Clans of Caledonia is a mid-to-heavy economic game set in 19th-century Scotland. At this time, Scotland made the transition from an agricultural to an industrialized country that heavily relied on trade and export. In the following years, food production increased significantly to feed the population growth. Linen was increasingly substituted by the cheaper cotton and raising sheep was given high importance. More and more distilleries were founded and whisky became the premium alcoholic beverage in Europe.
Players represent historic clans with unique abilities and compete to produce, trade and export agricultural goods and of course whisky!
The game ends after five rounds. Each round consists of the three phases:
Players' turns
Production phase
Round scoring
1. Players take turns and do one of eight possible actions, from building, to upgrading, trading and exporting. When players run out of money, they pass and collect a passing bonus.
2. In the production phase, each player collects basic resources, refined goods and cash from their production units built on the game map. Each production unit built makes income visible on the player mat. Refined goods require the respective basic resource.
3. Players receive VPs depending on the scoring tile of the current round.
The game comes with eight different clans, a modular board with 16 configurations, eight port bonuses and eight round scoring tiles.
- strong asymmetric powers
- engaging market dynamics similar to Terra Mystica but distinct
- high production and resource management potential
- not sure if it will be a top 20 game for the long term
- some may find it heavy or overly mechanical
- asymmetric powers and market-style economy
- Scotland, with Scottish clans
- Euro-style economic strategy
- Terra Mystica
Mechanics (from transcript analysis)
- Asymmetric powers — each player has different clan abilities and power dynamics
- contracts and endgame scoring — contracts provide points and shape scoring near the end
- supply and demand market — market mechanics drive resource production and pricing
Video topics + discussion points
Quotes (from this video)
- "I am officially going pro at this"
- "I’m going to be running a February pledge drive"
- "two videos a week"
- "this is one of the best board gaming experiences of my life"
- "the game ends once somebody gets all of the tiles out"
References (from this video)
- fantastic marketplace mechanic
- strong thematic components and modular board
- longer learning curve and setup
- economic engine-building with trade and farming
- Scotland; agriculture-based economy
Mechanics (from transcript analysis)
- Modular Board — board shifts; each player controls a clan with unique abilities
- modular board and asymmetric clans — board shifts; each player controls a clan with unique abilities
- Resource Management — produce dairy, crops, and crafts; fulfill contracts for points
- resource management and contracts — produce dairy, crops, and crafts; fulfill contracts for points
Video topics + discussion points
Quotes (from this video)
- Earth is a Nexus of possibility and all of these different creatures are coming to siphon possibility energy away from Earth
- Cooperative Heist game with artwork that is fantastic
- it's a game with tension that ramps up as you play just like pandemic but the theme is way less serious
- Thrones of Valeria is a fantastic game such a surprise
- I swear I've played this game over 100 times now
- Marketplace is fantastic because the prices vary every turn
- Praga Caput Ragni... there are a lot of things praga is a game where you've got many different paths to Victory
- Scythe is my number four favorite game
References (from this video)
- fantastic game
- good for player who are good at it
- expansion added viable clans and train aspect
- can be hard to wrap your brain around
- economy
Mechanics (from transcript analysis)
- contract fulfillment — or fulfill these contracts
- economic engine building — it's a very tight economical puzzle where you are placing your production on the board trying to place it where it's both cheap and makes sense and you can build like in your network
- network building — trying to place it where it's both cheap and makes sense and you can build like in your network
- Resource Management — you're trying to then uh trade those resources for money or buy the resource that you need or fulfill these contracts
- Tile Placement — placing your production on the board
Video topics + discussion points
Quotes (from this video)
- it's a very tight economical puzzle where you are placing your production on the board trying to place it where it's both cheap and makes sense and you can build like in your network
- my number two is going to be clans of calonia because it's a fantastic game
- my number one is going to be another prototype it's going to be sweetlands
- the artwork is amazing the gameplay is so brain burning and cool
- it looks so good it looks like a finished game
References (from this video)
- Adds significant variability through new Clans, Port Tiles, Scoring Tiles, and Maps.
- The insert provides excellent storage for both the base game and expansion.
- New Clans offer diverse and enjoyable playstyles.
