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)
- really cool game
- firm grip on my brain
- enjoyed all the plays
- won all of the plays (including a tiebreaker in the last game)
- some worries about potential issues I thought I might see (mentioned in impressions vlog)
Mechanics (from transcript analysis)
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- the entire idea of these sponsored tutorials is that i don't give my opinion the game itself is trying to sell itself
- Jump into the pool without preparing yourself
- i love answering all these questions
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- i've never actually written a rubric before
- a board game is just a pile of bits and uh cards without rules so that's a very important part of this
- i am super excited to actually own a copy of this
- i spent a decent amount of money to get this copy because i wanted to cover it for the channel
References (from this video)
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Quotes (from this video)
- it's gorgeous
- the magic of board games involves another human being
- practice makes perfect
- it's such an amazing resource
- 2020 has permanently changed my life
- i love board games and i want to keep giving this a shot
References (from this video)
- Captures the PC game well
- Satisfying when upgrading
- Interactive
- Plays unlike anything else
- Good engine building
- Pacing might be hated by some
- Civilization building, engine building
Mechanics (from transcript analysis)
- action selection — Limited building spots, pay opponent to use their buildings.
- civilization building — Civilization building game.
- Engine Building — A euro engine building game.
- Resource Management — Trading resources for other resources and gaining resources.
- Set Collection — Gathering resources and fulfilling missions.
- Variable objectives — Missions are different each game.
- Worker Placement — Requires workers to activate buildings.
Video topics + discussion points
Quotes (from this video)
- our top 10 games of 2020
- it's the games we associate with this year
- all the games i really liked were mid-weight games
- i haven't seen any party games in 2020
- i'm not a stagnant object i vary from time to time
- i was super surprised when i played the crew and i love it love it love it
- it's such a simple idea taking trick taking you know traditional style essentially traditional trick taking and turning it into a cooperative puzzle
- it is the most innovative thing that I've seen in gaming this year
- oh my gosh that game oh i blew my mind
- there is nothing innovative in this game
- it is just a perfect interlocking of things that already exist to make something that is really satisfying
- what is your top ten from the comment sections below
- it is subjective because this is what we personally like
References (from this video)
- captures the free-form open civilization building vibe
- simplifies PC game complexity
- trade is central and well represented
- exploration of the old/new world is captured
- manageable 2-3 hour play time; easy to learn
- no solo variant
- can't replicate all PC game depth; some elements are simplified
- risk of bankruptcy on first game due to learning curve
- some players may dislike 'micro transactions' framing or the sense of trading complexity
- civilization building, population management, industry growth, trade
- early industrial revolution; old world with exploration of the new world
- free-form open civilization building with objective-driven progression
- Anno 1800 (PC game)
- Civilization (series)
Mechanics (from transcript analysis)
- exploration / old world expansion — explore and expand to build more industries and access resources
- industry building / worker allocation — build and upgrade industries using workers to produce goods
- objective cards / scenarios — objective cards drive strategy and endgame scoring
- population management — each population has needs; satisfying them advances scoring
- reset action — a reset action allows bringing all workers back to avoid permanent binds
- Resource and money management — manage goods, money and workers to sustain production and growth
- Resource Management — manage goods, money and workers to sustain production and growth
- sandbox vs scenario modes — play sandbox or scenario modes for varied play experiences
- Scenario / Mission / Campaign Game — play sandbox or scenario modes for varied play experiences
- trade with opponents — you must trade with other players because not everything can be built by one player
- Trading — you must trade with other players because not everything can be built by one player
- Worker Placement — build and upgrade industries using workers to produce goods
Video topics + discussion points
Quotes (from this video)
- it's a board game with endless micro transactions
- I went bankrupt on my first game
- two to three hour game
- you cannot possibly capture every single one
- it's quite easy to play
- this captures the free-form open civilization building style
References (from this video)
- Simple system that supports a meaty euro-style game
- Works well for the speaker (positive personal fit)
Mechanics (from transcript analysis)
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Quotes (from this video)
- don't buy too many games all at once unless you love that part of it
- there's no such thing as hearing about a video too soon
- i plan out as far ahead as i can realistically
- i adore lost runes of arnac
- anno 1800 legacy thanks for putting that idea into my head
- on mars is right there at the top
References (from this video)
- Rich thematic production and industry progression
- Multiple viable strategic paths and interaction via trading
- Dynamic end-game scoring with expedition and end-game cards
- Can feel long and fiddly with heavy card management
- Endgame timing can be pressured by players who delay to maximize points
Mechanics (from transcript analysis)
- activating card bottoms via free actions — After playing a card, players may flip/activate its bottom effect as a free action to gain benefits.
