Compile Main 1 and 2. How to Play. Complete, Clear, Concise Board Game Tutorial
Two rival artificial intelligences [music] poke at reality competing to be sentient in three new protocols in compile. And today we'll be teaching you how to play compile game design by Michael Yang and published by Synapses Games. Here we're showing you compile and compile main two. These are fully cross compatible boxes which play under the same rules, but having both of them gives you more variety of cards.
With this video you'll be able to play with either of these boxes either independently or both together. And hi everyone, [music] it's Stella. And Tarrant, welcome to Miva University. And hey, if you enjoy this video after watching, please like, comment, and subscribe. You know what to do. Right, now let's get to the classroom.
[music] In compile each player is a competing artificial intelligence each trying to load three new protocols for its domination. Using decks of command cards made up from [music] these protocols, it's a lane battling race as players compete to compile their protocols. The first player to compile all three of their protocols will be the winner.
To set up players first draft protocols. This is all of the protocols from boxes one and two. Youngest player goes first drafting any one. The other player drafts any two. First player drafts another two and the second player drafts one so that each player has three. Take note of this lower box on the loading side of the card.
It gives you an idea for the types of effects you'll find in that protocols deck. Find the six cards for each of your protocols and shuffle them face down together to form your 18-card deck. Leave room for a discard pile known as your trash and draw a starting hand of five cards. Each player lays their three protocols in front of themselves left to right in the order in which they were drafted and on their loading sides.
Place this card, the control component, in the center between the two players. Whoever drafted the first protocol will be the first player and you're now ready to play. Compile is played in turns. Back and forth between the two rogue AIs as they try to complete their protocols. At its most basic, you'll be going back and forth between the players and on most turns you'll be playing one card from your hand into its matching stack and resolving any effects triggered by the card.
You'll continue doing this back and forth all the while trying to compile your protocols. How you do this is that on your turn, instead of playing a card from hand, if the sum of your card values in a given stack is 10 or more and that value is strictly higher than the sum of values on the other player's stack in the same line, then you compile your protocol in that line as your turn and both sides of that line are reset for the next player's turn.
>> [clears throat] >> Before we learn about the specifics of a turn, let's learn a little bit of terminology and how the cards work in general. The entire play area for cards is known as the field. The field is broken into three lines and if you see the term line, it can refer to anything either on your side or the other player's side of the field within that line.
A single arrangement of cards on your side of the field is called a stack and each stack will have one uncovered card at the bottom and may have some number of covered cards which are partially concealed by the cards on top of them. Each command card has a protocol, a value, and up to three boxes. The protocol, generally speaking, tells you where that card is going to be played.
That is most standard plays that don't come from a special rule must be done in your stack of the line with the matching protocol. The value is what you'll be adding up to try to reach the value of 10 you need to compile a protocol. The boxes are the special effects of that card. Each top box is a passive effect and as long as that card is face up in your stack, the effect is never concealed.
That means it will be in effect on a covered or uncovered card. The middle box is an immediate effect and you must resolve that as soon as that text comes into play. If the card has a bottom box, then like the top boxes, these are passive effects and these apply for as long as that text is visible. As such, when a card with one of these is covered, that text is no longer visible and no longer applies.
Unless it contains the word may, all text on all cards is mandatory. Cards may also be played face down during the game and when you do this, you can ignore the protocol on the face up side and simply place the card face down onto any of your stacks. In this state it has no protocol and no special effects, but always has a value of two.
So now that we've learned a little bit about the cards, let's learn the steps that you'll use to take a turn. On your turn, resolve these six steps in order. First is start. In any order, resolve all visible start effects on your side of the field. Second is check control. Add up the values on each player's stacks in each of the three lines and if you have a strictly higher value than your opponent on at least two out of the three lines, then take the control component either from the middle or from your opponent.
This grants you some extra flexibilities which we'll see shortly. Third is check compile. Check your side of the board to see if you meet the conditions to compile any of your protocols. Remember, this occurs if the sum of your values in a stack is equal or higher than 10 and strictly higher than your opponent's stack in the same line.
If you don't meet the condition, then nothing else happens. If you do meet the conditions to compile, this then feeds into the action phase. In this phase, you must take a single action and this can be compile one protocol, play one card, or refresh. If you can compile one or more protocols, you must compile one protocol as your action.
