DGA Plays Board Games: Frostpunk - Solo Playthrough
00:00 Rules Overview
14:00 Round 1
32:00 Round 2
48:31 Round 3
1:00:40 Round 4
1:18:06 Round 5
1:31:46 Round 6
1:48:49 Round 7
2:03:21 Round 8
2:13:05 Round 9
2:24:02 Round 10
2:36:17 Round 11
2:48:17 Round 12
2:53:08 Conclusion
TTS Rules Overview & First Impressions: https://youtu.be/dMESyt5m03w
DGA:
Patreon: https://www.patreon.com/dadsgamingaddiction?ty=h
Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=vmp0514%40msn.com¤cy_code=USD
Twitch: https://www.twitch.tv/dadsgamingaddiction/
Website: http://www.dadsgamingaddiction.com/
Discord: https://discord.gg/XcAerYN
PC Specs: Windows 11, Intel Core i9-12900KF @ 3.20 GHz, GeForce GTX 3060 Ti
---
Rules goofs:
Per Michael Dönges from BGG:
*There is a limit of 4 laws that can be enacted in each game.
*You forgot to add the law consequence cards into the dusk deck.
*You can only gather once per activation phase on a single space.
*You cannot build on a space that has a pawn on it, as you did with the beacon for example.
*You cannot reduce sickness to zero, if the marker is on the skull side, as you did once with the worker marker.
*If you use a citizen card, it involves using a building, you cannot use that building on the same round.
*Every time a sickness marker would have to move past the marker indicating the corresponding type of citizen, the marker is flipped instead; causing a possible death. So when you gained 10 sick citizens of each type at the end, 3 children and 1 engineer would have died. Resolving the sickness markers at the very end, would have caused another child and 1 worker. 4 dead children, 1 dead engineer and 1 dead worker would mean at least the loss of 10 hope. A very clear loss.
*When you use a steam core to repair the generator for the first time, you place the generator upgrade (the plastic cross) in the top opening of the generator, so the likelihood of cubes being retained increases.
Видео DGA Plays Board Games: Frostpunk - Solo Playthrough канала Dad's Gaming Addiction
14:00 Round 1
32:00 Round 2
48:31 Round 3
1:00:40 Round 4
1:18:06 Round 5
1:31:46 Round 6
1:48:49 Round 7
2:03:21 Round 8
2:13:05 Round 9
2:24:02 Round 10
2:36:17 Round 11
2:48:17 Round 12
2:53:08 Conclusion
TTS Rules Overview & First Impressions: https://youtu.be/dMESyt5m03w
DGA:
Patreon: https://www.patreon.com/dadsgamingaddiction?ty=h
Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=vmp0514%40msn.com¤cy_code=USD
Twitch: https://www.twitch.tv/dadsgamingaddiction/
Website: http://www.dadsgamingaddiction.com/
Discord: https://discord.gg/XcAerYN
PC Specs: Windows 11, Intel Core i9-12900KF @ 3.20 GHz, GeForce GTX 3060 Ti
---
Rules goofs:
Per Michael Dönges from BGG:
*There is a limit of 4 laws that can be enacted in each game.
*You forgot to add the law consequence cards into the dusk deck.
*You can only gather once per activation phase on a single space.
*You cannot build on a space that has a pawn on it, as you did with the beacon for example.
*You cannot reduce sickness to zero, if the marker is on the skull side, as you did once with the worker marker.
*If you use a citizen card, it involves using a building, you cannot use that building on the same round.
*Every time a sickness marker would have to move past the marker indicating the corresponding type of citizen, the marker is flipped instead; causing a possible death. So when you gained 10 sick citizens of each type at the end, 3 children and 1 engineer would have died. Resolving the sickness markers at the very end, would have caused another child and 1 worker. 4 dead children, 1 dead engineer and 1 dead worker would mean at least the loss of 10 hope. A very clear loss.
*When you use a steam core to repair the generator for the first time, you place the generator upgrade (the plastic cross) in the top opening of the generator, so the likelihood of cubes being retained increases.
Видео DGA Plays Board Games: Frostpunk - Solo Playthrough канала Dad's Gaming Addiction
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