Set in the early 20th century of entrepreneurs and chocolatiers experimenting with new ways to create and market chocolates, YOU are assigned the task of chief chocolate maker! Chocolate Factory is a euro game of literal factory building and moving (using a pushable conveyer belt component) chocolates you must complete the largest number of chocolates required by retailers for the best value. The game also features wooden chocolate pieces and a movable conveyer belt making the physicality blended with euro mechanics a unique experience.
Gameplay overview:
Players are each given a starting player board which will have two Factory parts which apply to a physical conveyer belt. The conveyer belt part of the player board contains long slot with an empty region in which to push square tiles along. The tiles will house the chocolate pieces players will manipulate throughout the game.
During the game players will initially draft new factory parts (to add to their player board) and specialists (one time use cards with special powers).
Then each player will “push” three times cocoa into their machines. During each “push” players will be able to use fuel and their factory parts to manipulate their Chocolate pieces. Careful consideration will be required for the spatial element of the game as Chocolate pieces can only be manipulated during a push by the Factory part that is adjacent to their tile.
Players score points by creating chocolates for public and personal objectives. The player with the most points at the end wins.
- strong thematic tie to chocolate imagery
- memorable component design
- may be less known to contemporary audiences
- confectionery production and factory optimization.
- A chocolate factory in operation, crafting confections for the market.
- playful, candy-focused with a tangible production vibe
Mechanics (from transcript analysis)
- engine building — Players run chocolate production lines and optimize output across rounds.
- engine-building / production — Players run chocolate production lines and optimize output across rounds.
- set collection — Collect resources and manage production to fulfill chocolate types.
- set collection / resource management — Collect resources and manage production to fulfill chocolate types.
Video topics + discussion points
Quotes (from this video)
- the two dessert ones just look so good
- i would really like to bite into these and then find out that they're soft and gooey
- the honey buzz squishy tokens holy cow they they feel so
- the eggs they look like the mini eggs they totally do
- you pointed out specifically the eggs um
- i picture them being honeycomb flavor as well
References (from this video)
- atmospheric art and theme
- solid family-weight engine planning
- can be tedious for experienced players
- teaching can be fiddly with multiple production steps
- production planning and resource management in a sugary world
- confectionery factory
- light, whimsical
- Everdell
- Wondrous Creatures
Mechanics (from transcript analysis)
- action-selection — select actions to optimize production efficiency
- set collection / engine-building — accrue resources to fulfill confectionary production lines
Video topics + discussion points
Quotes (from this video)
- the hobby is in its nature physical tax and takes place in meat space you can't
- there are no MP3 players that will save you where you can just discard that entire collection
- I envy you cuz I remember what it was like when I got started and every game was exciting
- some of these games have a very unique mechanic or aesthetic
- Collector's Editions Kickstarter exclusives do you have games that you've invested to that serve as a feature in your collection
- I gave away Dominant Species to a high school kid to start a board game club at school
References (from this video)
- Engine-building is fantastic
- Clear progression toward contracts and scoring
- Drafting can feel generic
- Some tension between drafting and engine payoff
- Engine-building + drafting
- Chocolatier factory with conveyor belts
- Polished, thematic production line
Mechanics (from transcript analysis)
- Drafting + conveyor belt engine — Draft in order to activate machines along a belt and convert resources
Video topics + discussion points
Quotes (from this video)
- this game is the definition of elegance in the game and there's zero bloat
- the engine building part I thought was pretty damn fantastic
- a filler that works; it's smooth and it's fun
- one of the best two-player games out there
- embrace the carnage
- the final product is better than the sum of its parts
References (from this video)
- friendly theme for all ages
- engaging production puzzle
- may require clarifying rules for newcomers
- production planning and resource management
- Whimsical confectionery factory
- light, colorful
Mechanics (from transcript analysis)
- Resource management — managing ingredients to fulfill production goals
Video topics + discussion points
Quotes (from this video)
- 1,198 games it's too many
- 768 that's I don't care what people say that's really good
- we have 394
- we're still playing games and taking names
References (from this video)
- Led to a refined system that worked well within the game's design space
- Grew into a distinct, well-regarded solo variant (Distilled was later inspired by the approach)
- Early version was somewhat random depending on setup
- Some flaws identified to be addressed in a later distillation
- Light industry/economy with a solo mode variant
- Multiplayer board game about factory optimization and production lines
- Analytical/iterative design discussion
- Distilled
Mechanics (from transcript analysis)
- Resource management — Players manage production resources to optimize outputs.
- Setup variability — Initial setup can lead to different runs, influencing difficulty.
- Solo mode design — Designer created and iterated a dedicated solo system for the game.
Video topics + discussion points
Quotes (from this video)
- the solo mode has to be right for the game in terms of balancing what they want and what you want
- I've got a theory that's called complexity budget
- we were able to do both extremes
- I want solo games to be interactive; I want the game to be a challenge without it being too aligned to my typical negative experience of co-op games
- I'm not the best person to be doing this anymore; I'll crack on