- The contract display adds a strategic planning element.
- The train board, while complex, offers rewarding bonuses and new strategic avenues.
- Farmers Market module adds an interesting twist to resource selling and economy.
- The expansion is 'a bit more symbol heavy' with new iconography.
- The train module can be overwhelming and potentially detrimental if misplayed early on.
- Some modules might be too much for new players, suggesting playing without them initially.
- Scotland
Mechanics (from transcript analysis)
- Area Majority — Mentioned as a scoring method on the board and for contracts.
- contract fulfillment — Contracts are used to gain resources and points, with a new display showing future available contracts.
- End-game scoring — New endgame awards are introduced for categories like most money, most resources beside the river, most basic resources, and most points.
- Resource Management — Players manage basic and processed goods, transforming wool into kilts (joker resources) and selling resources at the farmers market.
- Set Collection — Achieving specific Milestones on the train board to unlock bonuses and points.
- Variable player powers — Nine new Clans with special abilities that offer different ways to play the game.
- Worker Placement — Mentioned in the context of placing workers adjacent to resources to transform them or gain benefits.
Video topics + discussion points
Quotes (from this video)
- clans calonia industria this is the new expansion for clans of calonia which is one of my favorite games of all time
- this is going to be for people who have played the game quite a bit and who wants more basically
- for me this is a musthave expansion and not because it fixes the game in any way because I think I could have played Clans sconia 50 more times and still really enjoyed it but the added variability so of course if you play this one time and you have it on the shelf and thinking should I get the expansion it's not going to fix the game but if you love the game and you like us need like an excuse to play the game again maybe you should but the added variability is just amazing
- the must have for me is the variability of the Clans and and this this is of course very easy to just play in the base game if you have it you just put out this house on the board but other than that like this I really like it but it's not like oh this was what was missing from classic cedonia it is great but it's not like you have to run out and get it because of the train module but it's very good
References (from this video)
- Solid game
- A lot of game in a small box (original)
- New organization solution is nice (Industria expansion)
- Gets overshadowed by comparisons to Terra Mystica and Gaia Project
- Terra Mystica
- Gaia Project
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I do I haven't sent anyone I haven't gotten the guts to send them yet yeah but I do want to send them letters and they're old school letters I've written them out in cursive by the way and my handwriting is awful
- So I was without without Diet Coke for the last two weeks that's been terrible
- The thematic elements are on point, I mean this is incredibly thematic.
- That feeling you're getting of burning those metals and just the fact that they really like the card effects really tie into what these Metals actually do in the book series is very interesting.
- I think I got lucky in that last turn, you built up to that turn.
- It's a good thing you healed I'm just telling you that right now cuz I'm bringing Out The Inquisitor.
References (from this video)
- The host is very proud of their hand in its creation through playtesting and development.
- Hits the niche of negotiation games perfectly.
Mechanics (from transcript analysis)
- draft and write — Mentioned as a niche the game hits.
- Negotiation — Mentioned as a niche the game hits.
Video topics + discussion points
Quotes (from this video)
- it is food it is laughs it is Brotherhood uh it is it is something that uh uh uh fills a part of my heart and a part of my soul that I can't get anywhere else
- to everything there is a first time and that was the first one and so I I'm thankful that it exists and I'm thankful that I got to be a part
- I I should just crack that open and play it uh at some point
References (from this video)
- One of the better games ever
- Economic
- Scotland
- Gloomhaven
Mechanics (from transcript analysis)
- Set Collection — Implied through economic theme and ranking discussion.
- Worker Placement — Mentioned in the context of comparing game rankings.
Video topics + discussion points
Quotes (from this video)
- For me, this is an S. This is one of the better games ever. I love it.
- Um Tor Mars I've spoken about this many times. Hate love it. H I love to hate it and I hate to love it.
- It's just like F plus for me. This is boring.
- If this wasn't Marvel, if it was just called Champions, wouldn't be the same same wouldn't be a top 100.
- We like lordas but like boa and kban ee is my favorite ones.
- And then we're going to have Mara Kybo. Oh, Marbo is good. Uh I really like it still. Even though that Pirates of Marbo kind of did the same goodness in shorter amount of time.
