How to Play Europa Universalis: The Price of Power
Résumé
TLDRShay Parker presents a comprehensive tutorial on playing the board game 'Europa Universalis: The Price of Power'. This game, inspired by the Europa Universalis series known for its intricate grand strategy elements, transposes the experience to a board game format set in Renaissance Europe. Players take on roles as European nations with the goal of expanding their influence, engaging in diplomacy, warfare, and trade to amass prestige. Shay initially expresses intimidation by the game's complexity but commits to guiding viewers through the first scenario aimed at familiarizing players with base mechanics such as setup, strategic actions, and various game phases. The video assures viewers that further resources on the developer's site provide extended gameplay examples, making the complex strategies more approachable. Despite the involvement of Ager Games in sponsoring the video, Shay stresses a focus on teaching over evaluating the game's quality, ensuring unbiased delivery of the game's rules and mechanics.
A retenir
- 🎲 Europa Universalis: The Price of Power is a board game adaptation of a grand strategy video game series.
- 🏰 It immerses players in Renaissance Europe, focusing on expanding influence and prestige.
- 🧠 Shay aims to simplify the game's complexity by focusing on core mechanics for beginners.
- 📚 The game covers core concepts such as provinces, realm expansions, and alliances.
- 🕰 Played over a series of ages, each containing multiple phases and actions.
- 🎥 Shay’s teaching focuses on the first scenario, providing a foundational understanding.
- 🌍 Players can explore diplomacy, warfare, research, and economic strategies.
- 💡 Extensive player aid and developer resources aid understanding and gameplay smoothing.
- ⚔️ Military actions include sieges and battles, supplemented by strategy cards.
- 📜 Historical elements like the Holy Roman Empire and the papacy add thematic depth.
Chronologie
- 00:00:00 - 00:05:00
The speaker, Shay Parker, expresses enthusiasm for playing grand strategy games, launching into an explanation of the board game "Europa Universalis: The Price of Power." Shay aims to teach viewers how to play it, describing it as a board game adaptation of a complex video game, where players take on roles of Renaissance-era nations aiming for prestige.
- 00:05:00 - 00:10:00
Shay stresses the magnitude of the game's commitment, advising viewers to prioritize learning fundamentals over exhaustive rule coverage, noting the video's purpose is to familiarize players with essential mechanics for the game's basic scenario. Importantly, it’s noted that additional resources are available online for deeper guidance.
- 00:10:00 - 00:15:00
The game's objective is to amass prestige through various strategies, including warfare, alliances, and trade. Shay explains the starting scenario where players control France, England, Austria, or Castile, outlining setup specifics like controlling towns and having player boards to manage resources and strategic goals.
- 00:15:00 - 00:20:00
Players engage through phases and rounds, initially drawing cards and taking turns performing actions tied to administrative, diplomatic, or military powers. They manage actions using resources like power cubes or ducats. Once players exhaust their actions, they pass, prompting phase transitions involving income and clearing for a new round.
- 00:20:00 - 00:25:00
Shay delves deeply into the game's mechanics, particularly actionable components. The game board is segmented into provinces that players control, allocating towns to denote ownership. The complexity of realms and NPR (non-player realms) is addressed, introducing vassal relations and influence exertion as gameplay components.
- 00:25:00 - 00:30:00
Strategic actions, both major and minor, are discussed, covering aspects like loans, replenishing manpower, and deploying leaders. Diplomatic actions allow placing influence or forming alliances. Military actions such as recruitment and declaring war form another core layer of the strategy.
- 00:30:00 - 00:35:00
Administrative actions include stability management and religious conversion. Diplomatic efforts involve influencing NPR realms, forging alliances, and enhancing trade. Shay conveys the complex nature of managing resources, explaining crucial maneuvers and player interactions that define gameplay.
- 00:35:00 - 00:40:00
Military actions are expanded, emphasizing recruitment and activating units which are pivotal in engagements. There's a highlight on movement restrictions within friendly and hostile territories, underscoring strategic depth in deploying forces while considering neutral or allied realms.
- 00:40:00 - 00:45:00
The combat system is introduced, covering preparation, battling, and retreat rules. Shay thoroughly explains nuances across both land and naval battles, including role assignment and dice mechanics. Terrain and situational modifiers add layers of complexity to strategic confrontations.
- 00:45:00 - 00:50:41
Concluding with non-action phases, Shay outlines peace treaties, Rebel uprisings, income management, and cleanup processes post-battle. Final scoring ties back to in-game achievements like Prestige through territorial management and strategic alliances, preparing players for potential end-games.
Carte mentale
Questions fréquemment posées
Who developed 'Europa Universalis: The Price of Power' board game?
It was developed by Ager Games.
What is the main objective of the game?
To gain the most prestige by the end of the game through strategies like diplomacy, warfare, and economic management.
How is the content of the video organized?
The video focuses on explaining the mechanics required to play the base game's first scenario.
What historical period does the game cover?
The game is set during Renaissance Europe.
How is the game setup managed?
The game is set up according to instructions on specific setup cards tailored for each nation.
What is the significance of a nation's core provinces in the game?
Core provinces are important and should be held for strategic benefits and to avoid penalties.
How many ages are typically in a game and what does each contain?
A game typically spans multiple ages, each containing four rounds.
What support tools are available during the gameplay?
There is a comprehensive player aid to help navigate the phases and actions within the game.
How does Shay ensure no bias is involved in the video tutorial?
Shay is only teaching the game, not reviewing it, so bias related to the game's quality is not a concern.
Voir plus de résumés vidéo
Instant Joining Formula | Exact Scripts | Network Marketing
Clear Every OBJECTION In Network Marketing | Part 2
How To Earn 1 Crore? | How to Get Rich & Become a Millionaire in Early 20s Like Prafull MBA CHAIWALA
Pep8 intro #2 - assembly language
S&P 500 and NASDAQ Weekly Update
TIPS/ADVICE ON BEING A STUD✔️
- 00:00:00okay you got this you can do it yes
- 00:00:03you've been intimidated by this one for
- 00:00:04a long time but come on you like
- 00:00:06Civilization you like the total war
- 00:00:08games you can handle
- 00:00:10this it's just a game yes it's a grand
- 00:00:14strategy game and those are notoriously
- 00:00:16difficult but it's just a game you can
- 00:00:18play a game Shay just start the
- 00:00:21game you know what I'm overthinking this
- 00:00:24it's simple you play for a little while
- 00:00:25and if you don't like it you just stop
- 00:00:27right right okay that's a good idea we
- 00:00:30can do
- 00:00:33this huh interesting interesting
- 00:00:40interesting hey folks my name is Shay
- 00:00:42Parker and this is rtfm the show where I
- 00:00:43teach you how to play a game just like
- 00:00:44my parents wanted for me and today we're
- 00:00:46talking about Europa universalis the
- 00:00:48price of power a board game
- 00:00:49implementation of the series of grand
- 00:00:51strategy games by the same name and
- 00:00:53while I have actually avoided those
- 00:00:55games for quite some time because I am
- 00:00:57legitimately scared of them I am more
- 00:00:58than up to the task to talk about the
- 00:01:00board game version in this game you'll
- 00:01:02play as a nation in Renaissance area
- 00:01:04Europe trying to expand your borders win
- 00:01:06Wars and marry rich not kidding about
- 00:01:08that last one this is a big strategy
- 00:01:10game so make sure you're ready to devote
- 00:01:12the entire day if not a whole weekend to
- 00:01:14it and if that hasn't scared you away
- 00:01:16get ready because this game is going to
- 00:01:18take you for a ride so let's get down to
- 00:01:20the table and learn how to
- 00:01:25play before we begin a few important
- 00:01:28things to note first off because the
- 00:01:29this is such a big game and there are a
- 00:01:31ton of things that can be included but
- 00:01:33won't always be in there this video is
- 00:01:35going to focus on the mechanics that
- 00:01:37everyone will need to know to play the
- 00:01:38base game's first scenario you will
- 00:01:40still need to look up some stuff while
- 00:01:42you're playing but that's kind of
- 00:01:43unavoidable with a game like this so
- 00:01:45instead of covering everything I'm just
- 00:01:47trying to get you started and if you
- 00:01:48want even more help there's an extended
- 00:01:50gameplay example on the developer
- 00:01:51website that will walk you through the
- 00:01:53first round speaking of the developers
- 00:01:55this video was commissioned by Ager
- 00:01:56games but since I'm not reviewing the
- 00:01:58game just teaching it you don't really
- 00:02:00have to worry about any bias and lastly
- 00:02:02while I don't expect to have any rules
- 00:02:04mistakes in this video because I am but
- 00:02:06a humble peasant if there are any Goofs
