In Anno 1800, a board game based on the popular PC game from Ubisoft, you continuously build up your own industry to develop your home island.
Ship fleets allow for lively trade and the development of new islands in the Old and New World. You have to fulfill the wishes of your own population. While the inhabitants are initially satisfied with bread and clothing, they soon demand valuable luxury goods. You must plan production chains sensibly and keep an eye on the specialization of your population. The goal: A wise distribution of farmers, workers, craftsmen, engineers, and investors — but the competition never sleeps and can snatch the new achievements from under your nose at any time! Who can create the most prosperous island?
—description from the publisher (translated)
- Engaging tech tree style progression.
- Interesting card system that acts as objectives and timer.
- Fairly simple rules once the core mechanics are understood.
- Goes at a relatively good pace.
- The base game is enjoyable on its own.
- The theme itself is not something the host normally gravitates towards.
- Building industries and infrastructure
- 19th century industry and infrastructure
- Brass
- Beyond the Sun
Mechanics (from transcript analysis)
- Card Driven — Cards represent objectives and influence game length.
- engine building — Players build up production chains to create more advanced goods.
- worker placement — Uses a worker system with different colored workers.
Video topics + discussion points
Quotes (from this video)
- This is something I fancy doing for a bit of a change cuz I don't think I've seen this list done by many other creators.
- The ones that improved over time. Occasionally is here, but it's less common.
- Trust me, when I tried to come up with this list, I could only think of 10 games.
- It's just a case that before I either didn't like them or found them kind of meh. And now I'm like, yeah, I'll play them. I'm fine.
- The heart has warmed to them and therefore I'm willing to give them a try.
- It's like, oh, I don't know, I'm going to need this and this well, how do I get that well, I need to get these three things and turn them into this and it's that this whole thing is actually quite cool.
- And so when you throw in all the janky factions and too many players it just becomes ridiculous. I can't do this.
- Honestly, the main time I've warmed up to Race of the Galaxy is playing as a two-player. I think two-player is the best way.
- But the app from Czech Game Editions is just too freaking damn good.
- This is not my day job, remember?
- It's still only a game, so hopefully you enjoyed it at the end.
References (from this video)
- Strategic depth
- Approachable without video game knowledge
- Enjoyed Martin Wallace's design
- Was hard to play again due to lack of official solo mode at the time
- Out of print
- Could not find expansion
- Building industries and trading resources
- 1800s
Mechanics (from transcript analysis)
- contract fulfillment — to fulfill contracts in hand.
- economic engine building — building up industries
- Resource management — acquiring resources
- Trading — often trading them with other players
Video topics + discussion points
Quotes (from this video)
- So, most of if not all of these games can only be played in person that I will mention in this list.
- So, this is a very heavy game about running a hospital.
- It's like a hospital administration simulator rather than like a game similar to Dice Hospital where it's more focused on physicians treating patients.
- But it it was quite a heavy game, you know, especially considering some of the other heavy games that I've talked about it definitely was over my head
- This is probably at the top of just games on this list that I really want to play again.
- It's a Martin Wallace design of a board game adaptation of a video game, the video game Anno 1800 where you are building up industries in the 1800s acquiring resources and then often trading them with other players in this game to fulfill contracts in hand.
- make games that sound pretty simple when you explain them, but have a lot of strategic depth.
- I really liked how approachable this game was even without having played the video game.
- And uh you know, since then the game has kind of been out of print.
References (from this video)
- Language independence of the game design helps teaching even when using translated terms.
- First-game friendly aspect with recommended cards (three diamonds) for beginners.
- industrialization, trade, population growth
- industrial civilization building on home island with old world and new world exploration
Mechanics (from transcript analysis)
- Build (industries, docks, ships) — Choose and pay costs to place new tiles on your home island and/or docks/ships.
- Celebrate the city festival (reset) — Reset phase returning workers/tokens to districts and replenish ships.
- Exchange population cards — Discard up to three population cards and draw new ones to improve engine.
- Expedition (exploration action) — Spend exploration tokens to draw expedition cards which influence end-game scoring.
- Explore new world — Spend exploration tokens to add New World tiles and bonuses and gain population cards.
- Explore old world — Spend exploration tokens to add Old World tiles and bonuses.
- Gain population cubes — Acquire population cubes by paying costs and place on districts; draw population cards.
- Level up population — Upgrade population cubes to higher education levels for more scoring potential.
- Multi-use cards — Play a population card from hand, paying its costs and gaining points.
- Play population card — Play a population card from hand, paying its costs and gaining points.
Video topics + discussion points
Quotes (from this video)
- anno 1800 is a game of industrial civilization building
References (from this video)
- Engaging live playthrough with clear game concept explanations
- Strong audience engagement and banter
- Rich production and depth of engine-building gameplay
- Very long play sessions with dense decision space
- Massive hand size can be overwhelming
- Anno 1800 (PC game)
Mechanics (from transcript analysis)
- engine building — Engine-building system where workers are allocated to industries to generate resources and fulfill population cards.
