Yonder - Board Game Review - The Eyes, Chico.......
Transcript
How do you know?
I know. The eyes, Chico. They never lie.
Hi everyone, I'm the Broken Meeple. Win or lose, I'm going to be honest with you. And we've got a little fairly lightish fantasy worker placement game here from Sinister Fish. Haven't looked at any of their stuff for quite a while, in fact. Not since the days of like Villagers and Moon. And what was the other one? Villagers, Moon, Streets. That was it. Yeah, those three little small box games. It's been a while, but this is Yonder. So, this is a worker placement game and it's to be reasonably light where you've got different types of fantasy workers. So, elves, skeletons, ogres, and the like. And each one has a different rule set attributed to it. Other than that, you are building you're collecting resources, you're building buildings, and you're satisfying deliveries. Okay? Standard Euro fare. But, with a somewhat vibrant art style and, you know, probably the creepiest meeples I have ever seen.
Yeah, you got to admit, all eyes and no expression, no facial thing, it does make it look a little bit on the alien creepy side. But, you know, hey, it's an interesting looking look. Hopefully it won't haunt your nightmares too much. But, this is meant to be a standard Euro fare where you collect resources, fulfill deliveries, and build buildings, build a little engine, and see how you get on. So, is this whole thing with the different meeples going to set it aside from the crowd or will it just be its vibrant art style that does that? Let's find out in more detail.
Get on with it.
Yonder is a resource management worker placement game played over five rounds. Each round will play out for the most part exactly the same. You have access to some building cards that cost resources to produce. You will also have access to different types of meeples. So, you've got everything from a skeleton, a goblin, an elf, an ogre, and a dwarf. And these meeples will allow you to go to different spaces and collect resources in normal fashion. But, sending certain meeples to certain spaces will enable you to get a benefit while doing so. You'll only have so many of these to hand. And of course, like with a lot of these games where you have lots of different people around, there's usually a need to feed them by the end or suffer the consequences. But, during the round, you will basically send your meeple to a spot, collect different resources like fish, meat, grain, stone, hay, wood, you know, all the standard stuff you've all seen. And you will use them to build buildings. So, these buildings have got potentially passive effects or they'll have spots that you can go to to convert X into Y or just simply get more resources. But, with these buildings, you will place them in your settlement. So, you'll have your headquarters, but you'll also have more buildings as you build up your sort of little engine. And these contain workers placement spots that you can send your own meeples to, but other people can also send their meeples too. So, you may end up with new workers given to you by the end of the round, but any workers that you have in your settlement, you have to feed. You might not necessarily always want people to send their stuff to you.
And on top of that, you also have envoys to fulfill. So, these envoys have different requirements like two wood, two hay, one of each, a grain and a fish, whatever. It's whatever they want to be delivered to them. They will have a certain number of deliveries you can make to them, anywhere between like one and four. And when you can fulfill an envoy, you basically spend the resources as many times as you're allowed or willing to spend and collect the rewards which include a little bonus as well as victory points. But, the victory points for envoys decrease as the game goes on. So, the sooner you do it, the more lucrative it is. But, obviously, doing it sooner is harder to do from a delivery standpoint. And I got Aside from that, you have a couple of little tracks here, one where you can ascend a tower to get favor more rewards. You have arcana which you can spend on the track down here at the bottom to get various bonuses as the game goes on. But when you finish the round, when you're out of workers or you decide to do it at an earlier stage, you decide to lock up.
This means that nobody else can visit your settlement, so no other funny surprises, but you get to take a boat from one of the stash up here and these boats have a special ability that you that are attributable to them. You will start with a boat as normal, but the boat also comes with a resource and different types of workers. So I mean if I want to take the the Prometheus, I'll get an ogre, elf and a skeleton and some other cool ability to do with arcana by looks of it. But I could take this one, the the merry-goer and get two dwarves and two goblins instead. What are these different types of workers? Well, you have got goblins, the green ones. They ain't got a special role, they're just cheap easy labor. Elves, proud noble race. They will happily go to a spot that is occupied by somebody who isn't an elf. Dwarves, you know, the best builders. So these guys, whenever you place them on a trade or a building spot, they get you a discount while doing so. The ogre, big, it's hard working. It will gather double the resources, but it's also big. It needs twice as much food to feed. And then you've got the skeletons who are easy labor. They'll they won't get you any extra benefit except for the fact that they don't need feeding. Well, give what you expect, they're dead. So you know, these different types of workers you'll get in different denominations. You'll start off with a few of them at the start of the game, but you will be giving some to other people, you'll get some from other players and you will just earn them through boats. Although you only earn boats you only [clears throat] earn them through boats for about half the game and then you have to kind of ration what you've got left. So the game arc does change a little bit there. And that's pretty much the crux of the game. You go through five rounds in the similar fashion, building up your engine, building up
your resources and fulfilling deliveries as much as you can to earn victory points. And of course, after five rounds, the one with the most
Of course.
