*Become a channel member for early access & perks:* bit.ly/3TmtGIz | *Discord:* bit.ly/3ylw5KE | *Facebook Group:* bit.ly/38aY3On Rollers! Join me today as we dig into The Waste of Parts created by Evan Duda, with art by Muhamad Faizal Fikri, Rio Sabda and published by Sky Kingdom Games. In this video I'll take you through a game overview, setup and some gameplay to help you make an informed decision on it. Enjoy and let me know your thoughts in the comments! ⚙ *The Waste of Parts (GameFound):* gamefound.com/en/projects/skykingdomgames/the-waste-of-parts *FYIs:* 1. 9:30 Other crew members can start at different HP levels. 2. 11:00 Both cards will be translucent in the final version. 3. At times I refer to the Mechanic as the Medic. ;P 4. 45:20 The sniper rifle jammed so it would have gone to the scrap pile. 🍿 Intro 0:00 🎥 Game Overview 0:47 📤 Board & Components Overview 2:11 🎲 Turns, Rounds & Win/Loss Conditions 12:24 ⚙ Round #1 13:33 ⚙ Round #2 30:54 ⚙ Round #3 37:09 ⚙ Round #4 41:40 ⚙ Round #5 44:26 👏 Conclusion 48:18 ""The Waste of Parts is a cooperative strategy game for 1 to 5 players. You control the crew of a giant mech attempting to make its way through the Waste of Parts. The game is played over a series of rounds. Each round, players take turns controlling their Crew Members in a rotating, progressive order, spending action points to perform various tasks such as moving between rooms of the mech, attacking enemies, or extinguishing fires. Players can also use their unique, asymmetrical abilities to gain additional advantages. At the end of each round, a sequence of steps is taken to further advance the game state. Enemies attack, and players draw and place new enemy cards equal to the mech's noise level. Players may also draw salvage cards, which provide equipment to enhance their Crew Members or upgrades to improve the mech itself. Some powerful room upgrade cards come with a noise penalty, forcing players to balance the risk of drawing additional enemy cards against the rewards they offer. If certain conditions are met, the mech will advance according to its current speed. As the mech advances, more powerful enemy cards are shuffled into the deck, providing a scaling challenge that matches the crew's increasing strength over time. The game’s unique Scrap mechanic allows players to convert unwanted salvage cards into resources, repair the mech, or search for specific types of cards to mitigate randomness. The game is won once the mech reaches its final space, but players can opt for an additional 'victory lap' challenge for an extra level of difficulty with their current run." *Media Inquiries: rollingsologamer@gmail.com* *Want to support the channel? Here's how!* Rolling Solo PayPal: paypal.me/rollingsolo Rolling Solo Merch Store: bit.ly/3yftvWp *You can connect with us in all these amazing places!* Rolling Solo Community Discord: bit.ly/3ylw5KE Rolling Solo Facebook Page: bit.ly/3MVYAT7 Rolling Solo Board Game Facebook Group: bit.ly/38aY3On Twitter: bit.ly/3M4jNdi Instagram: bit.ly/3P1Fmxa BGG Guild: bit.ly/3P2n5zT BGG Microbadge: bit.ly/39JIAVZ
I really want to like this game a lot because I want to support Sky Kingdom. I do like parts of the game: Theme, overall concept, Acrylic Standees, the monster deck, and Art (but it could be brighter). What throws me off is that all your stat/character development/upgrades (rooms/gear) come from 1 random deck and there doesn't seem to be much character growth. It looks like some characters may have unfun turns (needing to stay in place or not do much because of needing to stay near locations (scrap for efficiency for example), while others do the more fun work. The scrap feels like Zombicide searching, but Zcide has other character development. The sound here seems like gaining more xp in Zcide which causes more spawns. The monster deck is pretty much like Zcide and I am fine with that, it works well. Both games have map movement, but this one requires certain locations instead of more roaming which can add to difficulty and more chances of dead turns for 1 player needing to do something and wasting actions. Maybe I am just not seeing it correctly and it would feel different if I was playing? Hopfully there are some gameplay changes that are revealed. They did mention game modes. Any thoughts or advice based on how you see things or how the game felt to you? Thank you for the great videos. Also, Sky Kingdom, if you see this. Isofarian Gaurds is fantastic and you are all great. I want to support you, but I am not sure this is different enough in a positive way from Zcide for me. Thanks.