- I would place Marbo in B or C.
- What? D.
- And uh lastly for this part of the video, we're going to have come down EV S S. Yeah, that's an easy one to end on. We like lordas but like boa and kban ee is my favorite ones.
- That was way more fun than I thought it would be.
- I think this is fun because well we kind of have this thing in top 10 or especially in top uh when we make top 100 and top 50 because she's like oh you picked this so low or this is so high and we get like to kind of see our differences a little more clearly.
- Also when we do the keep and we disagree we kind of I think that is fun and I thought that we we're going to agree more. So, but but it's nice that we don't.
References (from this video)
- Interesting strategic depth.
- Satisfying engine building.
- Can be overwhelming for new players.
- Expansion is hard to find in America.
Mechanics (from transcript analysis)
- Area management — Players manage the placement of buildings and workers.
- economic engine building — Players build industries and manage resources to create an economic engine.
- Resource Management — Players manage various resources needed for production.
- Worker Placement — Players use workers to take actions.
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)
- Teaches you the meaning of extracting every possible ounce out of each round you play.
- The way the player board shows what income you gain when you remove pieces is real smooth.
Mechanics (from transcript analysis)
- Income Gain Display — The way the player board shows what income you gain when you remove pieces is real smooth.
Video topics + discussion points
Quotes (from this video)
- Through the Ages: A New Story of Civilization is the engine builder to end all engine builders.
- In Twilight Struggle, one of the more interesting times in history is played out. And I love that each card is a real event that happened.
- Gaia Project built on Terrammystica and perfected the form. It's the best one.
- Gloom Haven: Jaws of the Lion has the best tutorial system I have ever seen in a game, and I think it legitimately creates new board gamers constantly because of the way they make it so approachable.
- Each Spirit in Spirit Island can be played over and over as you learn how to master their abilities, and there are so much content in the box. It also just plays amazing solo.
- Dune Imperium Uprising took Dune Imperium to a whole new level of scale and scope, and it's got them worms.
- It's impossible to have a bad time playing Star Wars Rebellion, especially if you love Star Wars. Okay, mostly only if you love Star Wars, but it's really fun. It's Lord of the Rings in a box, and it's perfect.
- For a solid like 6 years, Terraforming Mars was absolutely the king of the board game hobby. Unreal staying power.
- Dune Imperium uses art based on the movies, but it doesn't feel at all like a movie tie-in cash grab.
- The scale and epic stories that come out of Twilight Imperium fourth edition make it everlasting. Every time you play, you get a permanent memory and story. It's truly impressive.
- The sheer amount of content in Gloom Haven and the card play makes this dungeon crawler a Eurogamer's delight.
- Ark Nova takes Terraforming Mars' cardplay in Civilization's action card mechanisms and put it into a theme we're just way more interested in. just the absolute pinnacle of mashing up mechanisms into a masterpiece.
- Pandemic Legacy Season 1 has deserved every single ounce of acclaim and accolades it's received over the years. It was an absolute phenomena when it came out.
- I don't want to say anything nice about this game. I don't want to say anything nice about this game. I don't like this game though.
- Fine. Fine.
- Brass Birmingham is objectively a board game. Done. Easy. That was nice. Words that are written.
- Brass rhymes with ass. Got him. You're done.
- Brass Birmingham has one of the best examples of positive player interaction and a game I'd actually seek out to play for a player. Was that so hard?
- So, that was one nice thing about every single game in the Board Game Geek top 100. Many games that we actually don't even really like, but there's always something nice to say. Exactly.
- Just engage.
- We had a lot of fun making it.
References (from this video)
- Heaviest game on the list
- Packed with components
- Highly replayable
- Noticeably smaller box than expected for its weight
- Great engine building
- Unique take inspired by Terra Mystica
- Scotland
- Terra Mystica
Mechanics (from transcript analysis)
- Engine Building — Described as a 'great engine building game.'
- Variable board — Features a 'vastly replayable um variable board.'
- Worker Placement — Involves 'removing tokens from your mat and putting them on the board.'
Video topics + discussion points
Quotes (from this video)
- I'm very grateful that they are full of games. um but how I want to continue to explore many more games in the future and I just don't have room for them. And so I am valuing more and more games that fit into a smaller space.