- 00:02:08I'll be correcting them using the
- 00:02:09Klingon subtitles so please turn those
- 00:02:11on or at least check out the description
- 00:02:12box below okay with that out of the way
- 00:02:15let's get started as we've said you'll
- 00:02:16be taking control of a European nation
- 00:02:18with dreams of being the biggest baddest
- 00:02:20boy on the Block you're going to do this
- 00:02:22by building armies and waging Wars
- 00:02:24researching ideas and putting them to
- 00:02:26use forging alliances and expanding ever
- 00:02:28outward and upgrading your trade routes
- 00:02:30and amassing fortunes all with
- 00:02:32pleasantly straightforward goal of
- 00:02:33gaining the most prestige by the end of
- 00:02:35the game and whether you do this by
- 00:02:37being militaristic diplomatic brilliant
- 00:02:39or just Rich you'll all end up telling
- 00:02:41an epic narrative spanning centuries of
- 00:02:43History so how do we do any of that well
- 00:02:47first off let's take a look at the board
- 00:02:49while this game has a number of
- 00:02:50different scenarios each setting up the
- 00:02:52game in a different way I'm going to be
- 00:02:53focusing the entire video on the first
- 00:02:55one Discovery and Reformation this only
- 00:02:58uses the Western Europe and distant
- 00:02:59continents Maps so you can throw the
- 00:03:01Eastern Europe board right in the
- 00:03:02garbage or the game box your choice I
- 00:03:05trust you'll be able to follow the setup
- 00:03:06instructions so once you're done
- 00:03:07everything will look like this the
- 00:03:09different players will be controlling
- 00:03:10France England Austria and Castile
- 00:03:13basically Spain let's say we're
- 00:03:15controlling France so we've got a bunch
- 00:03:17of these Town markers on all of the
- 00:03:19provinces with our flags on them every
- 00:03:21part of the map that we own is called
- 00:03:22our realm we are a player realm as
- 00:03:25opposed to a non-player realm like all
- 00:03:27these other flags on the board and being
- 00:03:29a player we of course have a player
- 00:03:30board and tray which are housing all of
- 00:03:32the tokens we haven't put out yet the
- 00:03:34specific placement of pieces was
- 00:03:36instructed on our setup card which also
- 00:03:38has our starting leader Charles iith
- 00:03:41besides just the starting towns this
- 00:03:42card tells us where we have influence
- 00:03:44alliances armies claim tokens merchants
- 00:03:47and what our state religion is all of
- 00:03:50that's important but I'll be covering
- 00:03:51each individual thing as we go once
- 00:03:53we're done setting up Charlie will go
- 00:03:55beneath our player board so that just
- 00:03:57the bottom is showing and before we move
- 00:03:59on I want to very quickly point out a
- 00:04:00few key things that are useful to keep
- 00:04:02in mind first are the action cards these
- 00:04:05come in three flavors administrative
- 00:04:07diplomatic and Military at the beginning
- 00:04:09of the game you'll draw one of each plus
- 00:04:11three more of your choice and then you
- 00:04:13can hire some of them as advisers or
- 00:04:15leaders and discard down to four if you
- 00:04:17have extras that choice is hard to make
- 00:04:20without knowing the rest of the game
- 00:04:21though so for now just remember that
- 00:04:23it's an important part of setup next
- 00:04:25there's Milestones public objectives
- 00:04:27that will earn you rewards and points
- 00:04:29more so if you can complete them before
- 00:04:31anyone else you'll also have a personal
- 00:04:33mission deck and at the beginning of the
- 00:04:34game you'll secretly choose two of your
- 00:04:36starting missions with a green
- 00:04:38background and put the rest aside when
- 00:04:40you complete a mission you gain the
- 00:04:42rewards but you'll have to wait until
- 00:04:44the start of the next round to get the
- 00:04:45next mission in the chain once that's
- 00:04:47done you're ready to start so let's talk
- 00:04:48about gameplay Europia universalis is
- 00:04:51played over a series of Ages how many
- 00:04:53being determined by your scenario with
- 00:04:55each age usually consisting of four
- 00:04:57rounds during a round there are several
- 00:04:59phes and there is an extensive player
- 00:05:01Aid to help you go through them this
- 00:05:03page is filled to the brim and it's
- 00:05:04going to be your best friend during this
- 00:05:06game and don't worry once you played a
- 00:05:08round or two and referred to it a few
- 00:05:09times it becomes a lot less overwhelming
- 00:05:11anyway you usually start a round by
- 00:05:13drawing cards but that will be skipped
- 00:05:15on the first round because you've
- 00:05:16basically already done it the next and
- 00:05:18most important phase is actions where
- 00:05:21players will take turns performing one
- 00:05:23action at a time and optionally some
- 00:05:24minor actions as well these actions are
- 00:05:27either generic or tied to one of the
- 00:05:29three Monarch Powers administrative
- 00:05:31diplomatic and Military just like the
- 00:05:33action cards you'll pay for actions with
- 00:05:35your Monarch power cubes and or cold
- 00:05:37Hard Cash AKA duckets if your turn comes
- 00:05:40up and you can't or don't want to take
- 00:05:42any more actions you will pass skipping
- 00:05:44your turn until everyone else has passed
- 00:05:46and you move on to the next phase peace
- 00:05:48and Rebels here you'll end Wars and deal
- 00:05:50with rebellions and unrest next you'll
- 00:05:52have income and upkeep where you'll earn
- 00:05:54money Prestige and Monarch power based
- 00:05:56on your assets but you also have to pay
- 00:05:58the salaries of your advisor and
- 00:06:00military units and lastly you'll clean
- 00:06:02up which is just some admin to get ready
- 00:06:04for the next round if your event deck
- 00:06:06has run out of cards you'll also prepare
- 00:06:08for the next age or if this was the last
- 00:06:10age in the game you'll go to final
- 00:06:11scoring but all of that is stuff we'll
- 00:06:13get into more later for now I want to
- 00:06:15get into the meat of the game and talk
- 00:06:16about the action
- 00:06:18[Music]
- 00:06:23phase okay so I really do just want to
- 00:06:25dive into the actions there's a lot of
- 00:06:27them and most of them are pretty cool
- 00:06:28but if I do that then I'll be throwing
- 00:06:30out a lot of words that won't really
- 00:06:32make much sense so first I need to cover
- 00:06:34some key concepts of the game starting
- 00:06:36with the different types of locations
- 00:06:38the map is split into several areas most
- 00:06:41of which contain multiple provinces when
- 00:06:43you control a province you'll Place
- 00:06:45either a small or large town on it to
- 00:06:47signify ownership also if a province has
- 00:06:50your flag printed on it that means it is
- 00:06:52a core province which will be referred
- 00:06:53to by various game effects but basically
- 00:06:55they're the ones you want to hold on to
- 00:06:57if possible now every part of the map
- 00:06:59where you own provinces is considered
- 00:07:01your realm there are player Realms and
- 00:07:03non-player Realms or PRS and nprs but
- 00:07:06non-player Nations can also be vassals
- 00:07:09meaning they're completely subordinate
- 00:07:11to their Overlord but not technically
- 00:07:13owned by or part of their realm you can
- 00:07:16turn nprs into vassals with a subjugate
- 00:07:18card but some of them start the game as
- 00:07:20vassals in which case you'll see a
- 00:07:22second Shield next to the first showing
- 00:07:24who their Overlord is there are also
- 00:07:26Dynamic nprs which participate in the
- 00:07:28game a bit more than regular nprs but
- 00:07:31you don't need to play with them on your
- 00:07:32first game and there's a bit more that I
- 00:07:34haven't covered but the rule book has a
- 00:07:36detailed list of these Concepts as well
- 00:07:38as the important icons take a look when
- 00:07:40you get a chance but for now let's move
- 00:07:41on so as I keep implying actions are the
- 00:07:44bread and butter of this game I'd say
- 00:07:46about 90% of gameplay is spent in the
- 00:07:48action phase so we've got a lot to cover
- 00:07:50you have plenty of options but on your
- 00:07:52turn you can only take one main action
- 00:07:54as well as any minor actions you'd like
- 00:07:56before the next player gets to go let's
- 00:07:58start with those minor actions and get
- 00:08:00them out of the way first you can take
- 00:08:02or repay a loan to take a loan gain five
- 00:08:05duckets and an interest token this token
- 00:08:07will reduce your income by one each
- 00:08:08round So eventually you want to pay it
- 00:08:10off but because capitalism is the true
- 00:08:12enemy paying off the loan costs six
- 00:08:14duckets also this hand symbol means that
- 00:08:17this action can be done as a reaction
- 00:08:19I.E on other players turns some
- 00:08:21reactions are conditional Upon A Certain
- 00:08:23Trigger or have limitations though so
- 00:08:25for loans you can do this whenever you
- 00:08:27need to pay for something you can't
- 00:08:28afford but but only if you have fewer
- 00:08:30than five interest tokens and it is
- 00:08:33possible to go bankrupt in this game but
- 00:08:34basically just try your hardest not to
- 00:08:36because it sucks next up you can appoint
- 00:08:39a leader or adviser all action cards
- 00:08:42have a person on the bottom and they can
- 00:08:43be hired to strengthen your realm
- 00:08:45advisers have square portraits and can
- 00:08:47be played under their respective Monarch
- 00:08:49power pools increasing the amount you
- 00:08:50get each round but you can only have one
- 00:08:53of each type at a time leaders have