- building ships via shipyards and cannons — Ships are built based on shipyards; cannons unlock higher-level ships and enable different tactical options.
- Card play from hand — Players start with a hand of cards and can play one if they can afford the costs, matching card icons to factory needs.
- city festival (stodfest) — A festival action resets all cubes and returns exploration/trade tiles to ships for reuse on future turns, consuming a whole turn.
- developing industries by tile acquisition — On the main action, a player selects an industry tile from the main area and places it on their player board after paying the associated resources.
- discarding and drawing cards — Players may discard up to three cards from their hand to the bottom of decks and draw the same number of cards.
- End Game Bonuses — Expedition cards (red/purple/teal) are drawn and impact end-game scoring; some provide end-game points or specific effects.
- end-game trigger and scoring — The game ends when a player has no cards left; then final scoring tallies points from cards, gold, expedition cards, and fireworks token.
- expedition cards and end-game scoring — Expedition cards (red/purple/teal) are drawn and impact end-game scoring; some provide end-game points or specific effects.
- exploration tokens and Old World / New World tiles — Exploration tokens allow expanding into Old World or New World tiles, each tile providing land, water access, and random benefits.
- Main actions and free actions — Each player on their turn takes one main action and may perform free actions as they wish (e.g., trading).
- population cubes and population cards — Gaining population cubes requires meeting resource costs; drawing color-matched population cards accompanies gaining new cubes.
- population upgrades — Cubes can be upgraded by paying appropriate resources to move from one color to another, without increasing population.
- resource generation via workers — Resources are generated by allocating workers (colored cubes) to factories, with color and count determining produced resources.
- Token Pairing — Exploration tokens allow expanding into Old World or New World tiles, each tile providing land, water access, and random benefits.
- Trading — Trading with opponents requires spending trade tokens; the cost depends on the color/type of factory, and the opponent gains gold from the supply.
- trading with opponents using trade tokens — Trading with opponents requires spending trade tokens; the cost depends on the color/type of factory, and the opponent gains gold from the supply.
Video topics + discussion points
Quotes (from this video)
- i'm playing a full game of anno 1800 with my friends anastasia and nick
- on your turn you take one main action and as many free actions as they want and trading is technically a free action
- not trade for more than one of a specific good at any point on your turn
- fireworks token and it's worth seven points to them at the end of the game
- as soon as any one player has no cards left in their hand that will trigger the end of the game
References (from this video)
- Intricate combinations
- Unique player interaction
- Looking forward to playing more
- Brain-churning complexity on first play
- Messy first play
- Combining resources to create new items, establishing an island, using different worker types
Mechanics (from transcript analysis)
- Engine Building — combining potentially bread and cloth and making something new and then you're using that to make something new.
- Resource Management — you can use your opponents as well and use their resources.
- Worker Placement — trying different types of workers to do different types of things
Video topics + discussion points
Quotes (from this video)
- The action selection in this game the complexity the symbols it just hits in the best way possible.
- It's very every step really matters and every decision you make really matters.
- it's just a game that really just drawn me in right from the start.
- Every single time i've played this game I've tried a different strategy and it just amazes me the different strategies that I've personally been able to come up with.
- This is their second game that's kind of like the heavier rolling rate and it's just wonderful and I definitely think it rivals Fleet.
- it's a gorgeous gorgeous i think even like every little detail in that game is just fascinating.
- it's such a unique game in that sense too where you can use your opponents as well and use their resources.
- I had a really hard time of like mapping through the different like ways to do things and accomplish things and it really like it chugged at my brain.
- everyone's described it to us as like a battle yahtzee and that's a very accurate description of what it is.
- I love that it's the simplicity and the sheer joy in it.
