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Subject: Jeroen Explains the Expansion's 17 Modules! rss

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Stephen Venters
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Food Chain Magnate with Ketchup Expansion 4 player teaching, play-through, and round table by Heavy Cardboard:

https://www.youtube.com/watch?v=Z4jTPz2LHrM&fbclid=IwAR0tihF...

This is how the new modules were explained in the video (as best as I could understand). I got the impression you can mix-and-match them. They are still prototypes and there's no guarantee they will match what is released later this year.

New City Tiles and related Roles

Apartment Buildings - This is a new tile with a new building type. Apartments receive double marketed goods and have no maximum for in-demand items. Thus, they will get lots of items if left unfulfilled.

New Road pieces - These are short road pieces you can place in your city to create new connections (adjust routes) mid-game.

Parks- Parks are like gardens where they multiply the bonus for a house with a park boarding it. There are printed parks on new city tiles as well as separate park tiles (again, like gardens). Their multiplier stacks with gardens; so a house with a park and a garden will get 3x bonus.

Roadworker Role - Allows you to "Place 1 road or park". Similar to the New Business Developer.

Rural Tile - This is a new tile type that goes on the edge of the normal city. It's basically a farm. Like the apartment building, it gets double marketed items and has no maximum for in-demand items.

Rural Marketeer Role - "Place a megabillboard next to a rural tile." Allows you to market to rural tiles.

First to Market to Rural Milestone - This player gets a "Highway Exit" connector (like a road piece above) to connect to the rural tile from the edge of the city.

New Food Types and related Roles

Kimchi Master Role - Produces kimchi at the end of the clean up phase. You cannot market kimchi. Every house will add kimchi to their order in addition to its current demand items (and will travel as far as they need to get it). Because, of course, you want kimchi with your order!

Sushi Cook / Chef Roles - Produces sushi. Houses without gardens do not want sushi. Houses with gardens (rich folk) will want sushi instead of its current demand and will get sushi instead.

Noodle Cook / Chef Roles - Produces (a lot of) noodles. If a house's current demand cannot be filled during the dinner phase, it will order noodles instead. Thus, the house will pay for noodles if no one has enough beer/burgers/etc. to fulfill its current demand.

Barista / Coffee House Specialist Roles - Produces coffee. You cannot market coffee. People on their way to get food will always stop to buy coffee and you will sell them a cup a coffee.

Glacier (Ice Cream) - "Bonus: +$10 per sale". Everyone loves ice cream so every house you sell to will also add ice cream to their order. Thus, you get an extra $10 per house you sell to.

Other Modules

Michelin Guide - "Market to all houses with garden. Max duration 3." This new marketer will resolve at end of normal marketing sequence and will only market to houses with gardens (rich folk).

Trainable Waitresses - Waitresses can now be trained and will become movie stars (ha!). They are each one step above a basic waitress, however there is only one of each in a game. They help with turn order and tie breaking.
B-Movie Star - "Win all ties; first choice in turn order."
C-Movie Star - "Win all ties (not against B); second choice in turn order"
D-Movie Star - "Win all ties (not against B or C); third choice in turn order"

Night Shift Manager Role - "All your employees that don't require a salary work an extra time." Force your novice employees to work overtime! Allows you to resolve your non-salary employees a second time.

Bus Driver Role - For every Bus Driver played, resolve another marketing phase. This will fill up houses fast! Bus Driver will probably be renamed to Mass Marketer.

New set of Reserve Cards - These replace the base reserve cards. The new ones will always add exactly $200 to the bank (each), but now you choose what the new base price of food will be: $20 (food is more expensive), $10 (food is the same price) or $5 (food is cheaper)

Ketchup Milestone - The namesake milestone! If "a demand token you placed is fulfilled by someone else", then you get a permanent range -1 modifier. Thus, you will be 1 range closer to every house on the board for the rest of the game.

Components for a 6th Player. Holy hell what a long game that would be!

New Milestones

These completely replace the base milestones. Some milestones are removed at the end of turn 2 if they are not met. I'm not sure how they work with the milestones listed above.