- 00:08:55circular portraits they go into armies
- 00:08:57or your Fleet section adding their dice
- 00:08:59to your combat roles and they can be
- 00:09:01appointed as a reaction if you are
- 00:09:02attacked they can also replace your
- 00:09:05ruler if you find yourself without one
- 00:09:07the cost for an adviser or leader is
- 00:09:08shown at the bottom right in either
- 00:09:10duckets or military power and will need
- 00:09:12to be paid when you play them but for
- 00:09:14advisers that's also a recurring cost to
- 00:09:16keep them on staff at the end of the
- 00:09:18round the next minor action is Call to
- 00:09:20Arms this is something you can only do
- 00:09:22when declaring war or when war is
- 00:09:24declared on you and it's a way to bring
- 00:09:26your allies into the fight I'm going to
- 00:09:28cover this in detail when I talk about
- 00:09:30Warfare though so I'm just going to skip
- 00:09:31it for now next up is replenishing
- 00:09:34Manpower sometimes your units get hurt
- 00:09:36and when that happens they become
- 00:09:37exhausted if you want to use them again
- 00:09:39this round you can refresh them at a
- 00:09:41rate of three units for every military
- 00:09:43power you spend and lastly you can cut
- 00:09:45ties by removing any influence claims or
- 00:09:48alliances from the board there are
- 00:09:50penalties for ending an alliance though
- 00:09:52so take a look at this section of the
- 00:09:53rule book before making that decision so
- 00:09:55now that we've discussed the minors
- 00:09:57let's get to the majors and I'm going to
- 00:09:58save the generic actions for last
- 00:10:00because reasons so starting with
- 00:10:03administrative the first action is
- 00:10:05increase stability on your player board
- 00:10:07this track will tell you how stable your
- 00:10:09realm is and this will provide benefits
- 00:10:11or penalties at the end of each round
- 00:10:13you can increase your stability by
- 00:10:14paying five administrative power plus or
- 00:10:17minus your current stability so if you
- 00:10:19were at -3 this would only cost two
- 00:10:21power but if you're at positive2 it
- 00:10:23would cost seven and stability can't be
- 00:10:25lowered or raised past the ends of the
- 00:10:27track next up up you can convert an area
- 00:10:31religion has always been a big part of
- 00:10:32the political landscape so making sure
- 00:10:34the people follow the state religion
- 00:10:36will be important to you in order to
- 00:10:37change it though you need to own every
- 00:10:39province in an area or at least one but
- 00:10:42all the other owners need to follow your
- 00:10:44state religion too the way you can find
- 00:10:46that out for nprs is by matching them up
- 00:10:48to this flag sheeet anyway if you're
- 00:10:50able to pay two power and three duckets
- 00:10:52to place the appropriate religion token
- 00:10:54you'll then add one unrest to one of
- 00:10:56your towns in the area by flipping over
- 00:10:58the token and then you'll will roll the
- 00:10:59rebel Die for each unrest in the area
- 00:11:02both unrest and Rebels aren't great but
- 00:11:04they're usually manageable and I'll talk
- 00:11:06more about them a little later the last
- 00:11:08administrative action is colonization
- 00:11:10and it has to do with the distant
- 00:11:11continents board on the left but again
- 00:11:13I'm going to hold off on this for now
- 00:11:14because it's connected to a few other
- 00:11:16actions I haven't talked about yet which
- 00:11:18means we can move on to the Diplomatic
- 00:11:19actions first off we have influence and
- 00:11:21it's pretty simple you can pay at least
- 00:11:23one diplomatic power to put down
- 00:11:25influence cubes into areas the first
- 00:11:27Cube cost that one power you paid and
- 00:11:30any more cubes you want to play cost
- 00:11:31another diplomatic power or three
- 00:11:33duckets each these can go into areas
- 00:11:36that are adjacent to your towns vassals
- 00:11:38Alliance tokens Royal marriages or other
- 00:11:40influence tokens areas can only have a
- 00:11:43total of five cubes so the spot is full
- 00:11:45up you can't place there now influence
- 00:11:48is mostly used to affect nprs and its
- 00:11:50value can be kind of nebulous but it's
- 00:11:53important for a number of reasons a lot
- 00:11:55of action cards especially the subjugate
- 00:11:57card will require you to spend influence
- 00:12:00or at least have some however if an area
- 00:12:02is completely owned by players you can't
- 00:12:05place influence there and all the
- 00:12:06influence that was there gets removed
- 00:12:09and since it's relevant here let's
- 00:12:10quickly talk about Royal marriages these
- 00:12:13are mostly produced via action cards and
- 00:12:15when placed count as one influence in
- 00:12:17the area as well as a point at the end
- 00:12:19of the game however they don't count
- 00:12:21towards the five cube limit and they
- 00:12:23can't be removed unless specifically
- 00:12:25targeted now one of the biggest things
- 00:12:27that influence is good for is forging
- 00:12:29alliances which is the next action this
- 00:12:32can only be done if you and the target
- 00:12:33are at peace you have at least two
- 00:12:35influence in an area belonging to them
- 00:12:37and if they're allied with someone else
- 00:12:39you need to be more influential here
- 00:12:41than they are if all of that is true you
- 00:12:43can spend diplomatic power equal to half
- 00:12:45of their tax value rounded up to place
- 00:12:47an alliance token tax value is
- 00:12:49determined by how many towns they own
- 00:12:51with small towns being worth one and
- 00:12:53large towns being worth two so if we
- 00:12:55want to Ally with provant they have a
- 00:12:57tax income of three to for this big town
- 00:13:00and one for this small one all the way
- 00:13:01over here that's right they're not
- 00:13:03always adjacent to each other and if you
- 00:13:05aren't a scholar of European history it
- 00:13:07might be difficult to find all of the
- 00:13:08matching Shields so make sure to look at
- 00:13:11the flag page because it'll tell you
- 00:13:13what the starting tax income of each NPR
- 00:13:15should be we cut three and half and
- 00:13:17round up because you always round up in
- 00:13:19this game unless hold otherwise and that
- 00:13:21means we have to pay two power there's a
- 00:13:23maximum of three power for this action
- 00:13:25though so a big NPR Nation can be a very
- 00:13:27cost- effective Ally the next diplomatic
- 00:13:30action I want to talk about is trade
- 00:13:32this is the main way to get money during
- 00:13:34the action phase you spend one power and
- 00:13:36then draw three trade cards these cards
- 00:13:38will tell you the goods you'll be
- 00:13:40trading and where you can do it let's
- 00:13:42say we pick this wine card next we
- 00:13:44choose a trade node champagne works
- 00:13:45perfectly for this and we already have a
- 00:13:47merchant there so now we determine our
- 00:13:49trade power to see how much money we'll
- 00:13:51make you gain one trade power for each
- 00:13:53Merchant in the space If This Were a
- 00:13:55naval route we count adjacent ships but
- 00:13:57since it's a land node we're just
- 00:13:59looking at Key provinces listed on the
- 00:14:01card normally each province we own would
- 00:14:03give us one trade power but the plus
- 00:14:06next to the name means we'll get two
- 00:14:08since we own champagne Berry and oron
- 00:14:10that brings us up to seven which earns
- 00:14:12us the maximum profit of nine duckets if
- 00:14:15this node had an expanded trade token
- 00:14:17we'd use the red column and get 11 but
- 00:14:19that isn't the case just yet once the
- 00:14:22trade is done we lay down our Merchant
- 00:14:24to show that they've been spent and
- 00:14:25can't activate again until the next
- 00:14:27round so that was a basic trade in the
- 00:14:29best circumstances let's try one in a
- 00:14:31region that's a bit more crowded of the
- 00:14:34drawn cards only this cloth card with
- 00:14:36the English Channel is a viable option
- 00:14:38but we're going to need to shuffle some
- 00:14:39units around first when you trade you
- 00:14:41can first move one light ship up to two
- 00:14:44spaces and I'll talk more about the
- 00:14:46mechanics of Naval movement in the
- 00:14:47Warfare section in the meantime there
- 00:14:49are two reasons you're doing this the
- 00:14:51first is that you can't use a trade node
- 00:14:53unless you can trace a route from the
- 00:14:55node to your Capital using light ships
- 00:14:58towns vassals and or influence the
- 00:15:01second is that having a ship in a
- 00:15:02protected trade space these shadowed
- 00:15:04boat spots will increase our trade power
- 00:15:07the English have filled them up here but
- 00:15:09by moving during a trade action we can
- 00:15:11kick one of them out but this is the
- 00:15:13only situation in which you can do that
- 00:15:16anyway now that we have secured a trade
- 00:15:17route we can move an upright Merchant to
- 00:15:19the Target location doesn't matter where
- 00:15:21they were Merchants can basically
- 00:15:23teleport so long as the node is eligible
- 00:15:25for trade we now have one power for the
- 00:15:27merchant one for the ship and let's say
- 00:15:30we somehow got control of Essex in a
- 00:15:32previous round our trade power is at
- 00:15:34three but we aren't the only ones who
- 00:15:36get to benefit from this the English
- 00:15:38also have a merchant here makes sense it
- 00:15:40is their channel so they get to
- 00:15:42participate in the trade as well doesn't
- 00:15:44matter that the merchant was already
- 00:15:45activated they still get a piece of the
- 00:15:46pie they have two ships in adjacent