So we'll start with some pros. I like the art style they use here. It's very reminiscent of the villagers and the streets in the moon like they've done before. So, it's this kind of very colorful, striking type of art. But, I think it works with the fantasy setting and it injects a little bit of humor here and there. I mean, when you look at some of these buildings and some of these envoys, it does get quite amusing when you look at skeleton peasants and ogre monks and dwarven witches, you know, they're they're taking a lot of these little tropes and sort of combining them together just to make all sorts of weird random stuff. But, it leads to some humorous pictures, you know, some humorous imagery. And as I said, the meeples themselves are pretty creepy in the fact that they are literally just a shape, a color, and two black dots for eyes and no other facial expression or something. It's It makes the game look very unique on the table. And even though it is basically just resources, buildings, and envoys, it does still turn a few heads to just say, "Combine them. Okay, this looks interesting." Particularly when you've got this like massive collection of resources and meeples near you. I haven't got them all out of the box, but I mean, you have got three different types of food, you got three different types of resources, you got five different types of meeples. You've got the arcanas.
Then you've got the boats and the cards themselves. There's a fair amount of like storage that you need in order to get this out, which does mean that the setup takes a little bit of a while because you've got to organize all these different resources and pieces. Not to mention, you need to construct like the building deck, you need to construct the envoy deck, you need to set up the ships, you know, there is a little bit of setup here and there. But, you know, for the most part, it's not too bad. The rules themselves pretty straightforward as well for the most part. I'm going to say this is kind of like a middle point here. Yeah, the rules themselves are not too complicated. I mean, there's only so many pages for the actual main rules and you have got pictorial examples in there. But, the only thing I find with this is that some of the wording and maybe some of the graphic design could have been a bit better in some places. There's definitely a few symbols and bonuses dotted around the place where you just can't seem to figure out what it is they're meant to do. You make a guess and it turns out to be the wrong answer. Now, everything is referenced in the book, but it's not entirely clear as to where certain things are referenced.
I mean, it's like, right, I want to look at the city board specific, right? Is it at the end of the reference or is it this one? No, it's a invoice. All right. Oh, it's in this little bit here, right? Okay. Right, now I need to check the specific one with the ships. Okay, well, that's the ship. Okay, fine. Okay, right. Now, I need to look at the buildings. Right, where are the buildings? Right at the start here and it There's a fair amount of shall we say rulebook searching in order to find out what some of these effects do and what some of the iconography and buildings can mean at times, but for the most part, it's generally a pretty simplistic game. If you've played any kind of Euro resource management game, you already understand the majority of what this is. But, it may take just a little bit of extra reading for some of the abilities and maybe just to get the idea of how deliveries work. You know, it's meant to be that you can put so many like items and do so many deliveries and for each delivery you get a bonus and some points, but then when you start discounting resources or when you can make extra deliveries or like, you know, stuff like that through other abilities, sometimes you do run into a few FAQ moments, but not nothing too drastic. It's not like crazy levels. Uh you do get a solo mode in the game. The solo mode's an easy uh sheet, not a huge amount of difference in the setup and the game is basically just flipping over a card and having this AI basically mess around with the board, you know, taking out an invoice, taking up spaces and that. But, obviously, the multiplayer experience is that you have people visiting your settlements and you have uh people visiting theirs. So, the AI can occasionally send ogres into your settlement, which of course cost a lot to feed, but they do give you a decent
amount of resources. So, it's kind of a push AND PULL.
OGRES ARE LIKE ONIONS. END OF STORY.