First Marketeer Used - "$5 for every good marketed; Range -2." (removed at end of turn 2 if not claimed) This is for all items marketed, not just yours.
First Marketing Trainee Used - "Get a free Kitchen Trainee and Errand Boy."
First Campaign Manager Used - "May place second mailbox or billboard, advertising same product and duration (only once)."
First Brand Manager Used - "May place 2 different goods (first) plane [sic]; will advertise both. Choose priority of goods when placed."
First Brand Director Used - "Your radio is permanent."

First Burger Sold - Your "CEO always has 4 slots (regardless of reserve cards)."
First Pizza Sold - "Place radio tower of sale (house) [sic]; advertising pizza for two turns." Place a radio tower on the tile with the house that got the pizza.
First Lemonade Sold - "An employee can be trained on the job, preserving color."
First Beer Sold - "May pay salary with food/drink." You can pay them with 1 food or 1 drink instead of cash.
First Coke Sold - " Freezer (may store 10 items)." The Freezer is back by popular demand.

First Recruiting Girl Used - "Get a free Executive Vice President; pay no salary for him." (removed at end of turn 2 if not claimed) This gives you 10 slots immediately!
First Trainer Used - "+1 trainer; No longer needs to fire employees if broke." (removed at end of turn 2 if not claimed)
First Discount Manager Used - "If you discount by -$3 or more, $100 is removed from the bank."
First House Built - "May stack trainers." This is the same effect as the "First to Pay $20 in Salaries" milestone.
First New Restaurant - "Permanent mailbox in restaurant area."

First Waitress Used - "Your salaries are $3 each."
First Cart Operator Used - "Double amount of drinks hauled by cart/truck/zeppelin." Increases the capacity of your drink collectors.

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Chris Stockdale
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Re: Jeroen Explains the Expansion's Modules!
It's a lot more modules than I expected, but a long shot. Not sure what to think about it. The new milestones are crazy. Free executive vice president? That's nuts.

This is going to be very interesting. Looking forward to trying it all out. It will be interesting to see if I end up adopting every module, or just some modules, or if it ends up being like carcassonne where I have some modules I always play with, some I sometimes play with, and some I never play with. I'm assuming that will end up being the case.
 
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John McD
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chrisoc13 wrote:
It's a lot more modules than I expected, but a long shot. Not sure what to think about it. The new milestones are crazy. Free executive vice president? That's nuts.

This is going to be very interesting. Looking forward to trying it all out. It will be interesting to see if I end up adopting every module, or just some modules, or if it ends up being like carcassonne where I have some modules I always play with, some I sometimes play with, and some I never play with. I'm assuming that will end up being the case.


And the farmer rules sound just as confusing.
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Chris Stockdale
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That explanation was a little head scratching. But I will say I've never had a problem with learning splotter games from the rulebook so I don't think it will be an issue in the final production. But yes I was fairly confused.
 
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Filip Lazov
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ClimberStephen wrote:

Batista / Coffee House Specialist Roles - Produces coffee. You cannot market coffee. People on their way to get food will always stop to buy coffee and you will sell them a cup a coffee.


Barista
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Michael
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vojnikMon wrote:
ClimberStephen wrote:

Batista / Coffee House Specialist Roles - Produces coffee. You cannot market coffee. People on their way to get food will always stop to buy coffee and you will sell them a cup a coffee.


Barista

Indeed. If it's Batista coffee, it's pre-revolutionary and has not yet been nationalized, so you should be able to market it.
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Travis P

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Who isn’t going to play a recruiting girl first now?
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Shak S
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As a casual non expert player, the milestones seem the most striking to me. I like the roads too.

How does the Ketchup work as a milestone? In addition to the base set of milestones picked?

Or is it just an optional rule change that applies to everyone?
 
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Will Beckley
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buffaloaces wrote:
Who isn’t going to play a recruiting girl first now?


Well, the two bonuses you get for first marketer, plus the two bonuses you get for first marketing trainee seem like a really strong turn one. Dovetail those with the assortment of first X sold milestones and it looks to me like early marketing+early sales is going to be really strong.
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Travis P

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Wiyum wrote:
buffaloaces wrote:
Who isn’t going to play a recruiting girl first now?