- 00:15:49protected trade spots they have their
- 00:15:50merchant and they have London and York
- 00:15:52so they're up to five only one player
- 00:15:55can take each income row and because
- 00:15:57they have more trade power than us we
- 00:15:59get bumped down a slot meaning they get
- 00:16:00eight duckets and we earn five if we
- 00:16:03were tied the active player would take
- 00:16:05the higher spot but in this case we take
- 00:16:07what we can get a few last things about
- 00:16:09trade if you can't or don't want to pick
- 00:16:12any of the trade cards you can ditch
- 00:16:13them all and just take two duckets or if
- 00:16:16one of the locations has a secondary
- 00:16:18trade node you can choose that one if
- 00:16:20you have more trade power there than
- 00:16:22anyone else you'll also gain the cash
- 00:16:24listed in the lowest income row
- 00:16:26regardless of your trade power and other
- 00:16:28players can still trade with the primary
- 00:16:30node as normal okay there's one more
- 00:16:32diplomatic action and it has to do with
- 00:16:34picking fights I'll get into this in
- 00:16:36detail later but in order to start a war
- 00:16:38you'll want to have what's called a
- 00:16:40cases belly basically a justification
- 00:16:43one of the most common CBS is a claim
- 00:16:45token which can be placed as an action
- 00:16:47you must be a piece to do this and it
- 00:16:49costs two power per claim token you want
- 00:16:51to place but these tokens Can Go
- 00:16:53basically anywhere except for areas
- 00:16:55where you already have a claim or own
- 00:16:57all the provinces and here's where I
- 00:16:59would start talking about military
- 00:17:00actions they let you start wars build
- 00:17:02and move units Siege towns and suppress
- 00:17:05rebellions but Warfare is a whole big
- 00:17:08thing so instead I'm going to go back to
- 00:17:09the generics and we'll cover military
- 00:17:11actions in the next section the first
- 00:17:13thing I want to talk about is not
- 00:17:15technically a generic action but it
- 00:17:17might as well be most action cards can
- 00:17:19be played for their ability as an action
- 00:17:22cards with the reaction symbol can be
- 00:17:24played on other players turns and battle
- 00:17:26actions shown by these Flames are played
- 00:17:28during combat but everything else has to
- 00:17:30be played on your turn and takes up your
- 00:17:32action unless otherwise stated most of
- 00:17:34these are pretty self-explanatory the
- 00:17:36cost is in the top and the effects are
- 00:17:37shown in the middle these generally
- 00:17:39align with the type of card so military
- 00:17:42cards help you with war diplomatic cards
- 00:17:44are more about influence Alliance and
- 00:17:46Royal marriages and administrative cards
- 00:17:48help you develop your realm the
- 00:17:50Diplomatic deck also has a number of
- 00:17:52covert actions which tend to be pretty
- 00:17:54mean but can be blocked via counter
- 00:17:57Espionage and lastly there are display
- 00:17:59cards which instead of going to the
- 00:18:00discard pile like everything else will
- 00:18:02go in front of you and provide you with
- 00:18:04a number of new actions that you can
- 00:18:05take along with their costs Place
- 00:18:07influence cubes on each of these spaces
- 00:18:10and whenever you take one of the actions
- 00:18:11on the card remove a cube once all the
- 00:18:13cubes are gone then you discard the card
- 00:18:15display cards can be very powerful but
- 00:18:17you can only have two out at a time if
- 00:18:19you want to play a third you'll have to
- 00:18:21discard one already in play now for some
- 00:18:23actual generic actions and I'm going to
- 00:18:25start with a big one events drawn out at
- 00:18:28the beginning of each round are three
- 00:18:29face up event cards and a couple face
- 00:18:31down ones before you pass during the
- 00:18:34round you will need to choose and play
- 00:18:36one of these cards the actions
- 00:18:38themselves are pretty easy to follow but
- 00:18:40they have some big implications when you
- 00:18:42pick a card place two duckets from the
- 00:18:44bank on each card not selected if you
- 00:18:46chose a card with money on it hey free
- 00:18:48money you then perform the effects
- 00:18:50listed flip the next card in the row
- 00:18:52face up and move your player marker on
- 00:18:54the status mat to show that you've taken
- 00:18:56an event action and can now pass on a
- 00:18:58future turn
- 00:18:59and real quick if you're the first
- 00:19:00player to pass gain five duckets
- 00:19:02depending on how many players you have
- 00:19:04the second third and fourth players
- 00:19:06might make money too following this
- 00:19:08chart going back to the cards if they
- 00:19:10show an A and B these are choices that
- 00:19:12you pick one of but if you're unable to
- 00:19:15pay the costs of one of the options you
- 00:19:17must pick the other once that's done
- 00:19:19there are secondary effects listed on
- 00:19:21the bottom and while I won't go through
- 00:19:23most of these there is one that's pretty
- 00:19:25important and it's on a lot of these
- 00:19:27cards if you see a broken heart next to
- 00:19:29a shape this triggers character
- 00:19:31mortality see just like how humans
- 00:19:33normally do your advisers leaders and
- 00:19:36even your ruler will eventually die when
- 00:19:38a mortality effect occurs place an ill
- 00:19:40health token on all corresponding
- 00:19:42characters in everyone's player areas if
- 00:19:44a character already had an ill health
- 00:19:46token they kick the bucket and are
- 00:19:47discarded for advisers and leaders this
- 00:19:50sucks but it's not that big of a deal
- 00:19:53for your ruler however this is a problem
- 00:19:55if you have a leader in your hand you
- 00:19:56can immediately appoint them as a ruler
- 00:19:58without paying their cost but if not
- 00:20:01you'll go into a period of interregnum
- 00:20:03basically a small Council takes over and
- 00:20:05runs the nation poorly until you can get
- 00:20:07a new Ruler all the rules are listed on
- 00:20:09this internum card but basically try not
- 00:20:12to let it happen fortunately there's a
- 00:20:14reliable way to get new rulers from
- 00:20:16event cards some of these cards are
- 00:20:18linked to specific Nations shown by the
- 00:20:20flag on the bottom right their effects
- 00:20:22will focus on them but more importantly
- 00:20:24they have a brand new ruler for you if
- 00:20:26you take an event card matching your
- 00:20:28Realm you must also appoint the new
- 00:20:30leader discarding your old one if
- 00:20:32someone else takes the event card you'll
- 00:20:33have the option of taking the new leader
- 00:20:35but this will cost two administrative
- 00:20:37power so it might not be worth it then
- 00:20:40again no one lives forever anyway the
- 00:20:43rest of the secondary effects are listed
- 00:20:44on the player Aid so just follow them
- 00:20:47after each event card also there's
- 00:20:49always one more card than players so
- 00:20:51when there's only one card left ignore
- 00:20:52the primary effects and just activate
- 00:20:54the secondaries and if the card belonged
- 00:20:56to a PR they have the option of taking
- 00:20:58taking the ruler just like if someone
- 00:20:59else took the card next up let's look at
- 00:21:02something a bit easier changing the
- 00:21:03national Focus this can only be taken
- 00:21:05once per round but it'll help you draw
- 00:21:07new cards and redistribute your power
- 00:21:09place a cube on the associated slot on
- 00:21:11your player board and then you can take
- 00:21:13one Cube from each of two power pools
- 00:21:15and place them in the third then you can
- 00:21:17discard up to three cards from your hand
- 00:21:19and draw one fewer card from the decks
- 00:21:21of your choice and if you want to one of
- 00:21:23those cards can be from the top five
- 00:21:25cards in any discard pile but that'll
- 00:21:28cost to two duckets and one power of the
- 00:21:30matching type next up you can engage in
- 00:21:33some player-to-player diplomacy there
- 00:21:35are three Deals you can make each with
- 00:21:36their own costs and rewards you can
- 00:21:39propose alliances or marriages each
- 00:21:41costing one diplomatic power for the
- 00:21:42active player both players then place an
- 00:21:45alliance or marriage token on the
- 00:21:46other's capital and if it was a marriage
- 00:21:48each player draws a card of their choice
- 00:21:51another option is to work out some
- 00:21:52monetary support with one player giving
- 00:21:54or receiving cash but regardless of the
- 00:21:57direction the active player spends one
- 00:21:59diplomatic power per 10 duckets that
- 00:22:01changed hands round it up and lastly you
- 00:22:04can buy or sell provinces the buyer must
- 00:22:06have claims in the area of each province
- 00:22:08they buy and the provinces sold can't be
- 00:22:11vassals the seller can set the price
- 00:22:13anywhere from three to 15 duckets per
- 00:22:15Province and both the buyer and seller
- 00:22:18must pay one administrative power but if
- 00:22:21you sell any core provinces you'll lose
- 00:22:23points equal to twice the tax value of
- 00:22:26what you gave up you can't do monetary
- 00:22:28support and buy or sell provinces in the
- 00:22:30same action but any other combination is
- 00:22:32okay next up is my favorite action in
- 00:22:35any game like this and that's
- 00:22:36researching ideas this will cost five
- 00:22:39power of the types shown on the card and
- 00:22:41will earn you an ongoing benefit two
- 00:22:43Prestige and sometimes an instant effect
- 00:22:46when you research an idea place a chit
- 00:22:47of yours on the card to show that you've
