16:20 Not sure if these are old rules, but in the current iteration you're only allowed to reserve one quest. Any previously reserved quest will then be discarded
My understanding of the bishop was that you grab the citizen and put it in your hand. The reasoning is that if you could put it in your guild directly then there would be a "H" icon rather than "C". Thoughts?
+Glen Just I've played all three, Villages only once at this point. I think my gut feeling currently is that Villages is my favorite because I loved the engine building nature of the buildings and the follow mechanic worked super well. Kingdoms and Quests are honestly ties at this point. My favorite parts of Kingdoms are "better" than my favorite parts of Quests, but my least favorite parts of Kingdoms are equally worse than Quests. The super glut of resources in Kingdoms kills the late game tension. Quests is a simpler game, and I do enjoy combos which Kingdoms doesn't really give to the player. The engine building in Kingdoms is pretty good, though in the end all it does is give you tons of resources which can honestly get abit annoying near the end of the game. Quests has zero engine building, and I love engine building, but it replaces that with puzzles of how to work through the current set of cards and I've found that more satisfying than I originally thought I would. I hope this helps!
Cards spent from hand simply allow you to play another card from your hand down into the guild hall, the symbols on those cards don't do anything for you. That quest needs 2 gold, 2 magic, and 2 strength but at this moment I only have 1 magic on the board. Theres no way for me to get the 2 gold, 1 magic, and 2 strength I need from the cards in hand or on the row especially with only the single action I have left at that moment.
Unfortunately the publisher hasn't reached out to me about covering their games for a couple years now, so I haven't received a copy of that one to make a video.
+Radek Zemsta Realistically it isn't like Lords of Waterdeep much at all. Sure the quest cards look very similar, but mechanically this is a set collection & action chaining game whereas LoW was a straight up worker placement game. In LoW you are thinking about what location is good and how to block your opponent, and the only similarity to QoV is that in the latter you sometimes hire a citizen so that an opponent can but the similarity is pretty slim I'd say.
Jon you are still may favourite at rules. So glad to have these old videos as I am really getting into Valeria now. Thank you!
I'm also glad they are still around to keep helping people like you out :)
16:20 Not sure if these are old rules, but in the current iteration you're only allowed to reserve one quest. Any previously reserved quest will then be discarded
I like that you talk fast and explaining well. Thumbs up for a great tutorial video. This game looks like a 10/10 game for me. I did pledge.
Great review John! I am patiently awaiting Villages of Valeria and are on the brink of backing this one also ;-)
My understanding of the bishop was that you grab the citizen and put it in your hand. The reasoning is that if you could put it in your guild directly then there would be a "H" icon rather than "C". Thoughts?
Unfortunately, it's been too long since I played this game to remember the rules enough to answer your question. Sorry about that!
Jon, Kingdoms, Villages or Quests? Which of the three Valeria games did you like best and why? Did you keep any of the three in your collection?
+Glen Just I've played all three, Villages only once at this point. I think my gut feeling currently is that Villages is my favorite because I loved the engine building nature of the buildings and the follow mechanic worked super well. Kingdoms and Quests are honestly ties at this point. My favorite parts of Kingdoms are "better" than my favorite parts of Quests, but my least favorite parts of Kingdoms are equally worse than Quests. The super glut of resources in Kingdoms kills the late game tension. Quests is a simpler game, and I do enjoy combos which Kingdoms doesn't really give to the player. The engine building in Kingdoms is pretty good, though in the end all it does is give you tons of resources which can honestly get abit annoying near the end of the game. Quests has zero engine building, and I love engine building, but it replaces that with puzzles of how to work through the current set of cards and I've found that more satisfying than I originally thought I would. I hope this helps!
How about the quest to the right 2:50 instead? If you sack 2 of your cads on hand + the one in your guild hall then you made it?
Cards spent from hand simply allow you to play another card from your hand down into the guild hall, the symbols on those cards don't do anything for you. That quest needs 2 gold, 2 magic, and 2 strength but at this moment I only have 1 magic on the board. Theres no way for me to get the 2 gold, 1 magic, and 2 strength I need from the cards in hand or on the row especially with only the single action I have left at that moment.
You have tutorial for magraves of valeria ;is it good;
Unfortunately the publisher hasn't reached out to me about covering their games for a couple years now, so I haven't received a copy of that one to make a video.
@@GettingGamesOK! That's a lot for your answer
I love Valeria Kingdoms. How similar it is to Lords of Waterdeep Jon? It looks a bit like its simplyfied version...
+Radek Zemsta Realistically it isn't like Lords of Waterdeep much at all. Sure the quest cards look very similar, but mechanically this is a set collection & action chaining game whereas LoW was a straight up worker placement game. In LoW you are thinking about what location is good and how to block your opponent, and the only similarity to QoV is that in the latter you sometimes hire a citizen so that an opponent can but the similarity is pretty slim I'd say.
"This is a prototype..." Really? :) I understand you have to include the message, but it gave me a good laugh.