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)
- 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