is much the same or much more fun and streamlined? Do you think you could elaborate on that for me? I’m trying to back games I think I’ll like, but I’m sucker and get drawn into backing a lot of “meh” games because of the artwork and deluxe components of a game 😊 Could you help me out please by responding here or shooting me a direct message?
nobility and hood were both designed by the same group of people, and coloma is designed by someone completely different, so there's no real overlap in terms of gameplay style or quality here. the only common thing between those games and coloma is they have the same artist working on them :)
@@rahdo you're always so helpful in answering questions Rahdo! I appreciate it! I guess I overlooked that aspect. Again, I just see the deluxe components and my mind losing the ability to do anything other than pledge :) Thanks again!
@@JesseDBlack RtN and RH are designed by the main team at FF (+ Martyn Poole on RH). I think they are both great epic-feeling games. But that said, Coloma is a different breed: it's a 1-hour game with lots of simultaneous play. It's very streamlined with no micro or invisible rules.
Final Frontier has moved into a new direction with Coloma, which lines up perfectly with what my design goals area: super accessible AI, no rules exceptions, 60-90 min max play time, and lots of replayable content/multiple paths to victory. Basically deep games vs deep & wide games.
Working with them and The Mico has been wonderful. And I'm so happy that Rahdo and the backers have made so many great suggestions that we were able to add into the final version. It's not only crowd-funded, but crowd-sourced. In the end it's all about the players, so why not make them happy? :D
Thanks again! Here's to a big push in the final 48!
Are there board games you don't like ^^? But thanks for review, could be a great game :)
Let me quote Rahdo:
„I 've actually got a whole thread devoted to this here: niceguy.rahdo.com
In a nutshell, I choose not to spend my time playing poor games, and therefore I don't end up filming runthroughs of poor games. I say no to over 90% of the games I'm asked to cover, as I don't want to waste my or my wife's time playing games that we don't enjoy. That said, about 25% of all the games I've ever filmed are in fact ones where I say in the final thoughts that we didn't end up keeping the game. For a list of those, check the link above, or check out this list of ever game I've ever gotten rid of, and why: gone.rahdo.com
I'm getting old, you beat me to the punch sandra! :)
he doesn't like games with strong negative player interaction - i.e. destroying things that other players build or attacking them. he also doesn't like games that feel like a sandbox. if i am not mistaken, i think i remember richard saying one time that although he may mention pros and cons about games he reviews, he generally prefers NOT TO REVIEW games that he feels are BAD games. many viewers, like myself, respect his style.
Thanks for the answers thats good to know. With my question I don't want to offend anyone so I'm glad to getting an helpful answer. Not normal in the world wide web :D
rahdo Just trying to make your life a little easier so that you can focus on reviewing games - and being lucky to see the comment at just the right time.
I love your enthusiasm for the games and usually your comments about parts of games that Jen and you dislike because of your carebear-natures help me decide that a game is not for me and my family either. So thank you SO much for your work.
You could score buildings and such at the end of the game, and only score the transitory things as they happen (like gold for points, or the points for fighting the outlaws). If you can take VP chits, you can move a scoring marker -- same thing, really. I do think you're right, scoring the permanent things should be done at the end of the game.
turns out, the publisher agrees and they've told me they will be shipping with VP chips after all for the small incidental scoring along the way :)
Yup. We're doing what you say here! Thanks :D
@@jonnypac Still don't understand the difference between remembering to take a VP chit and remembering to move a scoring marker. But I'm glad the permanent stuff will be scored at game's end -- makes much more sense.
@@VideosFromKandA Yes, I agree. It may be just that: in-game VP tracked for just the things that cannot be scored at the end. So basically, everything you build will be scored at the end only. Simple. Intuitive.
@@jonnypac That sounds good to me. The only thing I can say in favor of VP chits is I've never accidentally given them to someone else, whereas I have been known on occasion to accidentally move the wrong scoring marker! But if there's going to be a score track, might as well use it in-game for something. Congratulations on a great game, and a very successful start to the KS campaign.