- It's such a fast game right if you think about a drafting game like that and you're like oh it'll take a while but this boom like it's just because it's like two two sets two handfuls.
- I love games like this they always bring me a lot of joy.
- this is a great introductory gamecheck game that we can definitely play with many of our fans.
- there's a campaign within this game.
- the replayability in this game is significant but it also draws you in right from the start.
- this absolutely stunningly beautiful amazing game called winter haven woods.
- it's a set collection drafting game.
- it's very like quick easy easy to teach and super adorable like it just gives a lot of good vibes.
- it's so hard to get back to it because you just have to remember so much.
- we did play architects which was great and the best part about it is now that we've played architects with our our friends we made we're making plans to play paladins.
- it's also a deck builder so i'm pretty excited about it.
References (from this video)
- easy to pack up and store
- magnetic components and organizer
- neat, color-coded storage
- upgraded components and tokens
- easy to pick up small components due to curved edges
- initially not the most organized in the box
- anno 1800
- terraforming mass areas expedition
- Wingspan
- Brass
Mechanics (from transcript analysis)
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Quotes (from this video)
- it's really intuitive it's really easy
- it speeds it up
- it's really safe time
- save you from packing up putting it out
- it's clip together like it's it's pretty steady so it doesn't move around when you put it on the table
- this is so good yes
References (from this video)
- deep engine-building
- end-game control
- dry
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- it's definitely the largest one that i've been to west of columbus ohio
- the production is just beautiful
- it's so cute
- it's a dry europe it is an industrialism
- people are digging it
References (from this video)
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Quotes (from this video)
- it's not about like being the best
- there are somewhere between 100 and 150 games nowadays it's nine days of gaming
- the thing that's really cool about WBC is that it is very much couched in this tournament structure
References (from this video)
- Uncomfortable thematic presentation of colonialism
- Weird and rote endgame
- Unnecessary complexity with components not always needed
- The presentation of colonialism as a positive endeavor.
- Colonial setting, presented as if colonialism was done great.
- Australia
- Brass
Mechanics (from transcript analysis)
- Card shedding for points — A core win condition involves shedding a large hand of cards to score victory points.
- Resource Management — Involves managing resources and utilizing buildings.
Video topics + discussion points
Quotes (from this video)
- role players are deeply frustrating game for me uh for many reasons
- the thing that sort of causes me a bit of I don't know dissonance with the game is the whole narrative that it's about making up a character because for me the important part of making up a character are you know who they are their identity their motivations their drive it's not the six stats they get and that's what this focuses on
- to me that's not character creation uh that's just rolling numbers
- Santa Monica is another pretty yet ultimately forgettable game that I just kind of got rid of because didn't really do much to justify its existence
- I found this a very cynical and very tepid game
- very very forgettable and just totally uninspiring
- Thunderbirds danger zone is a game that makes me a bit sad because Thunderbirds 50th anniversary is one of my all-time favorite games
- with parts it's just not good it's just not a good game
- it's just a waste of a really cool IP
- there were just models were backing up
- most of them are pretty pretty average
- weights Knights post-apocalyptic game it's got some really good writing in it too
- the problem is the mechanics are really arbitrary
- weight nights in particular it just felt so arbitrary who was having a good game and doing well and who wasn't
- core mechanics of the game were just a crap shoot and not that much fun if you ended up on the bad side of it
- and the final game on here is welcome to the Moon the big sequel to welcome to which is like a 10 part rolling right game with a whole bunch of different games in it
- if I'm not enjoying a rolling right game
- was I too harsh on some games uh I probably was but you know this is my opinion
- if you did hear me talk about something and go actually I think you would like this game really interested to know about that sort of stuff
References (from this video)
- The tech tree aspect is interesting.
- Good player interaction.
- Appreciates the mechanic where knowledge/technology spreads.
- Lots of cool little interesting mechanics.
- Really want to play it again.
- The initial maze of buildings can be off-putting.
- Only played it once so far.
- Industrial Revolution
- Industrial Revolution
- Caverna
- Through the Ages
Mechanics (from transcript analysis)
- Engine Building — Developing basic resources and trading token generation.
- Hand Management — Trying to play cards and empty your hand.