To compile, firstly, if you are holding the control component as you're about to compile, then you must return it to the center and you may optionally rearrange one player's protocols. This could be yours or your opponent's, but it allows you to rearrange them into any configuration you'd like. This is one of the major ways that you can end up with different command card types within the same line.
Then whether you rearrange protocols or not, flip the protocol that's being compiled from its loading side to its compiled side and delete all command cards from both sides of that compiled line. That means move them from the field to the owner's discard pile. It may happen that you meet the criteria to compile in a line where you've already compiled that protocol.
This is called re-compiling and you follow all of the same steps except that instead of flipping over the protocol card, you draw the top card from your opponent's deck and add it to your own hand. This is now your own card to do with as you wish for the rest of the game. If you can't compile, then your options are to play a card or refresh.
You'll play a card as we described earlier. Choose any one card from hand and play it either face up to become the uncovered card in the line containing its matching protocol and that same rule does apply if you've acquired an opponent's card. This time card played on this side would have to go into this line and then you must resolve any middle command effect which has just been made active.
Alternatively, play any one card from hand face down into any line. Your other option is to refresh. You'll especially do this if you're running low on cards and you must take this option if you're out of cards. Firstly, if you choose refresh and you're holding the control component, then you'll do the same thing that you would have done if you were holding this component when compiling.
That is, you must return it to the center and then you may optionally rearrange the protocols of either you or your opponent. Then for the main refresh action, simply draw cards from your deck to your hand until you have five cards in hand. If your deck runs out while you do, then shuffle your trash pile to form a new draw deck and continue drawing.
This reshuffling occurs any time you need to draw a card and your deck is empty, not just during refresh. Once your action is done, there are two more steps to finish your turn. First, check your cache. If you are holding more than five cards, then you must discard down to five. Then resolve the end step where any end passive effects that are visible on your side of the field must be resolved.
Play now passes to your opponent. The game is all about using the combinations of effects on your cards to best help you conquer the universe. There are a few specific keywords and sequencing rules that we need to explain. As we've stressed on a number of occasions, all effects on cards are mandatory unless otherwise stated.
Many cards will affect other cards. Here, for example, you would flip one other card, which could mean one of your own or an opponent's, and it could mean to flip a card from face up to face down, or from face down to face up. This particular card then also flips itself. Cards may cause a shift. Here, for example, after shuffling your deck, you may shift this card, and shifting means to move the card to become the uncovered card on a different stack.
An effect may trigger a return, which means that the owner of a card picks that card up and returns it to their own hand. And an effect may cause a card to be deleted, meaning it's moved from the field to the trash. Do note, this card's effect is to discard a card, then delete one. Discarding always means from your hand to the trash.
Deleting is from the field to the trash. For any effect which affects a card in the field, only uncovered cards may be targeted unless otherwise stated. Covered cards are always protected unless the effect refers specifically to covered cards, or if it refers to all cards. I've mentioned before that a card's middle text is resolved immediately when it comes into play, and so far I've only shown that happening from playing a card as an action.
However, more broadly, this occurs anytime middle text becomes visible, perhaps by flipping or by shifting, returning, or deleting a card which was covering it. When new middle text is revealed, interrupt what you are doing to resolve it before returning to your original text. In this case, for example, I could flip one other card, choosing this one and revealing this text, I'd interrupt the original card to reveal one card from my trash and play it face down in another line, before returning to finish the initial effect by flipping this card.
If text ceases to be visible, then you stop resolving it. So, another way to resolve these would have been to flip this card over, reveal a card from my trash, play it face down on this pile, and then no longer be able to see the flip this card effect, therefore ending the resolution. Revealing middle text in an opponent's line during your turn results in your actions being interrupted for your opponent to resolve their newly revealed effect before returning to yours.
If a triggered effect has any choices, it's always the player whose side that card is on who makes the choices, even if they're not the current active player. Continue playing turns back and forward until one player has compiled all three of their protocols. Game ends immediately and that player is the winner.
Thanks for watching, and if you like this video, maybe you'd like to watch this next one. Have a great day. Bye.