- And uh and even better for the publishers, smaller games mean that you can put more games in a carton, more games on a pallet, more games on a shipping container or a or a truck or a train, however you're transporting them around the world, and so it's uh more cost-effective to freight ship these games, too. Better for the environment, too. You're using fewer components to make these games. Um and less materials, basically.
- It's kind of a miracle of a game how well this game works and how long it came out.
- This to me is not a filler trick taking game. This is a a really substantial trick taking game.
- I am completely enamored with this game.
- I love the card row in the middle and how you can either buy a card or remove a card so your opponent can't get it. I think that is such a clever mechanism.
- Every card is two cards. It isn't just one card. [...] It's brilliant. It is so so clever.
References (from this video)
- The original core game is still an absolute blast
- Scratches an itch that many other games do
- Expansion probably isn't necessary
- Players take on the role of a Scottish clan, producing goods, generating money, and fulfilling contracts.
- Scotland
- Catan
- Stephen Feld games
Mechanics (from transcript analysis)
- Area Control — Putting out different victories.
- Resource Management — Producing goods and generating money.
- Set Collection — Fulfilling contracts that give victory points.
Video topics + discussion points
Quotes (from this video)
- So, this is number 80 down to 71. So, this is still in the dog [ __ ] ended part of the sticker territory.
- Remember, if your top 100 games aren't on this list, then that's because A, we haven't played them or B, we think they're complete and utter dog [ __ ].
- It is long. It's 4 hours plus. Yeah, I know there's going to be people out there saying it's not that long, but I don't care what you [ __ ] think. [ __ ] off.
- It's almost as if Peter Hall has uncovered the simplest equation to how the brain interprets fun. Yeah. Albeit by using some stuffy old cubes that have been pulled out from under someone's foreskin. Yeah. Not literally.
- If you've got Zo Legends of the Drift system and you ain't own that expansion, then you're a [ __ ] fuckard.
- Sometimes you roll a D20 in this game and it's going to put a cucumber up your bum bum, which isn't always welcome depending on what day it is and what time it is actually.
- No [ __ ] [ __ ] Right. Newer trains that you build are going to cover greater distances cuz they're obviously more efficient technologically, right?
- This is one of them games that's like a hybrid game. It borrows a lot of mechanics from other games. You see elements of katan in here, a lot of Stephen Feld [ __ ] going on. And it's almost as if it just blends it all into one big massive [ __ ] dough pile and then lets you gorge on all of your favorite mechanics at once.
- It's one of them rare occasions where the hype is real.
- If you are struggling for a free player game and you don't mind trolling through a relatively heavy rule book, then Maria is possibly greatest free player war game ever made. I know some people are going to say that Churchill or one of them games is better, but I ain't played it so you can kiss my ass.
References (from this video)
- Good production
- Tight economy
- Fast-moving turns
- Satisfying asymmetric clan powers
- Lots of replayability with double the clans
- Can be dry
- BGA implementation is slow and hard to see the map on mobile
- Some advanced modules might cause analysis paralysis
- Farming and producing goods
- Scotland
Mechanics (from transcript analysis)
- Asymmetric Player Powers — Each clan has unique benefits and encourages different playstyles.
- economic simulation — Buying and selling in a market where prices fluctuate.
- Set Collection — Fulfilling contracts.
- Worker Placement — Placing units on a hex-based map.
Video topics + discussion points
Quotes (from this video)
- Try new things. That's my wisdom.
- Be conscious of that in gaming and in life.
- I I need I need those whiskey barrels. That's that's a need.
- There's a little bit of take that in the sense that other players get to move these guys.
- It's one of those weird dry games that's just very satisfying.
- Each clan has some kind of benefit that you're going to get. And you have to lean into whatever it is that your clan can do.
- It's just that's that's tongue and cheek. But no, I don't I don't really have complaints about this game.
References (from this video)
- Great with expansion content
- Engaging asymmetric clan powers
- Strategic depth
- Industrious theme
- Can be perceived as 'dry' without engaging with clan powers
- Scottish clans, industry, agriculture
- Scotland
Mechanics (from transcript analysis)
- economic engine building — Producing goods like whiskey and cheese, sending them on trains.