- exploration_and_new_world — Ships explore to access new world resources and spaces for industries.
- hand management — Players manage a large hand of cards that drive actions and can be discarded or upgraded.
- hand_management — Players manage a large hand of cards that drive actions and can be discarded or upgraded.
- population_card_objectives — Population cards provide objectives that require specific resources to complete for points.
- production_engine — Engine-building system where workers are allocated to industries to generate resources and fulfill population cards.
- shipping_and_trade — Trading ships and exploration ships provide benefits and scoring opportunities.
- token_spend_and_recall — Gold, trade tokens, and action tokens are spent to recall workers and perform actions.
Video topics + discussion points
Quotes (from this video)
- "this game is so designed for taryn gamestar who seems to like long-term planning and engine building system"
- "it's all about satisfied population"
- "the queen will give us six points for"
- "this is the most distinctive about the game"
- "it's going to be a long game"
- "the game ends when somebody is out of cards in hand"
- "we thought we'd go for something lighter"
- "password island"
References (from this video)
- easy to teach
- low barrier to entry compared to other heavy games
- not overly long
- great replayability due to different world states and endgame variability
- some tiny niggly things noted by the player
- initial worries about balance and duration, though these concerns appear to be diminishing
Mechanics (from transcript analysis)
- industrial production / building industries — Players build and upgrade industries; endgame scoring is influenced by mission cards and varies between games
Video topics + discussion points
Quotes (from this video)
- very likely potentially the best game that i've played this year
- my impression of the castles of tuscany has been lowering over time
- it's feeling pretty samey
- i've actually quite enjoyed playing the game
- the rise of queensdale feels like a 20 to 25 hour euro game that's been split into a bunch of little phases
References (from this video)
- innovative infrastructure interaction with other players
- engaging production engine and interdependent industries
- easy to teach relative to its depth
- high fun value and replayability
- economic development and interconnections between industries
- industrial city-building with interdependent industries
Mechanics (from transcript analysis)
- card-driven / engine-like progression — building a network of cards and industries to enable future actions and scoring
- infrastructure / inter-player interactions — construction of infrastructure in front of you that opponents can utilize; positive player interactions through shared resources
- production / resource management — satisfying card-based requirements to generate resources and enable actions
Video topics + discussion points
Quotes (from this video)
- I think that the Anno system is brilliant
- the systems are just so simple there's not that many rules it's very elegant
- I can teach in like 15 minutes
- the fun value has been so high
- I have loved playing Beyond the Sun this year
- the technologies themselves really do shift the pattern of the game
- these technologies fit in with various other technologies and make one game so different from the other
- I will never be playing this game without the snake board again
- it's an amazing package, it's gorgeous
- the snake board is a much more balanced and far more fascinating experience
- this is a heavy gaming experience it's not crazy heavy but it leans on the heavy gaming experience
- this expansion has you throwing away the old board and adding a bunch of new mechanics and tokens
- I think the game is great overall
- it's a joy of a game to play
- the highs have been the highest out of any game that I've played this year
References (from this video)
- industrialization and economic development
- Industrial Revolution era
- theme-forward economic strategy
Mechanics (from transcript analysis)
- engine building — developing production chains and economy
- engine-building — developing production chains and economy
Video topics + discussion points
Quotes (from this video)
- I think this game really shines with its thematic integration and the way that its mechanisms work
- it's not perhaps the most replayable but it does or at least the most variable
- the solo mode is very interesting and yeah just a very solid game by Rosenberg
- I love the the depth that this game provides and I still enjoy playing this game over 50 times now
- the player interaction is very awesome I love the simpleness of this game yet it's very reactive and hard to master
- Age of Innovation I feel not as daunting to me for someone who hasn't put in the time
References (from this video)
- rich, crunchy puzzle with deep strategic planning
- great flavor and art integration with a robust tech-tree system
- engaging multi-step production and trading network
- high complexity can be intimidating for true beginners
- language availability and translation concerns for some editions
- tech trees, trade, and factory-focused production
- Industrial revolution era, city-building economy
- highly thematic, dense strategic experience
- Great Western Trail
Mechanics (from transcript analysis)
- engine building — collect and chain factory cards that require specific resources
- engine-building through factory cards — collect and chain factory cards that require specific resources
- resource generation through worker placement on factories — place workers to produce resources and unlock higher-tier production
- unlocking and trading via global market — trade resources and leverage complex supply chains to complete objectives
- worker placement — place workers to produce resources and unlock higher-tier production
Video topics + discussion points
Quotes (from this video)
- Gandalf once said all we have to decide is what to do with the board games given to us
- it's time to say goodbye to katan
- iwari is meaner than a polar bear on a hunger strike
- Anno 1800 is a game full of texture