- Tech Tree — Buildings on the main board function as a tech tree.
- Tile Placement — Building structures on your own island.
- Worker Placement — Using trade tokens to activate other players' buildings.
Video topics + discussion points
Quotes (from this video)
- it's a very moving experience because some of the things some of the decision making as you're trying to win the game about where to sort of spend your resources and spend your time so the effectively you can win you know you're going to have to leave certain people behind
- the combat's really cool you know it's right up there with any good Skirmish game
- this is another one where as soon as I was done with the campaign of the first you know the the main box I really felt like I wanted to go back and play it again but I think I need to give it time because now as time has kind of moved on I don't really have the desire to go back and play it again
- those to me are the best of that kind of genre because it has a lot of just more physical elements than like the unlock or even exit has it has a really cool like uh very analog feeling mechanism that goes with it
- this is other than the next game on the list probably the perfect Legacy game because it makes the right jump at the right time and it really stages you into getting to the more and more complex layers Without Really Ever Actually Ever Being Boring at any point
- the magic of that first playthrough would not be there it just would not be there when the some of the reveals and some of the things in terms of like you know why are we playing this game 12 times in a row what's the kind of story that's threaded through here
- the mechanically altered board and characters and stuff becomes the story itself and that is revealed to you one time and then you don't get to do it again
- the games aren't in jail like you know what I mean like why why are you forcing me to play a certain kind of game or a certain game over and over that's jail
References (from this video)
- adds variety and rule refinements to a favorite title
- anticipated for 2024 release window
- expansion to an established euro game
- new world / old world trade with Ano 1800
Mechanics (from transcript analysis)
- asymmetric components — potential asymmetry based on new assets
- new ship tiles / islands / population tiles — expansion adds new ship tiles, airships, island expansions and population tiles
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Interesting engine building and resource management.
- Engaging exploration aspect.
- Satisfying to build up your infrastructure.
- The game is cool and people dig it.
- Can be overwhelming with many options.
- Artwork on character cards is a slight disappointment.
- Investors are mostly useless except for end-game scoring.
- First play can be rough due to circularity of resource management.
- Building and managing an industrial empire
- Island colonization and development
- Civilization
Mechanics (from transcript analysis)
- Engine Building — Players set up production spaces and use workers to create an engine for resource generation.
- exploration — Players explore islands to find new resources and trading opportunities.
- Resource Management — Players manage various resources like timber, brick, and coal.
- Set Collection — Players collect population cards by fulfilling needs.
- trade — Players can trade with each other and with the new world.
- upgrading — Workers can be upgraded to higher tiers like engineers and investors.
- Worker Placement — Players place workers on production spots to generate resources for immediate use.
Video topics + discussion points
Quotes (from this video)
- If you don't know what you're talking about, it just sounds ridiculous.
- So blow so addictive that Slay the Spire for me.
- It's very slay the spire but with dice.
- The game itself in terms of the rules overhead is not that high.
- But then yeah, figuring out how you want to do it and then how you manage constantly getting more and more and more of these cards is tough.
- The artwork is a slight disappointment in this board game.
- It's very interesting the way it all works.
- I get why people dig it.
- We really like Speak easy a lot, but could very well be our favorite Lera.
References (from this video)
- City Building
- Industrial Revolution Era
Mechanics (from transcript analysis)
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Quotes (from this video)
- I don't think Project L should have the video theme category applied to it. I don't think so.
- my solo cadet mode for captain's chair is the best video to watch to learn how to play the game.
- you only score points for your tracks if you have completed at least one of your missions.
- Many of you, especially Mage Knight fans, will know Ricky because he did the solo playthroughs of Mage Knight, which helped make Mage Knight what it is today.
- I have news. I am not allowed to share that news. I am under um effectively an NDA.
- Marvel Champions is a fantastic, fantastic game.
- The stream was crashing and literally every 30 minutes the stream would crash and my software would crash and people would be in the chat saying the stream's gone down.
- Too Many Bones is a good game, but me being so far out of my comfort zone that I literally cannot understand how to play the characters that I'm playing whilst hosting a live stream. Yeah, I don't want to do that again. That was uh that was horrible.
- Monopoly is in that situation where it's popular because it's popular.