- market — Implied by sales and purchases.
- Tile Placement — Implied by building out a player board or area.
- Variable player powers — Each clan has a unique ability.
Video topics + discussion points
Quotes (from this video)
- That game makes me happy every single time.
- I enjoy what's going on because the little stories and the stories are just my kind of kind of weird and whimsical and silly.
- I have a lot of joy teaching that game and so it was the most joyful to say, listen, I love these newspapers and we put the um my favorite critic is the Chimera because it brings two critics.
- It's definitely a top five game for me. I will never not play it.
- I want to say that if Mark Dainty, Luke Lori, and Will Brown had not had not gone through this procedure to bring recall to a table, there is no way I would have picked this game up.
- Kudos to whoever like the rule book is 16 pages.
- This game blew me away.
- I mean just smashed it and it was like two days before the con and I was like well here we go. And I loved it.
- It's just a joy. It's always a joy to get to the table and playing with the new expansion content was a lot of fun.
- The amazing thing that happens with games is how much they grow over time and how much fun I had playing on TTS. That is not a fun medium, people!
- This is not I mean it is it is a baguer and it is uh probably up there with the weight of people have been debating if Andromeda's Edge is heavier or Whisperwood's heavier.
- It has turned out to be uh the best moment of the year. Uh I I just appreciate that that gaming time with some friends.
References (from this video)
- Joyful to play
- Fun with new expansion content
- A reliable enjoyable game
- No new insights to add due to familiarity
- Scottish Clans
Mechanics (from transcript analysis)
- Area Control — players are vying for control of territories.
- economic — Playing with the new expansion content was a lot of fun.
- Resource Management — managing resources is key to success.
Video topics + discussion points
Quotes (from this video)
- That game makes me happy every single time.
- I enjoy what's going on because the little stories and the stories are just my kind of kind of weird and whimsical and silly.
- I have a lot of joy teaching that game and so it was the most joyful to say, listen, I love these newspapers and we put the um my favorite critic is the Chimera because it brings two critics.
- It's definitely a top five game for me. I will never not play it.
- I want to say that if Mark Dainty, Luke Lori, and Will Brown had not had not gone through this procedure to bring recall to a table, there is no way I would have picked this game up.
- Kudos to whoever like the rule book is 16 pages.
- This game blew me away.
- I mean just smashed it and it was like two days before the con and I was like well here we go. And I loved it.
- It's just a joy. It's always a joy to get to the table and playing with the new expansion content was a lot of fun.
- The amazing thing that happens with games is how much they grow over time and how much fun I had playing on TTS. That is not a fun medium, people!
- This is not I mean it is it is a baguer and it is uh probably up there with the weight of people have been debating if Andromeda's Edge is heavier or Whisperwood's heavier.
- It has turned out to be uh the best moment of the year. Uh I I just appreciate that that gaming time with some friends.
References (from this video)
- First game ever. Finally rectified that. Which is good.
- Did not play with the big choo-choo train.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I spent the last 20 years saying that Talisman is one of the worst games ever designed.
- The thematic connection of that ability doesn't mean mean anything to me because it was the guy in episode 14 of season 3.
- So much theme in every single one of the lines of text.
- It is an utterly fantastic game. I love it.
- And it was the most tense and epic game that I've ever had with War of the Ring.
- The dark forces need 10 points to win, and the free peoples either destroy the ring or they get four points.
- The base game alone is still an utterly fantastic game.
- It's completely random.
- It's a very highly asymmetric game and it's you know, the the way you learn it is here's a rulebook each and you also get your own faction rulebook. You need to read it.
References (from this video)
- expansion not played yet
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I made three videos earlier this year. Three videos where I cover the different games I want to play, some games, some expansions, some games in 2024, all the various categories.
- Now, I've shown off some of the things they have in the past. I have this kind of messily over here right now. Just the various uh bits and bobs of various ways you can track 10 by 10 lists or you know uh the 5x5 lists or any different kind of challenges using fun little uh blanks that go in here and then you use little meeples to track the various uh scores you the various games you've played in order to see how well you're doing on your personal challenges.