- 00:22:49learned it then if anyone else
- 00:22:51researches the same idea they were
- 00:22:52probably copying off you so you'll get
- 00:22:54another point the third time this
- 00:22:56happens both you and the other players
- 00:22:58will score one point and then the idea
- 00:23:00is just out there so anyone else
- 00:23:02researching it doesn't get you anything
- 00:23:04sometimes a game effect will let you
- 00:23:05research an idea that isn't on display
- 00:23:08and when this happens find the card in
- 00:23:10the deck and replace an idea that hasn't
- 00:23:11been researched yet or just add to the
- 00:23:13grid of everything's been learned
- 00:23:15already another generic action is to
- 00:23:17change your state religion starting in
- 00:23:19Age 2 you can change your religion from
- 00:23:21Catholic to Protestant or vice versa
- 00:23:24there are good reasons to do this
- 00:23:25there's also consequences but since it
- 00:23:27won't come up until many hours into the
- 00:23:29game just look it up when you start the
- 00:23:31second age and the last generic action
- 00:23:33is exploration it's possible to do this
- 00:23:36by land but for your first game you're
- 00:23:38mostly going to need to do it by C and
- 00:23:39in order to do that you need to have
- 00:23:41researched the Quest for the new world
- 00:23:43idea after that you can do the following
- 00:23:46first you can move a light ship into a c
- 00:23:48zone of one of the distant continents
- 00:23:50provided they're connected by a matching
- 00:23:51letter and there are no hostile ships on
- 00:23:53the way then roll the exploration dime
- 00:23:56if the result just shows a number with
- 00:23:57no skull congratulations you can explore
- 00:24:00place a claim token on either an area
- 00:24:02showing that number or one with an NPR
- 00:24:05Province a town or a vassel token
- 00:24:07however it must be adjacent to either a
- 00:24:09ship of yours or your realm so since
- 00:24:11Castile here rolled a two they've got a
- 00:24:13lot of options in America but they could
- 00:24:15also place in timbuk 2 because they
- 00:24:18control Southern Morocco if the die
- 00:24:20shows a skull you can only explore a
- 00:24:22numbered area and must pay a diplomatic
- 00:24:25power to do it if you can't or won't you
- 00:24:27fail the exploration and remove one ship
- 00:24:30on a distant continent you can reroll
- 00:24:32the exploration die up to two times but
- 00:24:34you need to pay a diplomatic power each
- 00:24:36time and must use the result of the last
- 00:24:38roll you make now these distant
- 00:24:40continents introduce a few twists in the
- 00:24:42game playay the first time you place a
- 00:24:44claim on a distant area it becomes
- 00:24:46discovered and so you should find all
- 00:24:48unused trade cards matching the number
- 00:24:50for its continent and shuffle them into
- 00:24:52the trade deck along with the discard
- 00:24:53pile also all claims placed on numbered
- 00:24:56areas are called Colonial claims they
- 00:24:58won't help you wage Wars but they are
- 00:25:00necessary for the colonize action
- 00:25:02remember that from what was it like 8
- 00:25:04years ago yeah so it's an administrative
- 00:25:06action and it lets you use colonists
- 00:25:08which you'll get from various card and
- 00:25:10game effects to settle in vacant
- 00:25:13territories I could talk about a number
- 00:25:15of things here but we still have a lot
- 00:25:16to go through so I'll trust you to know
- 00:25:18that historically colonization has
- 00:25:20always been a bit messier than this to
- 00:25:22say the least anyway you can pay
- 00:25:24administrative power and or colonists
- 00:25:26totaling four cubes to turn a Colonial
- 00:25:28claim into a small town provided this
- 00:25:30claim is connected to your Capital
- 00:25:32through a continuous chain of your towns
- 00:25:34and ships there are also a few
- 00:25:36differences regarding movement and
- 00:25:38Military stuff but I'll talk about that
- 00:25:40in the Warfare section I know it feels
- 00:25:42like the 10th time I've said that if
- 00:25:43you're playing the rtfm drinking game
- 00:25:44you're probably hammered by now we're
- 00:25:46getting to it real soon I promise just a
- 00:25:49couple quick things to wrap up first off
- 00:25:51is the Holy Roman Empire this is a thing
- 00:25:53that mostly just affects whoever is
- 00:25:55playing as the emperor in your game
- 00:25:57Austria so I'm going to give be the
- 00:25:58headlines and say the Austrian player
- 00:26:00should learn the rules on their own at
- 00:26:02the beginning of the game basically
- 00:26:04you're responsible for keeping an eye on
- 00:26:06this chunk of the board everything
- 00:26:07within the yellow dotted lines you'll be
- 00:26:09expected to protect them but you'll also
- 00:26:11gain some benefits from them especially
- 00:26:13if you can increase your Imperial
- 00:26:14Authority next up we have the papal
- 00:26:16curia which affects all Catholic PRS
- 00:26:19you'll start the game with Cardinals
- 00:26:21along this track and throughout the game
- 00:26:23you can gain more you'll place a cube on
- 00:26:25the leftmost hat and Slide the others to
- 00:26:27the right there are only spots for the
- 00:26:29number of players plus one so bump off
- 00:26:31any that exceed this if you have more
- 00:26:33than anyone else or the leftmost cube if
- 00:26:35tied you gain control of the Catholic
- 00:26:37Church control grants you the bonuses
- 00:26:39shown in the center and two new
- 00:26:41diplomatic actions excommunicate ruler
- 00:26:44which is an aggressive move towards
- 00:26:46another player and call Crusade which
- 00:26:48helps you attack Muslim Realms man
- 00:26:51history is yeah anyway the church can
- 00:26:55only do one of these actions per round
- 00:26:56and the Castile player starts in control
- 00:26:58so they should look them up at the start
- 00:27:00of the game but a couple last things to
- 00:27:01know are that an uncontested controller
- 00:27:03will also gain Prestige at the end of
- 00:27:05the round for every Catholic PR minus
- 00:27:08one and that if you have an alliance
- 00:27:10with or capture Roma you'll get a
- 00:27:12cardinal on the Roma space but if you've
- 00:27:14captured it that's the only Cardinal you
- 00:27:16can have okay that's all for the
- 00:27:18non-combat actions you've done well to
- 00:27:20get this far let's take a breather relax
- 00:27:22a bit because up next we're going to
- 00:27:24fight
- 00:27:25[Music]
- 00:27:30all right here's where it all goes down
- 00:27:32England has been unjustly I might add
- 00:27:34squatting in the French Mainland for far
- 00:27:36too long time to bop him on the nose and
- 00:27:38kick him out no point in wasting any
- 00:27:40time let's just declare war for one
- 00:27:42military power you can declare war on
- 00:27:44almost anyone provided they aren't your
- 00:27:46ally you don't have a truce with them
- 00:27:48they aren't a player who has passed an
- 00:27:50NPR Ally of a player who has passed or
- 00:27:51that you have a truce with a member of
- 00:27:53the Holy Roman Empire who is at peace
- 00:27:55with the okay you know what this is a
- 00:27:56good time to mention that pretty much
- 00:27:57every you need to know about declaring
- 00:27:59war including who you cannot Target is
- 00:28:01on the back of the play raade and you
- 00:28:03should definitely just follow along with
- 00:28:05this when you start thinking about war
- 00:28:07Okay so we've selected our Target
- 00:28:08England and we place an atwar token on
- 00:28:10their capital I also like to place one
- 00:28:12of their tokens on my Capital but you
- 00:28:14don't have to do this we could select
- 00:28:16more than one target to go to war with
- 00:28:18but let's keep things simple for now
- 00:28:20next we make sure we have a cas's belly
- 00:28:22there are eight different types check
- 00:28:24them all out but the most common one is
- 00:28:26Conquest which just requires you to have
- 00:28:28a a claim in an area that's part of
- 00:28:29their realm we started the game with a
- 00:28:31couple of those so it's no problem but
- 00:28:33if we didn't have a ques belly we would
- 00:28:35lose two stability we also lose one
- 00:28:37stability if we have a royal marriage
- 00:28:39with our Target next up we can both send
- 00:28:42a call to Arms to our allies the
- 00:28:43attacker goes first and this works a
- 00:28:45little different for player allies
- 00:28:46versus NBR allies for a player Ally you
- 00:28:49just say hey do you want to go to war
- 00:28:51and they go hell yeah in which case
- 00:28:53they're at War too or they can say I
- 00:28:55don't want to but if they do that you'll
- 00:28:57lose your alliance there are a couple
- 00:28:59things that happen when you lose your
- 00:29:00alliance so check out the diplomatic
- 00:29:01relations page if you feel like leaving
- 00:29:03your friends behind anyway if you're
- 00:29:05calling an NPR Ally they need to be at
- 00:29:07peace you need to have at least two
- 00:29:09influence in their areas which will
- 00:29:10discard and they'll need to either be
- 00:29:12adjacent to you or your enemy provided
- 00:29:15all that's the case flip over their Ally
- 00:29:17token to the active Ally side your enemy
- 00:29:19is now at war with them too the reason
- 00:29:21you've done this is because they'll
- 00:29:22provide military units to your cause add
- 00:29:25a number of these black soldiers equal
- 00:29:26to half the tax value of their realm and
- 00:29:28their vassals Max five also for each
- 00:29:32active Ally That's adjacent to your
- 00:29:33enemy gain one military power after the
- 00:29:36offensive CTA the Holy Roman Empire
- 00:29:38might get involved but again just make
