Red North | Three Round Strategy Delight! | Board Game Preview
And of course, don't forget about the yarl. >> Yes, the yals are fun. >> The yals can switch your game entirely, especially if positioned correctly >> and they're hidden. You reveal a yarao. Bam. Hello everybody. My name is Ella >> and my name is Tyler. Together, makeup, a couple that loves to play board games.
>> And today we'll be telling you about Red North. >> Red North is a two to four player game designed by James Dickinson and published by Mighty Boards, who helped sponsor this video. >> Let's go to the table and let's give you an overview of how this game works. In Red North, you'll head to battle to claim outposts, aiming to score the most victory points by outsmarting your opponents.
Each round, you'll secretly deploy forces to form a raiding party, aiming to capture or defend outposts. You'll take actions to reinforce your party, inspire your troops, or invoke special powers. Once everyone has passed, you'll compare the raid points for each outpost and award victory points for each claimed.
Now, let's go through the specifics to set up. Based on your player count, you'll place outpost and relevant tokens in the center along with a set of muster groups. These are sets of cards you'll claim when you pass. Each player will then receive a yarao, glory token, and six cards to start. And you're now ready for the first round.
Each round has a deployment, player actions, and resolution phase. In the deployment phase, all players will simultaneously choose three cards from their hand and place them face down in front of themselves. This is your raiding party. After the cards have been placed, their position cannot be changed unless you take actions in the next phase.
Now, at this point, if you control the red outpost, you'll give any player the first player token. And if you control the yellow outpost, you'll select a single raider card from the discard pile and place it face up either to the left or the right of your raiding party. You're now ready for the player actions phase.
Starting with a player with a first player token, you'll take turns taking one action until all players have passed. Let's go through the actions. Withdraw. You'll return any faceown card from your raiding party to your hand. If this creates a gap, you'll slide the cards together to close the gap. Reinforce.
You'll turn one face down card face up and then add one card from your hand to either end of your party. You may not add cards to the middle of your party. Inspire. Place one glory token on a face up raider or hero card in your party. Each token adds one raid point to the card. You cannot place these on yos.
Promote. You can only take this action if you control the blue outpost and have the champion token. You can place a champion token on a face up yl you have it now adds plus two raid points to each adjacent raider or hero card in your party. Finally, invoke. In the third round, you'll have a god card.
You can choose to use the power of the god card by taking this action and discarding the god card. God cards all have variety of powers that benefit you in various ways. You'll choose one as a part of a muster group when you pass in the second round. Lastly, once you're done taking actions for the round, you can pass by taking one of the available muster groups into your hand.
You'll skip future turns if you pass. Once all players have passed, it's time for the resolution phase. Here, you'll calculate raid points for each of the outposts. Remember that yara boost the raid points of adjacent cards, and glory tokens add one per glory token on the card. Later in the game, if you have an outpost, they may contribute raid points to your total.
Once you've calculated the total for each color, you'll compare with the other players and award Outpost the player with the most raid points of each color. In the first round, you'll score one victory point per outpost one, two points in round two, and three points in round three. If there's ever a tie for raid points, the player with a tiebreaker token wins.
But if neither player holds a tiebreaker token, the outpost is returned to the center. Once all outposts have been claimed, each player will take one glory token for each color they did not win but had presence in. Finally, you'll collect the corresponding outpost tokens for the outpost you've collected.
First player token for the red, tiebreaker for green, champion token for blue, and if you claim a purple outpost, you'll now draw two cards from the deck. You'll now prepare for the next round. If the red outpost is not in play, the first player token will go to the player with the most points. You return all the glory tokens on the cards back to the supply and all the cards and all rating parties to the discard pile.
Next, you'll create the muster groups for the next round. Here, for example, each muster group will include a god card and three random cards from the deck. You won't create one at the end of the second round, as the third round is the last you'll play. You're now ready to repeat the steps, deployment, actions, and resolution.
At the end of the third round, the game ends. You compare your victory points, and a player with the most wins. In event of a tie, if one of the tied players has a tiebreaker token, they win. If not, the player with the most unused glory tokens wins. If still tied, the player with the most cards in their hand wins.
And if still tied, the player closest in turn order to the current first player wins. And that's Red North. >> Now, with that overview out of the way, let's talk about some of the key features of this game and what may bring you into the world of Red North. >> Yeah. Are you going to check it out? The first thing I would like to just mention is that it's a small box card game that takes about 30 minutes to play.