- Um, I mean, I've played a bunch of games and I have various games I will want to play, but stick around to the end of this video and you'll see me uh put together on the fly with subject to change a challenge board for me to go through separate from my uh current challenge.
- Speaking of my current challenge, I have a package from him that just showed up over here.
- As much as Vegas Geek 3D does fun little magnetic boards, if you want a fun place to put your fun little magnetic board, check out these shelves behind me from Allplay, the table from AllPlay.
- Long story short, uh he saw that I have this challenge for myself of games I want to play. And so he said, "Hey, what if I think a challenge board for you?" And I was like, "That would be awesome."
- Do I actually have 35? 1 2 3 4 5 6 7 8 9 10. No, this is a 50 challenge board. Oh no, I need to add 50 games to the mix.
- I'm going to go ahead and open up the tokens and simply see how well we've been doing.
- Middle Ages is one of the games that I wanted to play and I have played Middle Ages.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Every game I've ever bought, I've bought for a good reason. At least that's what I tell myself.
- I don't watch playthroughs cuz playthroughs tend to be too long.
- I think it's just the hype and how much money this project's making and all this buzz around it was making me think I should get on this now, and I just know that I'm going to get the cards, maybe play it twice, and then never play it again.
- If it can fit in this 4x4 Kallax, then it will stay. If it doesn't fit, then something's got to go.
- Will I still enjoy the game after 10 plays? It's not a question I ask myself.
- Those are the 10 questions I ask myself before buying a game
References (from this video)
- preferred over Gaia Project and Terra Mystica
- unique market mechanism
- cozy and inviting theme
- asymmetric player powers
- waiting for expansion
- farming and market
- Highlands of Scotland
- Gaia Project
- Terra Mystica
Mechanics (from transcript analysis)
- Asymmetric Player Powers — It's got asymmetric player powers as well
- economic engine — pick up these and you're um allocating resources onto a shared board based off of money.
- market — unique market that you have in this game where if you buy a certain resource, you know, the you move the dial or sell it and you move it up and down
- Order Fulfillment — order fulfillments
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)
- one of my favorite games of all time
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- in 2017 there was a game coming out called clans of calonia and it decided to be one of my favorite games of all time
- and it also has trains because every game needs more trains
References (from this video)
- new expansion
- includes cards for solo play
- includes a scoring sheet
- big box with space for everything from the base game and expansion
- includes punch boards
- includes new map tiles
- includes trains
- includes a whole new board where you can run around with trains
- includes an insert that will fit everything
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- in 2017 there was a game coming out called clans of calonia and it decided to be one of my favorite games of all time
- and it also has trains because every game needs more trains
References (from this video)
- Sold out of deluxe copies
- Draft and write
- Midgard world
Mechanics (from transcript analysis)
- Draft — Described as a 'draft and WR' mechanic.
- Write — Described as a 'draft and WR' mechanic.
Video topics + discussion points
Quotes (from this video)
- the convention changes so you don't kind of notice at that old Wes tale idea that if you put a frog in water and slowly turn up the heat it doesn't notice the change and it dies
- I feel like I'm able to like condense a a hourlong game into a one minute this is how the game works and this is why you may or may not like it
- There's so many board games coming out right now that people can't keep track of
- Thousands of people coming into the hobby all the time um that means that I'll have a job because there's stuff we can make right
- I did my how do you prep for Gen Con hydrate and stuff which is stuff I did but like taking vitamin C tablets or emergency I did that every single day and I came home with no conrod
References (from this video)
- Modular expansion allows for customizable gameplay.
- Engaging engine-building and economic simulation.
- Strategic depth with numerous options.
- The train module adds a new layer of gameplay.
- Solo mode provides a good challenge, with the automa closely matching the player's score.
- The final score was very close (156 vs 157), suggesting a high level of balance.
- Can be expensive to build out settlements early on.
- The host mentions some missteps in planning, indicating a learning curve.
- Industrial revolution
- 19th century Scotland
Mechanics (from transcript analysis)
- automa — A solo mode opponent (automa) plays with a deck of cards to simulate another player's actions.
