1) The Pegs discuss their recent game plays including Cubitos, Funfair, Machi Koro Legacy and many more;
2) All the Pegs review Praga Caput Rigni; and
3) Look back at Sierra West.
00:01:10 – Trivia: Egg Nog…I guess?
00:08:15 – Discord Info
00:11:02 – The most family party game at the Holmes House
00:14:12 – Harper’s Game Objections
00:17:28 – Christina’s Gloomhaven Puzzle
00:19:03 – Spice Road with Spices
00:43:03 – A word from our sponsor, Queen Games
01:08:19 – Richard Garfield’s Roguebook
01:15:44 – Admodee Acquires Boardgamearena
01:18:01 – Block and Key Kickstarter
01:22:12 – Great Western Trail Second Edition
01:25:27 – Avatar: Oh My Cabbages!
01:30:16 – A word from our sponsor, Grand Gamer’s Guild
01:30:27 – Rules Breakdown
Praga Caput Regni is designed by Vladimír Suchý, with art by Milan Vavroň and published by Rio Grande Games in 2020. In Praga, players will contribute to the development of medieval Prague by developing the city and their own player board, while advancing on various tracks to set themselves up for big end-game scoring.
On a player’s turn, they will select an action from the “action crane,” a rotating board with various double-hexagonal tiles representing one or more actions. Depending on the tile on the crane and the position of the crane’s rotation, the might have a cost or a point bonus, and may be modified by other bonus abilities. An action tile will generally have two actions for the player to choose from, with actions being repeated in various combinations across tiles.
Once chosen, the player will carry out the chosen action. Every action corresponds to an action space on the player’s personal board, and as the game continues these actions might be improved one or more times with various upgrades to make them more powerful.
Praga Caput Regni has a remarkably complicated system of actions and interactions, so rather than going in detail I’ll summarize as follows: Actions will generally result in one of three things: gaining either stone or gold resources or increasing the production level thereof, adding tiles to the game board or the players personal action board, or advancing along the bridge track to gain resources and eventually end-game scoring tiles. In each of these cases, advancing on a track or adding a tile to the play area may trigger any number of cascading benefits. For example, matching icons on the edge of upgrade and/or castle tiles on the player’s board may give them points or resources. Certain castle or town tiles may allow the player to advance on the cathedral or wall track, which can have massive end-game point implications. Certain actions will allow the players to advance on tracks that provide technology upgrades with ongoing benefits. The collection of window resources may allow the player to take an extra bonus action at the end of their turn. In all cases, these benefits can be chained together, making for some very powerful actions.
The game continues until each player has taken 16 turns as measured by the rotations of the action crane. Points will be scored over the course of the game, but at the end of the last turns a number of end-game scoring conditions are resolved, including position on both the wall and cathedral tracks, various end-game scoring tiles, and scoring plazas on the main board. Final scores are tallied, and the player with the most points wins.
01:34:17 – Review
02:02:37 – Ratings
02:13:30 – A word from our sponsor, AEG: Click here for more Monster and Meeples
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