- 00:29:40sure you know about that if you're the
- 00:29:41emperor and then the Defenders can send
- 00:29:44defensive ctas to their allies as before
- 00:29:46player allies can deal with this as they
- 00:29:48see fit but if you don't accept again
- 00:29:50there are consequences and these are
- 00:29:52worse for a defensive Call to Arms than
- 00:29:54an offensive One alliances are a big
- 00:29:56deal treat them accordingly calling an
- 00:29:58NPR Ally to defend you works the same
- 00:30:00way as it does for offense but you only
- 00:30:02need to spend one influence to bring
- 00:30:04them on board once that's all done any
- 00:30:07targeted player or player accepting a
- 00:30:08defensive CTA gets one military power
- 00:30:11you remove all of your influence from
- 00:30:13each area that's part of your Target's
- 00:30:14realm and then you might automatically
- 00:30:16trigger some battles if you have
- 00:30:18military units in the same area as your
- 00:30:20opponent's units that will trigger a
- 00:30:22battle in each contested space starting
- 00:30:24with Naval battles then land I'm going
- 00:30:26to save the battle sequence for when we
- 00:30:28know a bit more about these units though
- 00:30:30also if you don't automatically trigger
- 00:30:32a battle you can immediately take an
- 00:30:34activate or recruit units action at no
- 00:30:36power cost so let's talk about those
- 00:30:37next recruiting units lets you you
- 00:30:40guessed it recruit some units this
- 00:30:41normally cost one military power plus
- 00:30:44duckets for each unit you make these
- 00:30:46units can come from your personal Supply
- 00:30:48they can be provided by your Allied
- 00:30:49Realms or they can be mercenaries that
- 00:30:51come from the General Supply the cost
- 00:30:53for each of these is on the player Aid
- 00:30:55and yes that does say that Allied
- 00:30:56infantry are free so going to war with
- 00:30:58allies is a pretty sweet deal the amount
- 00:31:01you can recruit is obviously limited by
- 00:31:03your cash and unit reserves but also by
- 00:31:05your military capacity this is how many
- 00:31:07regular and Allied units each area can
- 00:31:09muster in one action and it's equal to
- 00:31:11the tax value of your towns and vassel
- 00:31:14in the area and all adjacent areas this
- 00:31:16includes ports facing a connected SE
- 00:31:19Zone provided there are no enemy ships
- 00:31:20in the way there are a few
- 00:31:22clarifications about this but the
- 00:31:24concept in general won't come into play
- 00:31:26that much at the beginning of the game
- 00:31:28because all of your territory is clumped
- 00:31:29up and so you can recruit a ton of units
- 00:31:31just about anywhere in your realm you'll
- 00:31:33be more limited by your available units
- 00:31:35at the start but when your Empire starts
- 00:31:37spreading out check the clarifications
- 00:31:39for military capacity in the rule book
- 00:31:41Naval capacity basically works the same
- 00:31:43way except that the number of ships you
- 00:31:45build isn't limited by your available
- 00:31:47units you can just pull them from your
- 00:31:49player tray and there are some other
- 00:31:50minor distinctions that just won't come
- 00:31:52up until later in the game now when you
- 00:31:54build units you could put them right on
- 00:31:56the map but it's easy easier to use your
- 00:31:58armies to keep track of things you can
- 00:32:00have three armies and one Fleet and
- 00:32:02these can hold as many units as you want
- 00:32:05the different types of units are all
- 00:32:06represented by the same dudes and boats
- 00:32:09they just go into different slots on
- 00:32:10your board they all work a little
- 00:32:12differently but I'll touch more on that
- 00:32:13as we go during activation you can move
- 00:32:16units between armies if they're on the
- 00:32:18same area split them apart into two
- 00:32:20different armies and if you're moving
- 00:32:21them you can pick up or drop off units
- 00:32:23on the way but only infantry and light
- 00:32:26ships can ever exist on the map by
- 00:32:28themselves and if an army ever loses all
- 00:32:30of its units take the figure off the
- 00:32:31board so with that in mind let's talk
- 00:32:33about activation this usually costs one
- 00:32:35military power and then you can move up
- 00:32:37to two spaces if you're doing a naval
- 00:32:39activation choose a SE Zone and then
- 00:32:41move as many ships as you want from up
- 00:32:42to two spaces away into that space
- 00:32:44provided there are no enemies along your
- 00:32:46route if there are enemy ships in your
- 00:32:48destination that triggers a battle but
- 00:32:50if no battle occurred and there are any
- 00:32:52open trade protection slots move any of
- 00:32:54your light ships into them if you bring
- 00:32:56a fleet that only has heavy ships and
- 00:32:58gys you won't be able to take a trade
- 00:33:00spot speaking of gyss they can't go into
- 00:33:02open ocean so if a fleet carrying them
- 00:33:04goes to a sea zone without an asterisk
- 00:33:07or cross AKA most of the Atlantic
- 00:33:09they're immediately destroyed and lastly
- 00:33:11you can dock your ships which keeps them
- 00:33:13safe from attack and heals your heavy
- 00:33:15ships small ports can hold two ships
- 00:33:18large ports can hold six but to put them
- 00:33:20back on the ocean requires you to undock
- 00:33:22which takes an entire Naval activation
- 00:33:25now land movement is similar but instead
- 00:33:26of moving multiple ships from different
- 00:33:28locations you choose a single army or
- 00:33:30unit and can move it up to two spaces
- 00:33:32but it's important to note that you can
- 00:33:34only go through friendly areas AKA areas
- 00:33:37where you have at least one town vassel
- 00:33:39or Allied Province unless you're at War
- 00:33:42when at War you can go into hostile
- 00:33:44areas but you must then immediately stop
- 00:33:46and you can go into neutral areas by
- 00:33:47paying one diplomatic power or three
- 00:33:50duckets to the bank this is called
- 00:33:52military access and it's only available
- 00:33:54during war and only if you don't have a
- 00:33:56claim to the area also if the area is
- 00:33:59completely controlled by another player
- 00:34:00they can choose not to allow it when
- 00:34:03moving across land these dotted lines
- 00:34:05represent mountain borders you can cross
- 00:34:07them at no extra cost if the area is
- 00:34:09friendly but if it's neutral or hostile
- 00:34:11after the first three units you need to
- 00:34:13spend another military power for the
- 00:34:15next three and the next three and so on
- 00:34:18and lastly during a land movement or
- 00:34:19after a naval movement you can transport
- 00:34:22units across a connected Bridge of ships
- 00:34:24over the ocean to a new area as if it
- 00:34:27were adjacent you can go over any number
- 00:34:29of SE zones this way but you can only
- 00:34:31move three units per ship in the weakest
- 00:34:33link of the chain and of course there
- 00:34:35are caveats when it comes to going to
- 00:34:37and moving within distant continents the
- 00:34:39most important one being that you can't
- 00:34:41just go there with a ship until you've
- 00:34:43explored it the rest you should just
- 00:34:45look up once you get there now the last
- 00:34:47thing you can do with the unit
- 00:34:48activation is to lay Siege if you have
- 00:34:51land units in an area with enemy towns
- 00:34:53you can use your activation to Siege
- 00:34:55them paying a total cost in military
- 00:34:57power equal to the number of units
- 00:34:59involved in The Siege small towns
- 00:35:01require one strength to Siege and large
- 00:35:03towns require two infantry give you one
- 00:35:06Siege strength Cavalry 1/2 and artillery
- 00:35:09two but you can't build artillery until
- 00:35:11you research cannons so to take over
- 00:35:13bordeau here we'd need two strength
- 00:35:15which we have and pay two military power
- 00:35:18one for each infantry we need to use we
- 00:35:21then take one of our towns off of our
- 00:35:22player board and place it UNR side up on
- 00:35:25top of the opponent's town and if the
- 00:35:27owner was a player they should place a
- 00:35:28cube in their Town track to show this we
- 00:35:31are now occupying it and we'll probably
- 00:35:33gain control once we declare peace but
- 00:35:35that's getting a little ahead of
- 00:35:36ourselves occupied provinces aren't
- 00:35:38owned by either player and if the
- 00:35:40province was owned by an NPR place an
- 00:35:42occupied token beneath your unrest to
- 00:35:45remind you that it's not yours just yet
- 00:35:47so we've talked about unrest a few times
- 00:35:49now let's try to deal with it unrest is
- 00:35:51tricky for a number of reasons but you
- 00:35:53can suppress it through the last
- 00:35:54military action we have left to talk
- 00:35:55about it cost one military AR Power per
- 00:35:58Province and it lets you flip unrest
- 00:36:00tokens on your towns and vassals however
- 00:36:02you can't do this if there are any
- 00:36:04rebels in the area or if it is occupied
- 00:36:07whether by you or your opponent meaning
- 00:36:09that the towns that you've occupied will
- 00:36:11probably be unrestful until the end of
- 00:36:13the round but that's enough of those
- 00:36:14actions let's do some actual combat yeah
- 00:36:17great glad you're on board Land and Sea
- 00:36:19battles are almost identical but let's
- 00:36:21do land first you start with preparation
- 00:36:23where you can do things like appoint a
- 00:36:25leader if you want one or apply Rel
- 00:36:27military ideas then the attacker first
- 00:36:30and the defender second can play Battle
- 00:36:31actions you can play as many as you like