BUT, I will say with the solo, the that lack of the multiplayer experience is a little bit of a problem with it because, yes, okay, it does send ogres to your settlement, but you don't have any other settlements for you to send your stuff to. You just have what you've built and what the board has. And I do miss that when I'm playing it solo. Like I kind of wish I had the other player settlements to kind of look when you've got a couple of cool buildings there, you got a couple of cool buildings there. You know what? I could let my goblin go. Here, have a goblin and you can feed him. I need some of your grain. Yeah, it's there's stuff like that which the solo mode can't replicate. And it's a a little bit of a shame, but it's still not a bad solo mode attempt. Um you know, you've still got to beat the AI's score, so it's a challenge rather than a beat your own score situation. So, all in all not bad. I just wish that it could have replicated some extra settlements, you know, on the table so I had more to do with my workers.
You know nothing about leg onions.
I like the way the game art progresses in terms of the boats because the first three rounds you get a new boat. The new boat comes with a good and some more workers. So, you may have focused a decent amount or your starting region might have been a skeleton, a goblin, or a dwarf, but then suddenly you see a boat that gives you, you know, ogres and elves. And you think, well, okay, maybe I fancy that one. You look at the special abilities of these and you think, well, that ability would be cool. It's now going to get me free elves. I'm really bothered with elves, but you know what? Okay, I'll use free elves next round. So, there's a a little bit of a tactical play in that. I do wish that maybe the uh it was a bit easier to tell some of the abilities and on each side because you either have the iconography version where you can clearly see what you're going to get for the boat, but you won't necessarily understand what the graphic design means for the ability. So, you have to flip it over and read the text where it explains the ability fine, but then the icons for what you get on the boat are really small. So, at a distance some people might struggle a little bit with that.
But, I like the fact that for the first first three rounds you get new boats, but in the fourth round and the fifth round you don't. I mean, the fifth round the game's ended, but it's more that during round sort of five particularly, but in some respects round four, you have to think a bit harder about using your workers cuz you won't necessarily be getting more workers at the end of the round, you know, I from other people and that. So, suddenly you're having to kind of ration your workers a bit more than you did in the first three rounds. And it's just It does throw a nice little change in the game, right? So, it's not just entirely rinse repeat throughout the five separate rounds.
Well, it's Groundhog Day again.
As a result of the game arc and the tightness of the resource and that, the game does leave you with enough decent decision-making that it feels meaningful. Yeah, when you've only got so many workers and they are of different types, you are definitely trying to think, well, all right, the goblins don't do anything special. They're the ones I could send over to the board. But the problem is if I send them to the board, I won't have those workers next round. So, I need to make certain I have enough workers to do things with. But then you think, well, okay, I could put them on my own board, but then I need to feed them. Well, I've got a skeleton, so he's definitely going on my board because I don't need to feed this guy, but you know, it would be good to get a lot of hay this round. And this this haystack will give me two hay. If I put the ogre there, it'll get me four. But then I got to feed him. Where am I going to get two food from? And you know, these decisions you have throughout the round, and you do have to plan a little bit ahead in this game. It's not one that you can just be like, oh, I'll just see what happens on the fly. No, you need to have a contingency plan for a few things here. And you know, the different types of workers help to keep things, you know, quite fresh. But you know, you're not going to be, you know, breezing through this like, oh yeah, everything's easy. There's still something you got to work for even if you are doing well in this game. But we'll get onto that little flaw a little bit later.
Does anyone want to get out?
Now, we do have to get onto a few negatives here because there are some that do need to be considered. Firstly, the tracks. These two arc the Arcana track and the favor track. They're just not interesting enough. You know, you've got to go out of your way to get these Arcana pieces. You got to trade three resources for them, you know, less for the dwarf, or you got to use very specific expensive buildings or hard to use envoys in order to get these things. And all you do is pop them down potentially on your turn and get a bonus. And the bonuses aren't even that great to begin with. I mean, I can get I can build something. I can get a meat. I can get a goblin. You know, it's basically just the same as some of these basic spaces on the board. And honestly, these spaces on the board you know, with the exception of the trading and the shipbuilding and stuff aren't the most interesting spaces anyway. I mean, you want to be getting stuff from your own settlement or other people's settlements in terms of resources. You don't want to be going to the board just to get a single hay. You want to go to a building that gets you two hay or something like that. You know, something a little bit more lucrative. But you do open up some better bonuses via like a little locking mechanism when you get the bottom row you can go for the top row on the Arcana tracks. But the problem is is you go and unlock the bottom bit, somebody else later on just happily comes by and takes the top bonus. You know, you can't really stop them. It's not something you can prep for. So unless you've got two of them to hand, you're going to potentially lose out on a better bonus just because you unlocked the other one.
