In one of his sillier games, Karl-Heinz Schmiel casts the players as semi-psychotic cooks attempting to hone their culinary skills. Each player receives a miniature pan and a hotplate. Then each turn you can either attempt to turn up the heat, season your dish, or attempt to steal another cook's recipe in the making. Heating your hotplate is a random affair with a die, and could raise the heat on everyone's plate. Spicing the dish is heart of the game and done by up-ending small bottles filled with little colored wood pellets. When the pellets tumble out of the bottle (sometimes, if they do), the number of pellets can't exceed two, because over-spicing the dish ruins it and you have to throw it in the trash!
The 2009 version includes some changed rules, a new victory condition, additional recipes and some new mechanics in comparison to the 1989 version.
- Uwe Rosenberg's games often feel familiar and have similar elements.
- The game mechanics are tied to the theme.
- The wheel mechanism for resources is considered clever.
- The game offers variability through different biome tiles and double-sided cards.
- The 3D printed insert greatly improves component management.
- The game has interesting scoring possibilities through adjacency and settlements.
- The ruleset is complex and can be difficult to learn.
- Solo play can feel like solving a puzzle with a known optimal path, potentially reducing replayability for some.
- The artwork's perspective on some buildings is noted as unusual or 'whack'.
- Building and managing a monastery
- Medieval Europe
- Agricola
- Caverna
- Patchwork
- A Feast for Odin
- Lahav
- Hallotau
- Terraforming Mars
- Keyflower
- Orleans
- Farmers of the Moor
- Fields of Arle
- Barrage
- Roll for the Galaxy
- Distilled
- Race for the Galaxy
- Wingspan
- Merchants & Marauders
Mechanics (from transcript analysis)
- Engine Building — Creating a system of buildings and actions that generate resources and points over time.
- Rondel — A rotating wheel dictates resource availability and player turn order or action triggers.
- Set Collection — Gathering specific sets of buildings or resources to score points or activate abilities.
- table presence — The game features a central wheel mechanism and individual player boards with multiple building placement areas.
- Worker Placement — Players place worker meeples on action spaces (buildings) to perform actions.
Video topics + discussion points
Quotes (from this video)
- blessings and peace be upon you brothers and sisters welcome as i brother ryan from noctis circumstance and my fellow brother david also from noctis circumvention
- it's bonkers trying to learn this game i had a really hard time
- we're the loyal order of juve rosenberg board game followers blessings and peace be upon his name
- we have some board game penance uh for you to do just to atone so to make right your relationship with with uve
- the main they call this the game board and it's really just a wheel it's a little bit sort of a rondelle kind of except you're not making moves this kind of determines the economy
- it's the same as rolling die which is not the same thing but there are tons of rondelles that don't use wheels but you still have to move around in a circle
- we are also super nerds but yeah how's it going
- the people are the variability so in one player yeah you can you can go through and if you find the optimal path that's never going to change but I mean getting there like you got to go like you got to score 500 points I scored 252 or something last night so getting there might take you a little bit
- Uwe has a thing he’s got a thing for sheep, you know, for him, or you know, the diamond doesn't, and then stone is just like the most precious thing.
- Uwe is love but sometimes Uwe's a jerk
- the imitation game, there's a lot of it wasn't Hollywood, it was a British-made film, but there was a lot of Hollywood bending of life details, apparently.
- what game are the blue people from I think they're from Agricola
- the secret was that it's Morse code, top left letter, the Agricola one was the one that looked most like Morse code to me
- I've been called a counterintelligence before, I think that's my nickname in high school
- We're getting down to the end of the game, this is brother David's final turn, he takes, and then I just, and then I just take 10 points for this stuff, and he takes 10 points worth of stuff.
- Uwe Rosenberg's games have like a lot of similar elements right?
- Mistakes were made
- I've been trying to hint at some of them as as we've gone along because I don't want you to be at a disadvantage
- The game is so Uwe, you know, you’ve got like, you know, one thing I was thinking about doing…
References (from this video)
- Potentially the original game of its type
- Unique and engaging mechanics
- Good components
- Potentially complex rules for younger players
- Older components could be difficult to manage
- Recipe Fulfillment
- Restaurant/Cooking
Mechanics (from transcript analysis)
- dexterity — Involves physically manipulating components, such as flipping them to achieve objectives.
- Resource Management — Players manage ingredients (spices) to fulfill recipes.
Video topics + discussion points
Quotes (from this video)
- It's all about the narration, the story, the the you know, and that's I still get caught up in this map.
- It was called Remote Possibilities.
- Scotland Yard, it just it's one of those games that's way ahead of its time.
- Sid Sackson was Way ahead of his time.
- This game almost just This started a genre, but then didn't.
- Cosmic Encounter is the or one of the original asymmetric games.
- Also introduced the traitor mechanism, which was a really cool concept that again didn't really become a thing till years later.