Century: Spice Road is the first in a series of games that explores the history of each century with spice-trading as the theme for the first installment. In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory. Each turn, players perform one of four actions:
Establish a trade route (by taking a market card)
Make a trade or harvest spices (by playing a card from hand)
Fulfill a demand (by meeting a victory point card's requirements and claiming it)
Rest (by taking back into your hand all of the cards you've played)
The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins.
- Multiple strategic conversion options
- Simple turn mechanics
- Engaging resource management
- Can be complex for new players
- Requires careful planning
- Resource management and trading
- Spice trading route
- Economic engine building
Mechanics (from transcript analysis)
- card drafting — Players collect cards to upgrade and convert spices
- engine building — Players develop strategies to efficiently collect and convert spices
- Resource management — Managing different colored spice cubes with conversion capabilities
Video topics + discussion points
Quotes (from this video)
- We're basically building an engine
- I'm not the best spice trader
- I learned something today about the multiple exchange
References (from this video)
- Really simple to learn
- Really like it
- Easy to teach
- Trade route management
- Spice trading
- Trading themed
- Eastern Wonders
Mechanics (from transcript analysis)
- Card play mechanics — Play cards to collect resources
- Resource Trading — Trade resources for points
- Simple engine building — Build efficient card combinations
Video topics + discussion points
Quotes (from this video)
- Agricola is one of those games that you just got to have in your collection if you like euro style games
- Porta is one of my favorite underrated games
- Broom service I absolutely love food service one of the coolest mechanics in board games 100 percent recommend this game it is a hoot
- Barron Park is my favorite polyomino Tetris in a board game game
- Orleans is a top 5 game for me period just one of my favorite games to play ever
- Power grid this was the game that got me into board gaming y'all
- Seven wonders this is a modern-day classic
- Betrayal at house on the hill every game is different
- King of Tokyo one of those games that you have to have in your collection
- If you like board games one or percent recommend this game
References (from this video)
- Golem edition has great artwork
- Didn't enjoy during initial play
- Felt dry and procedural
- Bad card draw ruined experience
- Trading game
- Ancient trade routes
- Thematic
- Splendor
Mechanics (from transcript analysis)
- card drafting
- Resource Trading
Video topics + discussion points
Quotes (from this video)
- It wasn't just the hundred sort of best designed games this was the hundred games that I feel that I'm particularly sort of connected to
- The games that have a place in my heart really games that I've got a lot of nostalgia for
- It felt a bit like doing a roll and write game but without all of the sort of convenience
- I wish I still had castles of burgundy and notre dame
- The main thing that got in the way for me was all the iconography
- I do use board games as an escape from screens and technology
- I really like the production of cockroach poker
- I found it was a game where I could see the ending coming and then someone would just go and there we go we've got another 20 minutes now
- It feels like something other than a board game
- The decisions you make in the game are very very slight
- Right up my alley
- I do really like push your luck
- That's my favorite game
- Abyss is my second favorite game
- I love pekka pig
- I just think it's ugly
References (from this video)
- a true gateway for beginners
- accessible and quick to teach
- some may outgrow it after a few plays
- resource collection and engine-building through card management
- renaissance spice trade
- gateway-style gateway experience for families
Mechanics (from transcript analysis)
- card drafting / hand management — draft and play cards to produce resources and optimize scoring paths.
- set collection / resource management — collect spices and other resources to fulfill cards and score points.
Video topics + discussion points
Quotes (from this video)
- Settlers of Catan ... it's really, it's the game that got us into the hobby
- it's a great family game night game you look angry with your family because you gotta do some trading
- Alhambra is a great game we go back to it again again because it is fun
- you need to have Mick because he loves to research the rules
- it's awesome must have
- it's a drafting card drafting game where you card draft to build your civilization
- Dominion is a true card drafting game
- Carcassonne is great put it in your collection
- Century spice road it's a true gateway is for beginners and it's so much fun
- it's called crank it is a card drafting game with a board game attached to it
References (from this video)
- Clever mechanism creating variable card values
- Cards naturally become more attractive as they collect resources
- Engine building combined with resource economy
- Trading and commerce
- Medieval spice trade routes
- Engine building with trading
- No Thanks
Mechanics (from transcript analysis)
- Dynamic Card Value Through Accumulation — Cards increase in desirability as they accumulate resources from players passing on them, creating variable value based on position in card row
- Resource Accumulation on Cards — Attractive engine-building cards come out randomly, but players must spend resources left-to-right to reach them. When a card is taken, the player also receives all resources accumulated on it
Video topics + discussion points
Quotes (from this video)
- Balance, perfect balance, I think is kind of boring in games.
- I like games that have a card that might feel better than a different card either circumstantially or always.
- As long as you have a fair shot at getting that card over just a random draw, that's the key.
- Self-balancing mechanisms make sure that games remain balanced while you play.
- Games that use the players to selfbalance it, especially if there's a lot of direct interaction in the game.
- If you pull one lever up, something else is going to go down.
- There's a way that the game kind of gives you an interesting choice and a little way of catching up if you are falling behind.
References (from this video)
- Accessible, quick to teach
- Good depth for a light game
- Fits well in a family collection
- May feel repetitive for some players after many plays
- Card drafting and resource management.
- Abstract spice trade route across a stylized market.
- Abstract, streamlined for quick play.
- 7 Wonders
Mechanics (from transcript analysis)
- card drafting — Players draft cards to gain resources and victory points.
- hand management — Managing a hand of cards to optimize color production and chaining actions.
Video topics + discussion points
Quotes (from this video)
- these are essential to any collection
- gateway into the hobby
- we're a competitive family
- it's essential for our family collection
- the ultimate deck builder
- it's a party game you gotta have
- it's racing you know
- pickup and delivery, this is essential
References (from this video)
- Own the whole trilogy
- Good gateway game
- More depth than Splendor
- Love the spice collecting
- Collecting and trading spices
- Spice trading
- Economic trading
- Splendor
Mechanics (from transcript analysis)
- card drafting — Acquiring action cards
- Deck building — Building card engine
- hand management — Managing action cards
- set collection — Collecting spices for points
Video topics + discussion points
Quotes (from this video)
- It's so hard for us to come together to be cooperative
- If you don't have dessert you get hurt
- We wore out the cards we played it so much
- Multi-use card to the fifth degree
- Some games are nice to me some are not
- You can have both of them in your collection
References (from this video)
- Haven't played yet
- Economic simulation
- Trade routes
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
- this is mostly work like this is just a backload of things I probably should get to
- people will still be looking for it
- it doesn't matter if the game is like 20 years old people will still be looking for it
- I've painted this one and I spent a lot of time doing it
- there's no point putting them on the channel I think both of them have been out of print for like a decade
- one of the worst kickstarters by one of the worst studios in board gaming history
- Golden Bell Studios did everything wrong you could possibly think of
- purely toxic company run by incredibly terrible people
- it would be kind of a joke that I'd be able to do a three minute video of feudum
- this game has a tutorial video online that's like 40 minutes long
- The Rose explanation video feels like a parody but it's actually how the game is played
- nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
- stop making me spend hours assembling your damn games
- this is an uncontrollable mess right now
- I'm a full-time dad and I'm really doing this in the evenings
- I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
- I'm going to do a big cull
- I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
- I am a sucker for cute animal games like I really am