You know, where's your incentive? And then the favor track isn't much better because you have a little piece that basically, you know, sits on the favor track. And whenever you go to a single spot on the board, there's only one spot you can go to, you can level up on the favor track and get a cool bonus. Some better than others I think. But if there's another player in a spot, you skip over them and go higher up and potentially get a better bonus. But there's only so many spaces here. And it when you get to the top which I swear is okay, I know there's meant to be a monster eye but seriously you know, J.R.R. Tolkien would like a word with you.
I might be a simple country half a chicken, but I know when we have finger licked.
When you get to the top of the tower, there's no additional benefit. You don't get anything extra for reaching the top. So you might have skipped several players to get there and then the tower is entirely useless to you. You don't get any extra points or anything. There should at least have been like some way to score points by ascending the tower because then it would actually justify you going there in the first place. Because honestly, rather than going up this tower, I'd rather just concentrate on resource generation, building buildings, and doing the envoys, which is the whole crux of the freaking game. But, no points incentive to go up this tower means that I'm just not that caring about it. And part of this problem is going to lead into the next issue with this game where it really does segue nicely, the player scaling. Or shall we say lack of it. This game has zero player scaling.
I cannot even fathom a world where player scaling is not taken into account because there's nothing. The decks don't change. The decks are entirely the same no matter what. There are two sides of this board, solo and multiplayer. That is it. There is no two-player side, there's no four-player map or anything like that. There's no restriction on spaces or anything like that. The only difference between player counts is that in a three or four-player game, the last person to start gets knocked out. And that is it.
Surely you can't be serious. I am serious, and don't call me Shirley.
Nothing else, which means the dynamic of the game is fundamentally different between two and four players. Like, this is a game I pretty much will only play solo or three player now because I actively dislike the two and the four player as it works here. Two player, the spaces are too plentiful. There's too many spots for you to go, and there's only one settlement for you to look at for your opponent. And if he's building a bunch of stuff that's got passive abilities that you can't put your workers on, there's only so much entertainment you're going to get from that. Or only so many ways that you can give him workers in order to try and, you know, make them like lose points to dredge feeding. And everything on the board just doesn't, you know, you don't get blocked out of enough spaces. There's too much too much freedom. And so, there's it's just basically two of you doing your own thing, and you're not really caring about the other player too much. But, then and with the favor track, there's only two of you on this favor track. So, if one person ignores it, the other person has to go up one step at a time to go up this track and it's just not worth it. You won't have enough actions. So, the favor track just becomes kind of useless. And even the opposite of the Arcana track, not much better either. Now, let's flip that to the four-player mode where all that completely turns on its head. The favor track is a constantly frogging exercise, but you barely get any bonuses out of it as a result.
You've got the Arcana tracks, you know, again, mostly being ignored by players, but if usually you will get sniped from the top row bonus after you've unlocked the bottom one. But, then all these spaces here, wow, they become like, you know, seriously sought after. I mean, the builders, two spots there, the architect, two spots there, you know, these training ones, only one spot for each of them or something. And you've only got six cards out on show in this market, four envoys on that market with four of you, it becomes pretty damn cutthroat. And that's on top of the whole idea of sending workers to other people's bases and making them pay for the, you know, feed those workers you've given them. You know, it's certainly not a gift. So, you have a choice between half the board just not being that interesting and too much freedom in the two-player game versus ridiculously cutthroat and tight and somewhat punishing in a four-player game. The balance really is at three, which is the recommended player count for a lot of Euros, but I would say even more here. But, I just can't understand why no player scaling was done at all.
There must have been something that could have been done. Open up different slots. I mean, just a three plus or, you know, put an extra slot on the on the space and just put four plus on it. So, it opens up with more players and then restricts for later on. Most other games do this and I don't get why it wasn't done here. It's just odd.
By all accounts, it doesn't make sense.