- It's still a terrible game. It is. It is a terrible, terrible, terrible game.
- The Lord of the Rings: Fate of the Fellowship, the new pandemic style game from Matt Leo. I'm going to pick that one. But caveat, I've only played it once and I haven't actually played that many games that technically have come out from 2025.
- You can't. There's too many games coming out every week.
- If you are not a Patreon supporter and you want to support me directly, you can for as little as $1 a month or $3 a month if you want access to the Slack channel, patreon.com/gamingrules.
- The secret word for this month is the game that arrived this afternoon that none of my patron supporters were able to guess.
References (from this video)
- Does engine building very well
- Topnotch engine building
- So good, they wanted to play again immediately
- Table hog
- Engine building, claiming inventions
- PC game
Mechanics (from transcript analysis)
- Engine Building — Essentially an engine building game...you have to keep on kind of building up your engine in order to get the maximum amount of points.
- Resource Management — kind of resource management Euro kind of a thing
- Set Collection — claiming all these different inventions and different things and you have to grab some things that are prerequisites for other things that are prerequisites for other things.
Video topics + discussion points
Quotes (from this video)
- But that doesn't mean that board games didn't come out. So, what we're going to be talking about is the top 10 games that came out that year in 2020.
- So, my number two is uh Vic Counts of the West Kingdom.
- So, my number two, this is Sorcerer City. What a wild game.
- All right, so, we're finally here. We're at our number ones of 2020, and this has been such a great list.
- my number one is Pandemic Legacy Season Zero.
- All right, so my number one game of 2020. Uh this is Conbon EV.
- If you want us to continue these series as the years go on, so in 2026, we can do 2021 and all of that and even compare our lists from top 10 list in the past, let us know in the comments below.
- And be sure to let us know what your favorite games are from 2020. What What was your board gaming experience like in 2020?
References (from this video)
- I really liked it.
- the only Martin Wallace game I actually like
Mechanics (from transcript analysis)
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Quotes (from this video)
- Our board game collection has surpassed the 1,000 board game mark.
- It feels like it's time to do another collection tour.
- This is Tiny Epic Galaxies. It's a really fun dice rolling, resource management, engine building kind of game.
- Terraforming Mars. This is a classic.
- The feeling of terraforming Mars is just epic.
- Too Many Bones. This game has some of the coolest dice I've ever seen.
- It's a cooperative adventure game with really satisfying combat.
References (from this video)
- Terrific game.
- Love the resource progression.
- Does have a lot of the features of a sim game.
- Industrial Revolution
- 1800s
- Civilization
- Deis
Mechanics (from transcript analysis)
- Engine Building — Building up resources to chain into other things.
- Resource Management — Involves managing 28 different resource types and chaining them into other things.
Video topics + discussion points
Quotes (from this video)
- I just love that resource progression.
- It the resource progression feels to me like that you start with a wheel then you get cards then you get uh spaceships right?
- The game is just way too heavy. It is insane.
- It's like a rock paper scissors. I'm building my ship this way to count to your ship. Then you should build your ship another way.
- Yeah. Because they are so heavy, right? They do take such an investment you want to like uh go through, but people were saying that that Colution was was awesome.
- I think the moral of this stream is we can call anything a Civ game if you try hard enough.
References (from this video)
- Interesting and fun
- Freedom in choosing objectives
- Develop personal board for goods
- Interaction through using other players' goods
- Left a good taste after playing
- Only played solo, not experienced multiplayer
- Based on the video game
Mechanics (from transcript analysis)
- Objective Fulfillment — choose your route of fulfilling objectives that are, you know, in your card
- player interaction — ability to use goods from other folks as well, creating that interaction there.
- Resource Management — developing your own personal board of what goods you can use
Video topics + discussion points
Quotes (from this video)
- I really liked how uh bombastic the cards get in allowing you to do, you know, things on your own board and how to explore it.
- Uh especially with the military aspect and, you know, creating or increasing the military might that you have to um impose on other opponents and when these battles really made our games uh come down to these in addition to uh the just straight-up deck building and um you know, playing cards from your hands and worker placement aspects that has a lot of good mechanisms that I enjoy.
