Fantastic Factories – With ASL – How To Play


Hi, and welcome to Watch It Played, my name
is Rodney Smith and in this video we’re going to learn the 1-5 player game Fantastic
Factories, designed by Joseph Chen and Justin Faulkner
and published by Metafactory Games, who helped sponsor this video. Here you’ll be rolling
out your blueprints and hiring contractors, because the race is on to build the most efficient
factories in the least amount of time, and your opponents aren’t going to rest until
they’ve achieved industrial dominance, so join me at the table and let’s learn how
to play. To set up, shuffle the blue print and contractor deck into their own face down
piles and then deal 4 of each face up in a row, like this. Then you collect these tool
label tokens and randomly place one above each of these 4 contractors, this is where
these tokens will stay for the rest of the game. Nearby also create a supply of the metal,
energy, goods tokens and white dice. I’m using some cups I have to organize these on
the table, but they’re not included in the game. Each person now collects a Headquarters
player board and 4 dice in their chosen color, along with 1 metal and 2 energy resources.
Players are also dealt 4 blueprint cards from the top of the deck to hold in their hand,
which they can examine, but should keep secret from the other players. You can also take
one of these player aids, which can help when you’re first learning the game, and then
the player who most recently used a tool is given the first player token, or you can just
pick the first player randomly. And, that’s the setup! In Fantastic Factories, you’ll
be building structures that will earn you points and provide you with special abilities.
You’ll also have access to contractors who can give you bonuses, and you’ll be comboing
all of these effects together, to try to generate the most points by the time the game ends.
The game is played over a series of rounds and each round is broken into two phases,
starting with the Market phase. Here, players will take turns in order, going once clockwise
around the table, starting with the first player, and on your turn you must perform
1 of 2 possible actions. The first option is to Gain a blueprint card. And to do this,
you take any 1 of the 4 face up in the row here, and add it to your hand. Then immediately
refill the space with a new card from the top of the deck. And these 2 rows here are
known as the marketplace. But instead of taking a blueprint, you can choose to hire a contractor
by purchasing any one of the 4 face up options here by discarding a blueprint from your hand
that shows the same tool symbol as the one above the contractor that you wish to take.
That symbol is located in a blue prints upper left hand corner, so if I wanted this contractor,
I would be able to discard this blue print. Now, during the game, any discarded cards
are put to the left of their related deck. Sometimes a contractor will have an additional
cost, which is shown in its top left hand corner, this here is the symbol for energy,
so to hire this contractor, you’d need to discard a blueprint showing the wrench symbol,
because that’s the token above it, and you need to spend 2 of your energy tokens. Anytime
you spend energy or metal in the game, return it to the general supply. When you hire a
contractor, you immediately resolve its printed effect. This is the symbol for metal, so this
means you would gain 3 metal from the general supply and then pick an opponent to also gain
a metal resource. You’ll also find this explained in the text here at the bottom.
Now after resolving the contractor’s effect, you immediately discard it and then refill
the empty spot with a new card drawn from the top of its deck. So those are the two
possible actions of the Market phase, either gain a blueprint or hire a contractor, however,
before you do either, you always have one optional action you can perform first, and
you’ll find a reminder of this here on your player aid. So let’s go back to the table
and I’ll show you how this works. This says you can spend 1 metal resource or 1 energy,
and then you discard and replace either the face up row of blueprints or contractors,
but not both. Each player can do this once at the start of each of their turns, which
can be a way to try to get better options for yourself in the marketplace, or remove
options that you think might be a little too good for your opponents. Now once everyone
has taken a turn in the marketplace, we move to the Work Phase, where everyone will roll
their dice and then perform their actions simultaneously. And there are 3 main actions
you can take here. You can perform them in any order, repeating any as you like. So let’s
go back to the table and I’ll walk you through how they work, starting with Using your Headquarters,
which is known as your Basic Actions. Your headquarters is one of the places you can
use your dice, and your dice in the game are also known as your workers. Now, as you can
see, there are 3 levels in your headquarters, and 3 spaces in each level for a worker. And
you can fill these in any order, and as you add a worker to your headquarters, you immediately
resolve that levels effect. At the top, we have this Research area. And it has an effect
here that you resolve when you take this basic action. Now anytime you see a black arrow,
that means that if you pay the cost of the symbol shown to its left, you will gain the
benefit of the symbol shown to its right. So this symbol here means spending a die of
any value, which then lets you draw a blueprint card, which is what this symbol represents.