Now, going to that punishing aspect, this is a pro con depending on your preferences. I am not a fan of games just being outright punishing. This one can be pretty punishing at times. If you're aiming if you're doing something like it is a focus in the game and the sea buildings that score you end game points just don't turn up, you know, for the stuff that you're doing, then, you know, that can hurt you as well. In a four player game, you can basically being blocked out of a lot of spaces and it gets pretty cutthroat then. But you lose a lot of points for not fulfilling an envoy and for not feeding a worker in this game. You know, just one single envoy that you don't deliver to loses five victory points. You're going to struggle to break a hundred in all of the games. Five points is a lot to lose for one envoy. So if you get multiple envoys during the game, you are basically bound to have to do deliveries to them even if it's only one just to not lose five points. And then on top of that you've got the the thing with the workers coming to your settlement. So before you block up, anybody could just basically go, "Right, I'm going to send this ogre to your thing and I'm going to do this thing twice." So great for them, but you might have had that space reserved for yourself or better still you might be struggling a bit for food and food is only so difficult to get in this game, but still you can be in a position where you're having to spend a lot of your time just getting enough food to feed your workers and then, you know, you think, "Right, I'm okay. I'm okay now.
That's fine." And then some bird sends an ogre to your location you've got to find another two food or lose three points for that worker and it's just That's it's kind of annoying. You know, losing victory points in this game really hurts. It really hurts. You cannot afford to not feed your people. You can't afford to lose these envoys. It's just too crippling. And so the game can feel a little bit punishing in that respect particularly with four players where workers can just come from all different directions if you're not careful. Oh, no. The balancing for some of the buildings and abilities, I mean I've not played enough games to warrant like being able to comment that anything's unbalanced or anything like that, but there's definitely a trend I am noticing. There are buildings that let you put coins on them and they get points as you go through each round. They require a lot of effort to keep up and I just don't find them lucrative enough to get you a winning position. On top of that, there are certain buildings here that let you get discounts on invoice. When it comes to gaining victory points in this game, the best way to do it is the invoice.
Hands down. You might get lucky with a C building or two that can get you a decent amount of points, but for the most part, you are doing it with the invoice. Particularly if you do them in the first three rounds because the difference between four points and three points per invoice is nothing. Yeah, so the first three rounds, you want to be doing invoice as much as possible. There are buildings that let you spend alternate resources like food like a grain to discount invoice. There is even a starting ship that gives you that ability to discount by one resource. For starters, that starter ship is so damn powerful, it's unreal. But also, the ability to discount invoice becomes really powerful because this is what gets you a lot of cool stuff. I mean, you get bonuses, which is generally more resources. You pump resources into it and you get more resources or workers out, but this is what's earning you a ton of points. If you deliver to the skeleton peasant, for example, four times, yes, you need eight resources, but it could get you anywhere between 32 to uh you know, what is it? No, 32 sorry, 16 to 12 points. Do your math there.
You know, and in one particular go. That's a decent chunk of points, okay? Not a huge amount of differentiation between the two, so do it in the first three rounds a few times and that's really cool. But that would cost you eight resources. But use the starter boat and one building that says pay a harmless little grain, which is not hard to get hold of, a discount by two entire resources. You could have two, maybe three resource discount on doing this on doing this particular delivery and suddenly that really adds up to a really powerful engine that is really hard to stop.
No, you can't. Don't even try.
But, this also leads on to another problem where you've got a bit of a runaway leader issue. Cuz if you start off badly in this game, it is very difficult to pull it back. You know, you're just not Your engine isn't flowing. You're not likely to pull it back in the next few rounds. Whereas, if you start off well, then likely you will win because it's a kind of a snowballing effect. It's like it cascades into like more stuff later. But, you end up in a situation where one person starts off really well. They just happen to get a couple of good synergizing buildings, or they're just able to get some envoys done off the bat. And you then think, "Well, it's nearly like round three. It's middle of round three. Your engine's already going pretty well. You can do alloys Sorry, alloys you can do alloys and envoys, you know, really easily. And it just feels like I've got no chance of catching you up." And then, lo and behold, you go through the next few rounds, and that exact same thing happens. You can't catch them up because it's too hard to make up for the you know, the fact that they've managed to get a better early start than you isn't possible for you to make up for in the later rounds. They're just getting more and more stuff. Rich get richer, while you are struggling to do much in the way of lucrativeness each round, apart from just trying to feed your people. And you know, that can be a bit of a letdown in the game, which is not the shortest game in the world. I mean, I say it's light, but it's not feather light. It's light/medium, you know, it's in that sort of boundary. And it says 60 to 120 minutes on the box. I mean, this can be a 2-hour game with four players, and that's pretty lengthy, I think, for this. I think it really did need to shave 30 minutes off. You know, we needed a 60 to
90-minute game here with two to four players. And you know, 2 hours just feels a little bit long. It feels like it's outstaying its welcome a little bit there.