Interesting take. While I was playing I never once thought about Zombicide. Like most games there are elements that can be similar in nature. Appreciate you sharing your thoughts here. Glad I could help you either way! 😄👍🏼
Terrific overview, but a very impactful mistake at 29:40 when immediately moving the monster. I don't think it should move until the end of the next round. The rule book PDF is a little misleading. It's clarified on their online rules site (linked on the Gamefound page). So the Containment Cell could have been put in room #3 before the monster ever moved there. Then instead of the room being damaged, the monster would really have been neutralized when it moved there on the next round. In that case, the Firefighter could have shot the monster in the Cockpit instead and that situation would have completely changed. A little mistake that really cascaded!
Thanks for watching Patty! Glad you enjoyed it. 😄 Ya, the wording around it wasn’t clear and did make it seem like enemies that land their move. I played it as written. They’ll update wording in both the rulebook and RulePop for the final version. The impact would have been a change in strategy for my crew members. Cheers!
Also, in the very final enemy reveal, he could have drawn the enemies into the room with the Experiment so they could be destroyed next round by the room itself. Overall I must say I am interested in this game after watching this review. However, the price versus replayability is keeping me from backing. I don't see massive replayability here for the price. Maybe I am just missing it.
@@MacScelaroRemember when the milestones are hit for distance or the Level 1 deck (for example) runs out, a Level 2 deck comes in. Throwing different enemies and threats. So the more you progress the more you see!
They cannot, but they are considered adjacent to the Wastes and you can sometimes attack enemies directly from those rooms instead of the gun rooms (like throwing a grenade). You'll also have enemies that spawn there later and create persistent noise you'll have to deal with! :)
*Become a channel member for early access & perks:* bit.ly/3TmtGIz | *Discord:* bit.ly/3ylw5KE | *Facebook Group:* bit.ly/38aY3On
Rollers! Join me today as we dig into The Waste of Parts created by Evan Duda, with art by Muhamad Faizal Fikri, Rio Sabda and published by Sky Kingdom Games. In this video I'll take you through a game overview, setup and some gameplay to help you make an informed decision on it. Enjoy and let me know your thoughts in the comments! ⚙
*The Waste of Parts (GameFound):* gamefound.com/en/projects/skykingdomgames/the-waste-of-parts
*FYIs:*
1. 9:30 Other crew members can start at different HP levels.
2. 11:00 Both cards will be translucent in the final version.
3. At times I refer to the Mechanic as the Medic. ;P
4. 45:20 The sniper rifle jammed so it would have gone to the scrap pile.
🍿 Intro 0:00
🎥 Game Overview 0:47
📤 Board & Components Overview 2:11
🎲 Turns, Rounds & Win/Loss Conditions 12:24
⚙ Round #1 13:33
⚙ Round #2 30:54
⚙ Round #3 37:09
⚙ Round #4 41:40
⚙ Round #5 44:26
👏 Conclusion 48:18
""The Waste of Parts is a cooperative strategy game for 1 to 5 players. You control the crew of a giant mech attempting to make its way through the Waste of Parts.
The game is played over a series of rounds. Each round, players take turns controlling their Crew Members in a rotating, progressive order, spending action points to perform various tasks such as moving between rooms of the mech, attacking enemies, or extinguishing fires.
Players can also use their unique, asymmetrical abilities to gain additional advantages. At the end of each round, a sequence of steps is taken to further advance the game state.
Enemies attack, and players draw and place new enemy cards equal to the mech's noise level. Players may also draw salvage cards, which provide equipment to enhance their Crew Members or upgrades to improve the mech itself. Some powerful room upgrade cards come with a noise penalty, forcing players to balance the risk of drawing additional enemy cards against the rewards they offer. If certain conditions are met, the mech will advance according to its current speed.
As the mech advances, more powerful enemy cards are shuffled into the deck, providing a scaling challenge that matches the crew's increasing strength over time. The game’s unique Scrap mechanic allows players to convert unwanted salvage cards into resources, repair the mech, or search for specific types of cards to mitigate randomness.