So, it fits in that really, really nice almost like filler zone, but >> is strategic enough that you are making exciting decisions and it will prepare you for a good night moving forward. or it can just create a game night that is filled with just red north. >> And with the theming behind it, assembling your raid party, it's exciting looking at the art in the game, trying to figure out which outpost you're going to go for.
In the beginning, the strategy is not very apparent. But as you the more times that you play, you begin to see patterns and begin to see how you can sneak in there and get those raid points to get those outposts. Mhm. Red North feels a lot like a lane battler, especially when you're playing at two players, but it does still get that same feel when you are at that three and four player count.
So, if you like those types of games, I think Red North is a perfect example of a game you should check out. >> And with a limited amount of actions in the beginning, it's really interesting to see your strategy come to life because do you reveal and start placing more cards into your raid party, giving other players information, or do you extend the game?
Maybe you withdraw initially. Why would you withdraw? Why would you make your raiding party smaller? Well, if you withdraw, you may have more turns when everyone else passes with more information around the table, meaning you can claim some of those outposts that other players are not going for. >> Mhm.
It's basically like testing the waters to kind of slow your game down while seeing what everybody else does. It does make for some interesting decision space. >> It sure does. All in all, it is a very interactive game between you and other players. Everything that everyone else will be doing is something that you'll be paying attention to.
The cards you collect, the cards you collect from the middle when you pass, the god powers that you have, everything intertwines. And if played at the right time, you can get those victory points and win by one point. >> Yeah, exactly. The one thing I'll say about that too is when you are first starting off, nobody has anything in terms of those extra bonus actions.
So, you're sitting there trying to decide which ones you find the most valuable and which ones you are able to win. But the thing that you do need to keep in mind is you're going to be using those later on in the next rounds. So, a do you want to be able to continue to solidify your space to hold on to those uh tokens or are you going to now give that up to capture a new space?
Yeah, tra trading outposts is almost another strategy you can throw into the game. And of course, don't forget about the yals. >> Yes, the yals are fun. >> The yals can switch your game entirely, especially if positioned correctly >> and they're hidden. You reveal a yarl, bam, plus one to both sides.
You've won by one. That's two outposts. You win the game. >> Mhm. My favorite outpost is the green outpost, actually, cuz you break ties. >> Oh, the breaking ties is really strong. or the red one where you assign the starting player. >> Yeah, that is >> cuz you can again get more information by the time it comes around to you.
>> Mhm. Mhm. >> Now, with all those key features out of the way, let's talk about who Red North is for. >> I think I kind of mentioned this before, but if you like Elaine Battlers, I think this is in that similar realm because it is a 30inute game. You can also get it to the table pretty quickly. It's small box compatible or compactable and travel friendly.
It is travel friendly, but it is not compact. Wait, >> compatible >> compatible >> with what? >> It is compatible with travel >> by being compactable. And of course, if you enjoy a theme of Vikings, of raiding, of claiming outposts, of not only using might, but also brain to outwit other players, this game may be for you as well.
Yeah, there's definitely different paths you can go down with the strategy here. Trying to collect the outposts, trying to essentially fortify the outposts that you have or switching it up and grab grabbing other outposts. So, the adaptability is really there and it does often depend on the cards that come out for when you are passing and taking.
And I always enjoy that aspect and thought process >> especially because you can see what other players are doing too. Mhm. >> And I think last thing I'll say too is although there are a lot of various strategies you can develop throughout this game, the only way to get victory points in this game is to claim outposts.
>> It is. >> So all you're doing is claiming outposts, how you get to claim those outposts and what you do with them is up to you. >> Mhm. >> Now, if you have any more questions, leave in the comments down below. We'd love to chat red North with you >> exactly. Is this a game you're going to be checking out?
Do you want to know more? Let us know. And of course, if you enjoyed this video, make sure you hit that thumbs up button, hit that subscribe button if you're new here, because we love talking about board games. >> And hit that little bell because then you know when our next videos come out, we can all partake in the joy of board gaming.
>> Now, for our question of the day, tell us about your gameplay style when you're playing head-to-head games or kind of area majority games. Do you go full force all in right off the bat and try to intimidate everybody else or do you do a little bit of a sneaky sneaky >> the aggressor or the tactical thinker thrower?
>> You use your yals to your advantage. >> Well, thank you so much for watching >> and we'll catch you in the next one. Bye.