- End-game scoring — Points are awarded for various achievements such as contracts fulfilled, settlements, goods delivered, and settlements size.
- market — Players can buy and sell goods on the market, with prices fluctuating based on supply and demand.
- Pick-Up and Deliver — Using a train to deliver goods to cities and gain rewards, or delivering goods to fulfill contracts.
- Set Collection — Collecting specific goods to fulfill export contracts and achieving milestones based on unit diversity or quantity.
- Variable player powers — Each player has a unique Clan tile granting a special ability.
- Worker Placement — Players place units like workers and farms onto a map to generate goods and take actions.
Video topics + discussion points
Quotes (from this video)
- The expansion itself is a big box solution for the game with trays and things. The expansion has loads of different modules that you can mix and match to your liking.
- It's 19th century Scotland we're having an industrial revolution, we're placing units onto a map whether they are workers different types of farms, we're generating goods through either the things we're putting down or wheeling and dealing on the market, we are using those goods to fulfill contracts.
- The Automata is not interacting with this train board at all.
- One fewer misstep could have turned the whole tide there. I lost by one point. Oh well, I'm happy with that win or lose.
References (from this video)
- Improved setup with storage solutions and a setup guide.
- Addresses criticism of the export market with a refill board for better planning.
- Adds new scoring opportunities through scoring tiles.
- Introduces new clans that offer unique abilities and break game rules.
- The train board (Industria module) feels like a significant expansion.
- Provides more options and strategic choices for players.
- Modules can be mixed and matched with the base game.
- Adds visual complexity which might seem daunting initially.
- The train action requires careful planning as you can't take the action without being able to deliver.
- Industry has come, and railroads are built for making deliveries.
Mechanics (from transcript analysis)
- area influence — Building settlements near farmer's markets and placing train stations to block opponents or gain benefits.
- Contracts — Players fulfill contracts to gain special goods and points. The expansion improves this by revealing upcoming contracts.
- Drafting — New variants for drafting clans, including basic and auction drafts.
- Resource Management — Players create and use various resources to fulfill contracts and make deliveries.
- Set Collection — Collecting goods to fulfill delivery demands and achieve milestone bonuses.
- Tile Placement — New map tiles with features like waterfalls are added, and farmer's market tiles are placed at the start.
- variable setup — The expansion introduces variable starting conditions for products using dice rolls and different market setups.
- Worker Placement — Implied by building settlements and placing workers near farmer's market tiles.
Video topics + discussion points
Quotes (from this video)
- this is the clans of calonia expansion called industria
- one of the biggest criticisms that I think that this game has ever had and that is the export market
- this train board out here this is what I was saying earlier definitely feels like more of an expansion to the game than the other modules
- it is still clans of calonia for sure and I do think this feels like we said several times now this feels like the expansion
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Whoever has the most monies at the end of this pop quiz will be employee of the month.
- This game is broken every other Wednesday.
- This is so bad for me, y'all.
- I'm so bad at this.
- My brain doesn't do these.
- I guess I can give you a little clues if you want to.
- So, this is uh this is from the teens.
- This is the worst round of I've ever done in the history of these kinds of games.
- The problem is these aren't helping because it's just flavor text from Lord of the Rings.
- I was like, Lord of the Rings doesn't have flavor text and I was like, oh, what would have a ton of flavor text is the card game, of course.
- So, we each have a strike. Strike.
- Gosh, man.
- Yeah. So, what's what's our current score right now?
- So those are all basically fake on West but they were still number one.
- Mike is the employee of the month.
- Nick, you will be our next pop quiz master.
References (from this video)
- Deep, satisfying puzzle; excellent heavy solo experience
- Interesting asymmetry; maps & clans provide variety
- Automa adds competition and tension; plays faster over time
- Setup is fiddly and time-consuming with many components
- High complexity might deter new players
- Some modular additions add overhead; not all are essential for solo
- Economic engine-building with resource production and contracts
- Scottish clan-based economy on a modular map
- Economic simulation with asymmetrical clans
- Terra Mystica
- Age of Innovation
- Gaia Project
- Fjords
- Blue Lagoon
Mechanics (from transcript analysis)
- Asymmetric clans — Each clan has unique abilities that shape strategies.
