Guilds of London Extended Gameplay
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A video outlining gameplay for the boardgame Guilds of London.
For more game info, https://boardgamegeek.com/boardgame/134157/guilds-london
Part I: Gameplay Runthrough
https://www.youtube.com/watch?v=NfIXPYTpUOc
Part II: Extended Gameplay
https://www.youtube.com/watch?v=de5-9X1HMcE
Part III: Final Thoughts
https://www.youtube.com/watch?v=TEb0toDU_EQ
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2:13 And another Liveryman sneaks past security and ends up in the Guild Hall!
2:36 Not completely correct...
In case of a Tie, first you check to see if there are orthogonal placed Guilds that any of the tied players has a Master in (meaning that it was previously resolved and a player now controls that Guild). If so, the player with more orthogonal placed Masters will win the Tie and take control of the Guild.
In this case there's no Master in Orthogonal Guilds, so the tie would remain and the Guild wouldn't be Resolved this round
6:37 Now he gave himself 2 free Liveryman!
9:08 That power is to move the Beadle to a Blue Guild, not to move a Liveryman, the Shape of the Meeple is different!
11:14 It's not any number of guys... It's up to the number of the Liveryman and the shadows, in this case up to two.
(Just the card that has 4 Liverymen fading allow you to do more than 4)
The second part card he shows the cost isn't coins, is Liveryman on the Plantation, so the player removes an X number of his Liveryman from the plantation then he can remove X number of liveryman of any color from the plantation
16:09 It's not gold that that card costs... it's Liverymen!
17:23 Again, That power is to move the Beadle to a Blue Guild, not to move a Liveryman, the Shape of the Meeple is different!
20:32 Forgot to draw 2 cards at the end of Jen's turn
28:52 Not a guy... the Beadle!!!
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