The game is won once the mech reaches its final space, but players can opt for an additional 'victory lap' challenge for an extra level of difficulty with their current run."
*Media Inquiries: rollingsologamer@gmail.com*
*Want to support the channel? Here's how!*
Rolling Solo PayPal: paypal.me/rollingsolo
Rolling Solo Merch Store: bit.ly/3yftvWp
*You can connect with us in all these amazing places!*
Rolling Solo Community Discord: bit.ly/3ylw5KE
Rolling Solo Facebook Page: bit.ly/3MVYAT7
Rolling Solo Board Game Facebook Group: bit.ly/38aY3On
Twitter: bit.ly/3M4jNdi
Instagram: bit.ly/3P1Fmxa
BGG Guild: bit.ly/3P2n5zT
BGG Microbadge: bit.ly/39JIAVZ
I really want to like this game a lot because I want to support Sky Kingdom. I do like parts of the game: Theme, overall concept, Acrylic Standees, the monster deck, and Art (but it could be brighter). What throws me off is that all your stat/character development/upgrades (rooms/gear) come from 1 random deck and there doesn't seem to be much character growth. It looks like some characters may have unfun turns (needing to stay in place or not do much because of needing to stay near locations (scrap for efficiency for example), while others do the more fun work.
The scrap feels like Zombicide searching, but Zcide has other character development. The sound here seems like gaining more xp in Zcide which causes more spawns. The monster deck is pretty much like Zcide and I am fine with that, it works well. Both games have map movement, but this one requires certain locations instead of more roaming which can add to difficulty and more chances of dead turns for 1 player needing to do something and wasting actions.
Maybe I am just not seeing it correctly and it would feel different if I was playing? Hopfully there are some gameplay changes that are revealed. They did mention game modes. Any thoughts or advice based on how you see things or how the game felt to you? Thank you for the great videos.
Also, Sky Kingdom, if you see this. Isofarian Gaurds is fantastic and you are all great. I want to support you, but I am not sure this is different enough in a positive way from Zcide for me. Thanks.
Interesting take. While I was playing I never once thought about Zombicide. Like most games there are elements that can be similar in nature. Appreciate you sharing your thoughts here. Glad I could help you either way! 😄👍🏼
Terrific overview, but a very impactful mistake at 29:40 when immediately moving the monster. I don't think it should move until the end of the next round. The rule book PDF is a little misleading. It's clarified on their online rules site (linked on the Gamefound page).
So the Containment Cell could have been put in room #3 before the monster ever moved there. Then instead of the room being damaged, the monster would really have been neutralized when it moved there on the next round.
In that case, the Firefighter could have shot the monster in the Cockpit instead and that situation would have completely changed. A little mistake that really cascaded!
Thanks for watching Patty! Glad you enjoyed it. 😄
Ya, the wording around it wasn’t clear and did make it seem like enemies that land their move. I played it as written. They’ll update wording in both the rulebook and RulePop for the final version. The impact would have been a change in strategy for my crew members. Cheers!
Thanks for the clarification. That was why I asked my original question. Cheers
@@leew6537 You're welcome! 😊
At 40:00, you didn’t reduce noise by half due to the mech not moving. At 45:00, maybe be able to use the sniper rifle to shoot down adjacent room.
Also, in the very final enemy reveal, he could have drawn the enemies into the room with the Experiment so they could be destroyed next round by the room itself.
Overall I must say I am interested in this game after watching this review. However, the price versus replayability is keeping me from backing. I don't see massive replayability here for the price. Maybe I am just missing it.
@ yeah they could add environmental variants like sand storms or mech grave yards
@@MacScelaroRemember when the milestones are hit for distance or the Level 1 deck (for example) runs out, a Level 2 deck comes in. Throwing different enemies and threats. So the more you progress the more you see!
@@skuo118 Some environmental things would be a cool addition. 😄👍🏼
Hi. I was wondering as to the purpose of zones 1 and 4. Can they be upgraded?
They cannot, but they are considered adjacent to the Wastes and you can sometimes attack enemies directly from those rooms instead of the gun rooms (like throwing a grenade). You'll also have enemies that spawn there later and create persistent noise you'll have to deal with! :)
Being able to attack the wastes from these positions is very helpful!