- This game I really enjoyed for the theme. I like the the thematic story and the arc of this game where the plague gets pretty bad uh during the game, uh but then slowly as you start to unders- or, you know, uh combat the disease, you start to uh rely less and less on taking out the plague and more and more coming back to repopulate Messina.
- it's still a game that is is tough for me to play sometimes just because um you know, I if I think I know what is going on with the strategy of this game and and and you know, the the more that I have to learn from it and so it kind of deterred me from playing it more
- But yeah, uh as as bland as it looks, it's actually really fun order fulfillment game.
- Um it's not as deep or complex as Magic or Hearthstone or some of the other card games are, but it probably will get to that point at some at some point.
- I wish that the meta game was more diverse. It hasn't been so since the start of the game.
- And Wingspan for me, while it's a masterpiece of of a design um in my opinion, I really was really drawn to all of the birds and the individuality of these cards.
- It does take a while to play, I think if you're playing with new people, which was kind of a deterrent for me for bringing this game out more often.
- So, this is one of the latest Uwe Rosenberg games back in 2022, one of my favorite games. One for the solo version of this game. I think that is the peak way to play this game.
- And so I I hold it in high esteem.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the game plays extremely quickly at a high pace
- i really love this game
- it's probably going to be one of my top 10 for 2020
- there's not very much downtime
- it's a dry cube pusher
- not big escalation
- it's a slow build type of game you're accumulating
References (from this video)
- 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)
- not enough to keep
Mechanics (from transcript analysis)
- economic_engineering — industrial revolution-style resource management
- Resource Management — industrial revolution-style resource management
Video topics + discussion points
Quotes (from this video)
- we are going to say now that we're going to try to not say the reason we're not keeping this is because we're not going to play it or this is a great game but we just don't play it now
- it's better that they have it and maybe play it themselves
- nostalgia and memory... you can't live off nostalgia
- subscribe to your channel that's the drill
- it's just like a pure fun game; it doesn't have to be deep or strategic
- this journey of getting from Stone Age to Burgundy is kind of legendary
References (from this video)
- Layered trading and infrastructure building
- Engaging player interaction through mutual dependence
- Can be heavy for casual players
- Expansion pack complexity adds learning curve
- Brass
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love engine-building and sequencing in these games; every play feels like solving a dynamic puzzle.
- The expansions add a ton and often push a game to new heights.
- Crossovers are fascinating; it shows how flexible these systems can be.
References (from this video)
- epic scale
- rich economic depth
- complex rules at times
- industrial expansion, trade, and urban planning
- Industrial age island society on the dawn of modernization
- economic strategy with narrative-driven goals
- Power Grid
- Caverna
Mechanics (from transcript analysis)
- city-building / economic engine — Develop infrastructure, industry, and trade routes to grow an island society.
- nautical expansion and resource management — Invest in fleets and resources to unlock prosperity.
- worker/production chain strategy — Optimize production lines to satisfy city demands.
Video topics + discussion points
Quotes (from this video)
- this game is so fun and it's really easy to learn how to play
- adorable robot minis
- rich narrative with intuitive yet unique game mechanisms making every game a new adventure
- i love role play i can't wait for this campaign-style game
- beautiful and clean abstract game
- epic cataclysm that shakes the foundations of the entire circadians world
- secret personality with specific victory conditions
- the only thing i love more than somewhat abstract 3d worker placement is something else
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
References (from this video)
- Deep engine-building with multiple viable paths
- Satisfying economic loops
- Long playtime
- Steep learning curve for new players
- Economic growth and city-building
- Industrial age, urban development and trade
- Lost Ruins of Arnak
- Terraforming Mars
- Dwellings of Elder Vale
Mechanics (from transcript analysis)
- Engine Building — Develop an engine of production and supply chains
- engine-building — Develop an engine of production and supply chains
- Set Collection — Gather and optimize resources and goods for points
Video topics + discussion points
Quotes (from this video)
- the snake board is better overall
- my ad revenue has doubled since i added the advertisements into the middle of the videos
- i'm choosing to make this my full-time job
- 2021 will probably have more videos than any other year that i've done
- rules are still overwhelming but the writing is exciting
- i don't really want to flood people's subscription feeds with three or four videos at once