- 00:36:33and can afford but you can't play the
- 00:36:35same card twice after which you start
- 00:36:37rolling dice you'll always roll at least
- 00:36:40three white Dice and battle cards and
- 00:36:42most leaders will add to that all dice
- 00:36:45have three infantry sides but the orange
- 00:36:46and blue dice will also specialize in
- 00:36:49Cavalry and Cannon results the unit
- 00:36:51slots will tell you what die results
- 00:36:53will lead to a hit so roll your dice
- 00:36:55count them up and give your opponent the
- 00:36:56total each unit can only produce one hit
- 00:36:59though so you might have some leftover
- 00:37:00dice that just go to waste they'll do
- 00:37:02the same to you and then you each assign
- 00:37:04casualties if a type of unit has more
- 00:37:06than one color you have to alternate
- 00:37:08between them when losing units of that
- 00:37:10type going mercenary regular then Allied
- 00:37:14allies and mercenaries go back to the
- 00:37:15supply but your units go to the
- 00:37:17exhausted section of your player board
- 00:37:19then if either player scored at least
- 00:37:21one hit their opponent's leader takes
- 00:37:23one wound for each pair of these double
- 00:37:25infantry results they rolled this can
- 00:37:28kill the leader outright and since you
- 00:37:30can appoint your ruler as a general
- 00:37:31there's definitely some risk involved
- 00:37:33Beyond just your unit casualties after
- 00:37:36this step the attacker then the defender
- 00:37:38can declare a retreat if they do they'll
- 00:37:40lose one unit and have to leave the area
- 00:37:43retreating attackers must move back to
- 00:37:45where they attacked from retreating
- 00:37:46Defenders must go to an adjacent area
- 00:37:48with no enemies provided they have
- 00:37:50military access to it if there's no
- 00:37:52available spots they can't Retreat if no
- 00:37:55one Retreats you keep going back to the
- 00:37:56start and fighting until one Army is
- 00:37:58wiped out then whether by Retreat or
- 00:38:01elimination if the attacker won the
- 00:38:02fight they get one military power now
- 00:38:05like I said Naval battles are almost
- 00:38:07identical so here are the key
- 00:38:09differences you get three blue dice
- 00:38:11instead of white dice to start with
- 00:38:13which is important because All Ships hit
- 00:38:14on cannons heavy ships get one free hit
- 00:38:17each and take two hits to sink and if
- 00:38:20after you've won a combat by destroying
- 00:38:22all enemy ships for each double infantry
- 00:38:25you rolled you can capture an enemy ship
- 00:38:27that was destroyed that round and added
- 00:38:29to your Fleet other than that it's
- 00:38:31basically the same so let's talk about
- 00:38:33fighting against nprs and Rebels because
- 00:38:35you'll be doing that a lot the combat
- 00:38:37itself follows the same rules but you
- 00:38:39need to determine the enemy's strength
- 00:38:40first whenever you move into or build in
- 00:38:43an area with hostile towns or Rebels a
- 00:38:45sea zone with adjacent hostile ports or
- 00:38:48declare war when you already have land
- 00:38:50units in their space they're going to
- 00:38:51defend themselves if this is an NPR
- 00:38:54count up their military capacity again
- 00:38:56that's their tax value in in the area
- 00:38:58and its surroundings and grab that many
- 00:38:59black units be they infantry or light
- 00:39:02ship or if they're the active Ally of a
- 00:39:04player half that number because they've
- 00:39:06already committed troops to the war
- 00:39:07effort put these units in the area and
- 00:39:10if there are rebels in the area already
- 00:39:12they fight together but keep them
- 00:39:13separated and Alternate hits against
- 00:39:15them starting with the bigger group
- 00:39:17other than that do a battle the way you
- 00:39:19normally would and whether they win or
- 00:39:21lose the fight all the NPR units will go
- 00:39:23back to the supply at the end also if
- 00:39:25the area in which the fight is taking
- 00:39:27place doesn't contain their capital or
- 00:39:29the last Province they own and if they
- 00:39:31weren't supported by the rebels they'll
- 00:39:33retreat at the end of any combat round
- 00:39:35where they have fewer units than the
- 00:39:36opponent and when nprs Retreat just
- 00:39:38throw their soldiers back into Supply
- 00:39:40now there are also rules for fighting
- 00:39:42against multiple enemies at once but
- 00:39:44that's rare so just look it up when it
- 00:39:46seems like it might happen and the last
- 00:39:48thing to come from war must inevitably
- 00:39:50be peace but piece is not something you
- 00:39:52can declare during the action phase so
- 00:39:54let's talk about that and all the other
- 00:39:56phases of the game
- 00:40:02all right we've come a long way and
- 00:40:04honestly if you're worried about
- 00:40:05learning even more rules you could start
- 00:40:07with just what we've talked about and
- 00:40:09look the rest of this up when it happens
- 00:40:11but in case you're interested let's talk
- 00:40:13about all the other phases that happen
- 00:40:15between the actions the first one though
- 00:40:17again you skip this on the first round
- 00:40:19is to draw cards you start by drawing
- 00:40:21out new event cards the same way you did
- 00:40:23when you set up the game then each
- 00:40:25player in turn order gets to draw three
- 00:40:27cards cards one at a time from whichever
- 00:40:29decks they want pay two duckets for each
- 00:40:31card you want to keep and discard the
- 00:40:32rest lastly if you have fewer than two
- 00:40:35active missions or you just don't like
- 00:40:36the ones you have you can draw and or
- 00:40:38replace any missions in hand with others
- 00:40:40from your deck that you qualify for
- 00:40:42based on the prerequisites on the bottom
- 00:40:44of the new card after that you have the
- 00:40:46action phase like we've talked about and
- 00:40:48next up is peace and Rebels so let's go
- 00:40:50through that step by step first if there
- 00:40:52are any ques belly or truce tokens on
- 00:40:54the board remove those and while CB
- 00:40:56tokens and claims look similar they
- 00:40:58aren't the same claims will stay on the
- 00:41:00board and have no effect here meanwhile
- 00:41:02if you remove a CB token and aren't at
- 00:41:04war with that realm you lose two points
- 00:41:07next is NPR invasions but that's an
- 00:41:09advanced rule so don't worry about it
- 00:41:11instead we go to Rebel Siege or move if
- 00:41:13there are Rebels on the board in an area
- 00:41:15with unrest they will Siege as many
- 00:41:17unrestful towns as they can with each
- 00:41:19Rebel having a Siege strength of one if
- 00:41:22this was a core Province I.E you started
- 00:41:24with it they occupy the space again if
- 00:41:26someone occupies your town cover that
- 00:41:28space in your town track with a cube if
- 00:41:30it wasn't a core Province they liberate
- 00:41:32it returning it to its original owner
- 00:41:34now if there are Rebels but no unrest
- 00:41:37move all but one Rebel unit to an
- 00:41:39adjacent area with the most unrest and
- 00:41:41no more player land units than their
- 00:41:43group if this starts a battle resolve it
- 00:41:45immediately if this wasn't possible
- 00:41:47remove one Rebel next we resolve peace
- 00:41:50and this can go a lot of different ways
- 00:41:52so I'm going to stick to the basics
- 00:41:54going in turn Order each player resolves
- 00:41:56each of their Wars sometimes this is
- 00:41:58optional sometimes it's not there are
- 00:42:00four conditions under which a war can
- 00:42:01end automatic white pieace which
- 00:42:03triggers if neither side occupies any
- 00:42:05enemy provinces total Victory which is
- 00:42:08when one side occupies all of an
- 00:42:10opponent's provinces and they have no
- 00:42:11land units remaining partial Victory
- 00:42:14which is when you occupy at least one
- 00:42:15Province and outnumber your opponent's
- 00:42:17land units 2 to one or against an NPR
- 00:42:20more land units than rebels in your
- 00:42:22areas and inconclusive if none of those
- 00:42:24requirements are met once you determine
- 00:42:27the result you either must end the war
- 00:42:29for white peace or total Victory or you
- 00:42:31can choose to end the war if it's a
- 00:42:32partial Victory or inconclusive if you
- 00:42:35end it you'll have to flip your War
- 00:42:36tokens to the truce side and then choose
- 00:42:38terms of Peace after which you must move
- 00:42:41any land units in neutral areas to the
- 00:42:42nearest friendly area then if you're not
- 00:42:45at war with anyone flip active Ally
- 00:42:47tokens to the regular side and return
- 00:42:49all Allied units to the supply now about
- 00:42:52those terms of Peace there are eight of
- 00:42:54them I'm only going to cover the first
- 00:42:55two so take a look at the others when
- 00:42:56you get chance white piece just returns
- 00:42:58you to pre-war conditions since nothing
- 00:43:00has really changed anyway but all
- 00:43:02players involved lose one Prestige the
- 00:43:05other piece term I'll go over is keeping
- 00:43:06the current board State when this
- 00:43:08happens all occupied towns are given to
- 00:43:10whoever currently controls them with the
- 00:43:12exception of the capital this must be
- 00:43:15returned to its original owner but they
- 00:43:16have to pay a ransom of 10 duckets to
- 00:43:18get it back the Victor may also choose
- 00:43:21to exchange any provinces they occupy
- 00:43:23for the provinces the loser occupies of
- 00:43:25an equal tax value they can sell any
- 00:43:28occupied provinces back to the loser for
- 00:43:30three duckets per tax value returned and
- 00:43:32they can liberate any occupied provinces