Are we there yet?
So, Yonder is a half-decent worker placement game with a couple of little cool twists with, you know, a half decent solo mode, you know, the boats, the game arc of rationing different types of workers, and a little bit of interaction with players to place workers on their buildings and have them place build workers on yours. The rest of it is every kind of resource management game you've seen. Collect resources, make buildings, and satisfy deliveries. We've seen that kind of stuff before. That much is nothing new. But, there are just a few niggles here and there that do bring this down. Particularly with the player scaling, cuz the player scaling affects a lot of this game. And the fact that you have such a fundamentally different experience between two players and four players, neither of which are necessarily positives, leads me to basically want to only play this with one or three players because the two and the four are too far into the extreme. But, yeah, our counter tracks not particularly worth going for and not that useful. The favor track, depending entirely on player count, and there's no other reward incentive to go up it other than a good bonus here or there. You know, there should have been some point gaining for that to make it more more lucrative. But, the game can also be quite punishing at times. You've got the elves, which are like different usefulness depending on player count.
You've got the fact that it'll be really cutthroat at four a bit too cutthroat, I think, because the victory point loss you take for not feeding or not doing deliveries is so crippling that, you know, doing this once or twice will pretty much kick you out of the running to win the game. And for a game that can take up to two hours, the runaway leader issue can get a little bit draining after being halfway through the game and realizing, "Yeah, you got off to a really good start, mate. You're pretty much going to win this. Oh, what a surprise, you did." So, it's kind of irritating. There's some good stuff here that I do like, you know, relatively smooth game, you know, some crunchy little decisions here and there. Some elements of the graphic design could be improved, but for the most part, the rules are fairly straightforward, but those irritations do make up for a bit of a bit of a draining experience. And so, it does bring it down. And I feel like this needed a little bit more in the design stage to, you know, iron out some of those bits cuz I I struggled to think how some of these like weren't thought of as potential issues. I do like it overall, but it does fall a bit shy from a Seal Worthy rating. I'm giving this one overall a decent six out of 10. It's a six out of 10 game. It's above average. It's got some good stuff I like. I would play it from time to time, preferably solo or three players, but those niggles I mentioned, they do add up and it spoils the experience for what, you know, I reckon had the potential of being a solid eight, maybe
even a nine out of 10 if all things gelled together nicely, but in its current state, I feel like maybe this needs maybe an expansion down the line to fix one or two elements, like make these tracks more interesting, sort out the player scaling, that kind of thing. You know, you could fix a lot of this game in a new edition or with an expansion. I think it's doable. You know, and then add a bit more variety with the envoys and the buildings and stuff. It It can be done. So, I wouldn't give up on this one. It's still a good game. It's just not a Seal Worthy game, you know, it's above average. I like it, but I don't love it. It just needs a little bit more time to brew and maybe a bit more time to, you know, find its place. But, like I say, give it a try because if you like if you play this at a particular player count and you think, "Yeah, that player count would suit me nicely." then by all means jump in because it's going to be exactly what you need. It's not difficult to play, not difficult to learn, and you know, if you are happy with some of those player scaling aspects, then you're going to get more out of it than I did.
So, you're telling me there's a chance.
So, that's it for me on this episode of the Broken Meeple. If you like what you see, then please thumb it up on YouTube and thumb it up on Board Game Geek when it goes live on the page. Check out the rest of my content including anything I have done reporting on the UK Games Expo and beyond. There will be more stuff to come, of course. And maybe check out one or two of the podcasts that I have done where certainly I have gone into some fairly weird in-depth topics, shall we say. Check out the Patreon if you want to help support the channel. You know, very few games are review copies, although thanks to Sinister Fish for providing me with this one. And it's it's does get harder and harder to run this channel as costs keep going up. So, the Patreon's support is exactly what we need to keep this channel going for the foreseeable future. Until next time, remember, it's only a game and I'll see you on the next Broken Meeple video. So, take care.