Well, the two bonuses you get for first marketer, plus the two bonuses you get for first marketing trainee seem like a really strong turn one. Dovetail those with the assortment of first X sold milestones and it looks to me like early marketing+early sales is going to be really strong.


Actually, I think your right. Your post got me thinking. Splotter are some smart fellows. If something seems obvious like using recruiting girl to get executive VP, it’s probably the wrong move to make.
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Siddharth Venkatesh
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Overall, Recruiting Girl actually seems to still be strong but nerfed in comparison to marketing openings. It now definitely cannot get any discounts on salaries and is significantly behind the marketers on money and employees early.

The first marketers can also potentially pick up either the four slots milestone mitigating the Exec VP to an extent (especially if in a short game) or can grab the Lemonade bonus, which is fairly strong.

RG openings in FCM base game were often built around the idea of picking up a ton of milestones. That seems a bit harder to do now. Additionally, RG openings usually combated the trainer openings by grabbing the First to Pay 20 milestone to stack trainers. Tying stacking to new houses is a significant nerf, early house addition is typically weak.

Moreover, a marketer opening now gets -2 distance to every house as well as a food + drink hire, freeing up their second hire to be a RG or trainer. This alleviates two vulnerabilities of the marketing opening: falling behind in early price competition thanks to the RG player's ability to price discount more effectively, and having a forced second hire, thus falling even further behind in hiring power.

I think the new milestones now strongly suggest three openings: Marketing Trainee, Trainer and RG. Marketing seems like the obvious short game opening, and RG seems like the obvious long game opening. I think Trainer might still work well as a mid range option, it will likely still be outgunned in a very long game by the flexibility of an RG with Exec VP and will be totally outpaced in a short game by the acceleration of the marketing opening. Of course, this is just a quick theorycraft on first impressions, and adding the other modules totally changes the valuation of the milestones and openings.

One other thing to keep in mind is that the discount manager milestone may also have a big blunting effect on someone planning to overcome a early rush from the marketers via price discounting in the mid-late game, though it may still be doable via spamming pricing managers with the Exec Vp. Every turn the player(s) with this milestone discount by 3 or more, 100 goes away from the bank.

Also, an elaboration on the RG milestone. The game still only comes with 3 Exec VP's and all of them are available for this milestone, regardless of player count. This means in a 3p game, all 3 players could get the milestone, but in a 4+ player game, only the first three players to play the RG will get the Exec VP. This strongly incentivizes players later in turn order to choose a different opening.

Don't underestimate the pizza milestone either, it is not tied to player but to houses. This means that if three houses get pizza sold to them on the same turn, all three of them (or the first three in number order if more) get a two turn pizza radio. Correctly timing this can create a demand explosion, which rushes the game further, and of course strengthens those in good selling position at this time.

ClimberStephen wrote:

First House Built - "May stack trainers." This is the same effect as the "First to $20" milestone.



A small correction, it's the same effect as the "first to pay 20 in salaries" milestone. I'm sure most people understand what you're saying but since there's another milestone for first to 20, good to avoid confusion.
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Andy
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Pretty excited to try this.

I've updated my FCM Helper app to include the new milestones (including Ketchup). Makes it very easy to attempt these without needing to print anything off. I based the wording best I could off the HC video, plus some of the original card wording.

https://nixxed.github.io/dinnertime

The app has other helper features as well, to help calculating in dinnertime phase (both single house and bulk). It also has a setup reference guide.

I guess as new info becomes available if there are other helper things I can add, I will.
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Reid Delfeld
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ClimberStephen wrote:


First Marketeer Used - "$5 for every good marketed; Range -2." (removed at end of turn 2 if not claimed) This is for {i]all[/i] items marketed, not just yours.



Does anyone know if you can have negative range for calculating prices? I didn't watch the actual playthrough but I'm wondering if anyone knows. Thanks.
 
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Rodigee wrote:
ClimberStephen wrote:


First Marketeer Used - "$5 for every good marketed; Range -2." (removed at end of turn 2 if not claimed) This is for {i]all[/i] items marketed, not just yours.