- 00:43:34that aren't the losers core provinces if
- 00:43:37they do this they'll score One prestige
- 00:43:38per tax value liberated and may gain an
- 00:43:41alliance with one liberated NPR and
- 00:43:43place two influence in their areas you
- 00:43:46can mix and match these options but you
- 00:43:47can't take more than double the tax
- 00:43:49income of the loser in Ransom fees once
- 00:43:52this is done players can discard claims
- 00:43:54from any areas where they've gained
- 00:43:55provinces to remove to unrest there and
- 00:43:58lastly if you've lost a province or
- 00:44:00vassal during this war you can place a
- 00:44:02claim in each corresponding area now
- 00:44:05like I said there are a lot more peace
- 00:44:06terms I recommend skimming this section
- 00:44:08and just looking through it at the end
- 00:44:10of a war however there's one more option
- 00:44:12a player can choose to surrender to an
- 00:44:14opponent you'll immediately lose two
- 00:44:16Prestige and your enemy will gain two
- 00:44:19and then they'll get to enact almost any
- 00:44:20of these peace terms on you so it's not
- 00:44:22the best option but it might be worth it
- 00:44:25especially if you're losing and you
- 00:44:27think they'll choose to keep the war
- 00:44:28going see the next part of this phase is
- 00:44:31prestige penalties there are two of
- 00:44:33these the first being disputed
- 00:44:35succession which happens when you have
- 00:44:36marriage tokens that are flipped over
- 00:44:38but don't worry about that one for now
- 00:44:40the one you want to watch out for is
- 00:44:42occupied towns if a war is ongoing or
- 00:44:44you've had some problems with Rebels
- 00:44:46you'll lose Prestige equal to the number
- 00:44:48of towns an opponent occupies to a
- 00:44:50maximum of five next is interregnum
- 00:44:52where if you don't have a ruler you lose
- 00:44:54one stability and flip all Royal
- 00:44:56marriages in your realm to the disputed
- 00:44:58succession side this could lose you some
- 00:45:00points next round but it also provides a
- 00:45:02cas's belly against you from all other
- 00:45:04players like I said a while ago you
- 00:45:06should have gotten a new ruler after
- 00:45:08that you check for religious descent if
- 00:45:10any areas in your realm don't follow
- 00:45:12your state religion add one unrest to a
- 00:45:14town in each affected area if you have
- 00:45:17vassals in descenting areas remove one
- 00:45:19influence or add unrest to a vassel but
- 00:45:22only in one area total next we gain or
- 00:45:25remove unrest everyone's still at War
- 00:45:27gains two and then check your stability
- 00:45:30to see if you gain or remove anymore and
- 00:45:32lastly we roll the rebel dice for each
- 00:45:34town and vassel with unrest each player
- 00:45:37will do this one at a time and you go
- 00:45:39area by area rolling for each unrestful
- 00:45:41town and then applying the results this
- 00:45:44rle might do nothing but more likely
- 00:45:46it'll be negative you might lose two
- 00:45:48duckets a power of your choice have to
- 00:45:50exhaust one unit or trigger a rebellion
- 00:45:53for Rebellion if you have an army there
- 00:45:55gain one Rebel unit for each time you en
- 00:45:57roll this triggering a battle if it's
- 00:45:58undefended Rebels will Siege one of your
- 00:46:01towns targeting large towns if possible
- 00:46:04there's one possible role that's good
- 00:46:05for you though and this lets you remove
- 00:46:07one unrest from a town in the area and
- 00:46:09if you are occupying the town you can
- 00:46:11flip your token but keep the original
- 00:46:13owner's token below until the war is
- 00:46:15done that's all for peace and Rebels
- 00:46:17next is the income and upkeep phase here
- 00:46:19you'll determine every source of income
- 00:46:20you have and every cost you must pay out
- 00:46:23the income is pretty easy it's usually
- 00:46:24just the tax value of all your towns
- 00:46:26Prov V es and vassals which is shown on
- 00:46:28your player board however you'll take
- 00:46:30one less Ducket for each interest token
- 00:46:32you have each adviser needs their salary
- 00:46:34and your military needs to be maintained
- 00:46:37it costs one Ducket for each of your
- 00:46:38land units two for each mercenary but
- 00:46:40only half a Ducket for each ship
- 00:46:42remaining at Sea now before you do this
- 00:46:44part you have the option of firing
- 00:46:46advisors discarding the card disbanding
- 00:46:48military units putting your land units
- 00:46:50into the available section and recalling
- 00:46:52ships at Sea this lets you take any
- 00:46:55boats on the board and by using normal
- 00:46:57movement rules sail them into friendly
- 00:46:59ports for no extra cost now there are
- 00:47:01things that will add or subtract more
- 00:47:02money like ideas plagues or the Holy
- 00:47:05Roman Empire so check out this part of
- 00:47:06the rules to see if there's anything
- 00:47:08that applies once you've collected all
- 00:47:10your money it's time to gain Monarch
- 00:47:11power check your ruler stats and add the
- 00:47:13advisor bonus to see how much you get
- 00:47:16adding any other bonuses or penalties
- 00:47:17from stability controlling the papacy or
- 00:47:20anything else that's relevant to you
- 00:47:22lastly you'll score Prestige for a few
- 00:47:24things that trigger at this point you'll
- 00:47:25know it if you have it next is the
- 00:47:27cleanup phase and there's a lot to do
- 00:47:29but it goes really quickly first if
- 00:47:31you're still at War all Allied units go
- 00:47:33to your available Supply then update
- 00:47:36your Manpower reserves to reflect any
- 00:47:38change in your totals and refresh half
- 00:47:40of your exhausted units minimum three
- 00:47:42maximum six refresh all Merchants add
- 00:47:45col to the pool equal to your number of
- 00:47:48colonial claims max four and if you
- 00:47:50changed your National Focus during the
- 00:47:52round return that Cube to the supply
- 00:47:54next we're going to clean up the board
- 00:47:56there are a few things things here that
- 00:47:57may or may not apply so follow the list
- 00:47:59make sure to give the first player token
- 00:48:01to whoever passed first or second if it
- 00:48:02would stay where it is and reset the
- 00:48:04round status markers each player will
- 00:48:07then discard down to five cards if they
- 00:48:08have too many and if there are no more
- 00:48:10cards left in the event deck for this
- 00:48:12age you move on to the end of age
- 00:48:14routine here you'll place the event deck
- 00:48:16for the next age replace all the
- 00:48:18Milestones with new ones from the next
- 00:48:19age and replace any non-basic ideas that
- 00:48:22haven't been researched with random new
- 00:48:24ones of the same type then whoever has
- 00:48:27the least Prestige can choose to replace
- 00:48:28one idea or Milestone on display with a
- 00:48:31chosen one of the same type and lastly
- 00:48:33each player with at least one Royal
- 00:48:35marriage gains a Prestige and must
- 00:48:37remove one marriage from the board from
- 00:48:39an NPR realm if possible or pay two
- 00:48:42diplomatic power to avoid this marriages
- 00:48:44between player Realms are reciprocal so
- 00:48:46if another player goes first and takes
- 00:48:48the marriage they had with you you must
- 00:48:49lose the one you had with them but then
- 00:48:52if it comes to you and you still have
- 00:48:53another marriage you have to lose it or
- 00:48:55pay to keep it of course if this is the
- 00:48:57end of the last age of the scenario you
- 00:48:59can skip all that stuff and instead go
- 00:49:01to final scoring now during the game
- 00:49:03you'll have scored points for things
- 00:49:05like Milestones completing missions
- 00:49:07researching ideas stuff like that but
- 00:49:09the biggest boost will come from your
- 00:49:11tax value which you'll match in Prestige
- 00:49:13so here our tax value is 35 meaning
- 00:49:16we'll get 35 points you also score
- 00:49:18Prestige for core Province tokens Royal
- 00:49:21marriages and alliances in play if
- 00:49:23you're the papal controller you'll get a
- 00:49:24point for each Catholic player Realm the
- 00:49:26emperor will gain points equal to their
- 00:49:28Authority you gain or lose points equal
- 00:49:30to double your stability you'll lose a
- 00:49:32point for each of your towns occupied by
- 00:49:34another player or Rebel and you'll lose
- 00:49:35a point for each interest token you
- 00:49:37haven't paid off once you've counted
- 00:49:39that all up whoever has the most
- 00:49:40prestige wins with total Monarch power
- 00:49:42breaking ties followed by the most money
- 00:49:44followed by the best high five or just
- 00:49:46share the victory at that point and that
- 00:49:48at the end of what I have to assume is
- 00:49:50the longest video I've ever made is how
- 00:49:52you play Europa
- 00:49:53universales mostly again there's a lot
- 00:49:56of stuff I had to leave out things like
- 00:49:58Advanced rules AI Control bot players
- 00:50:00the other side of the board which has a
- 00:50:01totally different setup and a bunch of
- 00:50:03other things but once you've played a
- 00:50:05game or two adding all that stuff in
- 00:50:06will be a cakewalk compared to learning
- 00:50:08the basics anyway I hope this helped get
- 00:50:10the game to the table so it can deliver
- 00:50:11the Epic European Grand strategy
- 00:50:13Adventure that you're hoping for or at
- 00:50:15least a fun way to spend the day either
- 00:50:17way thank you so much for watching and
- 00:50:18I'll see you next time bye
- 00:50:22[Music]
- 00:50:33[Music]
- Board Game
- Strategy
- Europa Universalis
- Renaissance
- Tutorial
- Gameplay
- Ager Games
- Complexity
- Diplomacy
- Prestige