How to Play Europa Universalis: The Price of Power

00:50:41
https://www.youtube.com/watch?v=5aZwXK3GuBE

Summary

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.

Takeaways

  • 🎲 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.
  • πŸ“š The game covers core concepts such as provinces, realm expansions, and alliances.
  • πŸ•° Played over a series of ages, each containing multiple phases and actions.
  • πŸŽ₯ Shay’s teaching focuses on the first scenario, providing a foundational understanding.
  • 🌍 Players can explore diplomacy, warfare, research, and economic strategies.
  • πŸ’‘ Extensive player aid and developer resources aid understanding and gameplay smoothing.
  • βš”οΈ Military actions include sieges and battles, supplemented by strategy cards.
  • πŸ“œ Historical elements like the Holy Roman Empire and the papacy add thematic depth.

Timeline

  • 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.

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Mind Map

Video Q&A

  • 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.

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