Does anyone know if you can have negative range for calculating prices? I didn't watch the actual playthrough but I'm wondering if anyone knows. Thanks.


In the playthrough at around 2:57 he specifically says "Here you are at range -1" so I assume negative values are valid.
 
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Jeroen Doumen
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Rodigee wrote:
ClimberStephen wrote:


First Marketeer Used - "$5 for every good marketed; Range -2." (removed at end of turn 2 if not claimed) This is for {i]all[/i] items marketed, not just yours.



Does anyone know if you can have negative range for calculating prices? I didn't watch the actual playthrough but I'm wondering if anyone knows. Thanks.


Yes; though one should add the unit price as well (which usually is implied until price managers come out).
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ClimberStephen wrote:

First Marketeer Used - "$5 for every good marketed; Range -2." (removed at end of turn 2 if not claimed) This is for all items marketed, not just yours.



In the early part of the game video, Jeroen gives Edward 10 bucks and himself 5 bucks for marketing goods so I dont think it's for all goods marketed by other people unless it's corrected later in the video
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chadamir wrote:
ClimberStephen wrote:

First Marketeer Used - "$5 for every good marketed; Range -2." (removed at end of turn 2 if not claimed) This is for all items marketed, not just yours.



In the early part of the game video, Jeroen gives Edward 10 bucks and himself 5 bucks for marketing goods so I dont think it's for all goods marketed by other people unless it's corrected later in the video

I was not able to watch it all live but it was not explained as you got 5€ for every good (including goods that was not yours).
It was explained that you got 5€ for every good your marketer placed down.
 
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H. Lo
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I helped play test this in Holland. You get $5 per good marketed. For example, if you market with a radio that puts 6 goods on 6 houses, you get $30.
 
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H. Lo
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I think they did their best to make sure that all three "remove after turn 2" milestones are equally strong. After numerous plays with the new milestones, I think they succeeded.

 
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When people were commenting on the sexy waitress on the expansion cover, I wanted to quip that it was a waitress promoted to, well, something else! Looks like I wasn't too far off the mark!
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I really hope they give some guidance as to what modules to incorporate, and why we should incorporate them. It's unclear whether some modules should go together. Why I would want to add ice cream, for instance.

I really appreciated how the cards and milestones in the base game seemed to reflect a lot of thought put into making a balanced whole. I don't feel qualified to evaluate 17 mechanisms to make my own game.
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ronaldsf wrote:
Why I would want to add ice cream, for instance.

Didn't you read the description? Because everyone likes ice cream!

But really, I agree. I like the idea of modular expansions, but in practice it can be rather daunting to figure out what to add when, for example if a new player is playing, is it helpful or just "one more rule" to learn. I do hope there will be some guidance in the box. I very much appreciated the rulebook for the Seas of Glory expansion for Merchants & Mauraders, which rated each expansion for added complexity and added game time. Something like that would be fantastic.

Anyway, that's $10 for the ice cream, thanks!
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ronaldsf wrote:
I really hope they give some guidance as to what modules to incorporate, and why we should incorporate them. It's unclear whether some modules should go together. Why I would want to add ice cream, for instance.

I really appreciated how the cards and milestones in the base game seemed to reflect a lot of thought put into making a balanced whole. I don't feel qualified to evaluate 17 mechanisms to make my own game.

One approach is to read session reports from experienced players, see what assortment of modules they use, and just copy it.
 
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ronaldsf wrote:
I really hope they give some guidance as to what modules to incorporate, and why we should incorporate them. It's unclear whether some modules should go together. Why I would want to add ice cream, for instance.

I really appreciated how the cards and milestones in the base game seemed to reflect a lot of thought put into making a balanced whole. I don't feel qualified to evaluate 17 mechanisms to make my own game.


I agree here and hope they put a little “when to use each module” into the rulebook. Such as what plays best together for a beginner game, a shorter game, longer game. I feel I’ll try to add all 17 modules in the beginning and it will be daunting.
 
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Jeroen did say in the video that they would include suggestions in the rule book for which modules to bundle together.
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