Anytime you draw cards during the Work phase, they are always taken from the top of the
deck, never from the face up options. I should also mention that if either of these decks
ever run out, you reshuffle their related discard pile into a new deck. To place a worker
in the Generate level, these symbols mean that the die must either show 1, 2 or 3, and
the reason for this X is because this means a die of a specific value. So whichever value
of die you place into this level, you will then gain that number of energy tokens. So,
for example, if I place this 2 here, I’ll gain 2 new energy from the supply. To add
a worker to the Mine, you must use a die showing either 4, 5 or 6, but no matter it’s value,
you just collect 1 metal resource for each. So adding these two dice here, would gain
me 2 new metal resources, however there is a special way you can gain even more items,
and that’s through a match bonus. If any 2 dice within a row are the same value, you
gain 1 more of that item. So, if I placed a second worker here, where these 2 values
match, I would draw a card for the die I placed and then I would draw a second card because
these values match. Now, if instead, these workers had been placed here, each of them
would generate 2 energy and then I would gain a bonus energy. Or if these 2 workers were
placed in the Mine, I would get 1 metal for each and then a bonus metal for the match.
Now, on the other hand, if all 3 dice within the level match, you gain 2 extra of the item.
So collectively, this would give me 2 energy for each die, plus 2 more energy. You’ll
find a reminder of this bonus on the left side of your building board, right here. I
should also mention that resources, goods, and white dice, which we’ll discuss later,
are not limited. In other words, if you ever run out of any of these, just use a suitable
replacement. Now let’s talk about another action you can perform on your turn: Building
Cards. To do this, you pay the cost of one that you are holding and then you add it to
your compound, which is the area beside your headquarters. The cost of a building is shown
in its top left hand corner. The very first symbol, represents one of the tool icons,
and to pay this, you discard another blueprint that you are holding that also shows that
symbol there. So, if I wanted to build this Battery Factory, I could discard either of
these two cards that I’m holding. You then also pay any metal and energy resources, as
required, so in this case 2 metal and 1 energy. During this phase, you can build any number
of buildings as long as you can pay for them, but you can never have more than 1 copy of
the same building in your compound, unless its text at the bottom says otherwise. So,
I couldn’t have two copies of the Battery Factory, but I could have several of this
Beacon, as this text says here. You’ll also notice some dots at the bottom and this is
how many copies of this card are in the game. The third type of action you can take during
the Work phase is to activate cards that you’ve built in your compound. And buildings that
can be activated will have a black arrow. And again, this means that if you pay the
cost on the left, you gain the benefits on the right. For example, the Battery Factory
shows this symbol, which represents a single good. So if you spend 4 energy resources,
you then take one of these tokens. And as you collect them, add them to the card that
they were created by so you can easily keep track of where they came from. At the end
of the game, each good will be worth one point. As you create more, you can also, at any time,
exchange two singles in for one of these 2 goods tokens. This here is the symbol for
prestige, and many buildings will be worth a certain amount of them, as shown here, and
that amount will be added to your final score at the end of the game. So whether a building
produces goods or not, it may be worth a certain number of points. Sometimes a card’s effect
will require you to spend a die to activate it and if so, there will be a place to store
it, like this. The benefits shown on the Robot indicates that you’re to roll an extra die
this turn. This means you take and roll a die from the supply. White dice are temporary
workers that you’ll be able to use, but are then returned to the supply at the end
of the round. We’re not going to go through every type of building or contractor that
you may encounter in the game, but if you’re ever unsure of how one works, refer to the
Appendix of the rulebook and you’ll find all of them explained in full detail. The
important thing to understand is that each building can only be activated once per turn,
and to help you remember which ones you’ve activated, it’s a good idea to either rotate
the used building or just push it up within your line. You can activate your buildings
in any order, and the benefits you gain from them, might help you activate more of your
buildings, chaining together powerful combinations. Now once all players have placed all of their
workers and finished any actions they wish to perform, they must discard down to 12 resources
and 10 cards in hand. Everyone should now take back their dice from cards they activated
and their headquarters, returning any extra dice to the supply that were only meant to
be used for that round. Then the first player token is passed clockwise and a new round
begins. Rounds will continue like this, until eventually a player has either manufactured
a total of 12 or more goods, or built 10 or more buildings. Players will then finish that
round and complete one more full round after that, which then ends the game. Now each person
totals the goods they produced on their buildings and the prestige points they gained from their
buildings and the player with the most points wins. In the case of a tie, the tied player
with the most leftover metal wins. If there’s still a tie, the tied player with the most
energy wins, and if there’s still a tie, the tied player with the most blueprints still
in hand wins and if there’s still a tie, the tied players share the victory. The game
also includes rules for solo play, detailed on these 2 pages, but those I’ll leave for
you to discover on your own. Otherwise that’s everything you need to know to play Fantastic
Factories. If you have any questions about anything you saw here, feel free to put them
in the comments below and I’ll gladly answer them as soon as I get a chance. You’ll also
find forums for discussion, pictures, other videos and lots more, over on the game’s
page at BoardGameGeek, and I’ll put a link to that in the description below, and if you
found this video helpful, please consider giving it a like subscribing and clicking
that little bell icon so you get a notification any time we post a new video – but until next
time, thanks for watching.

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