- Automa expansion (Industria) optional — Automa AI adds a competitive opponent to solo mode via expansion.
- Engine Building — Money is central to actions and expansion; scoring separate from money.
- Modular Board — Players expand on a modular board, building production and markets.
- Modular map with expansion — Players expand on a modular board, building production and markets.
- Money-focused engine-building — Money is central to actions and expansion; scoring separate from money.
Video topics + discussion points
Quotes (from this video)
- Everything about Cozy Sticker Ville is supposed to be a relaxing activity.
- There is no way to win, there's no way to lose.
- I won't be playing this game solo or multiplayer again.
References (from this video)
- Engaging for players who enjoy resource production and engine-building
- Relatively low interaction and friction on the board
- Not as network-building as expected for its ranking
- Economic engine-building with resource production and goals
- Highland Scotland resource production and map-based development
- Agricola
- Caverna
Mechanics (from transcript analysis)
- Engine Building — Develop a production engine across different terrains and resources.
- engine-building — Develop a production engine across different terrains and resources.
- market dynamics — Prices fluctuate, affecting purchases and production decisions.
- Market Pricing/Manipulation — Prices fluctuate, affecting purchases and production decisions.
- Tile Placement — Populate a map with meeples to generate resources and fulfill goals.
- Tile/board resource placement — Populate a map with meeples to generate resources and fulfill goals.
Video topics + discussion points
Quotes (from this video)
- Agricola is dated; it shows its age.
- The Crew I just can't recommend.
- A Feast for Odin after quite a few plays is a pretty decent game.
References (from this video)
- deep resource management and market interactivity
- strong thematic cohesion with farming life
- heavy and not beginner-friendly
- cattle, sheep, wheat, and dairy evolving into cheese and bread
- Filling contracts and resource management in a Scottish-inspired market
- deep strategy with interactive market dynamics
- Gaia Project
- Terra Mystica
Mechanics (from transcript analysis)
- contract fulfillment — Convert resources to points via contracts.
- dynamic market pricing — Resource prices rise and fall based on selling and buying activity.
- Market Pricing/Manipulation — Resource prices rise and fall based on selling and buying activity.
Video topics + discussion points
Quotes (from this video)
- there seems to be an element of farming or agriculture to most of his games
- cozy to the farming theme… with bluegrass music in the background
- nostalgic part of me… Harvest Moon
- Rosenberg isn't the only person who has designed a farming game
References (from this video)
- Strong thematic coherence with Scottish whiskey and farming
- Engaging economic decisions and regional interdependencies
- Can be heavy for newcomers
- Some regional variants may feel samey over time
- economic development, farming, and whisky production
- Scotland / Caledonia with whiskey-based industry
- economic engine with strong regional flavor
Mechanics (from transcript analysis)
- Economic engine and production chains — Develop industry, and manage imports/exports to maximize profits.
- Whiskey-focused decision dynamics — Many abilities and strategies link to whisky production and regional power.
Video topics + discussion points
Quotes (from this video)
- this is a really solid euro game by one of our favorite designers Alexander Pfister and one of our favorite publishers Capstone Games
- the reason we're not drinking this right now is because this is actually a friend's bottle
- it's elevated if you have a glass of wine to go with it
- it's an excellent euro game and alexander definitely has a very distinct style
- it's a very very funny game and also the RPG elements
- this is a really great game to play and you should check it out
- it's a lovely little cocktail try it out
- it's a very popular game
References (from this video)
- considered a big surprise and highlight
- enjoyed playing an older euro
- no in-depth mechanic discussion in the clip
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we are calling it boaton
- I am so so excited
- this weekend we did end up putting together our little paper here of just all of the games that we played
- Scholars of the South Tigress was so good
- it's chaotic fun
- you are somebody's reason to smile
- Viking Seesaw was the best boat game of boaton
References (from this video)
- promising expansion to a favored title; potential TTS/TT play
- Oranburger Canal
- Yokohama
Mechanics (from transcript analysis)
- board interaction / added board — expansion adds an extra board and new interaction
Video topics + discussion points
Quotes (from this video)
- This year I feel has more of a prominence on expansions, at least for games that I'm interested in rather than standalone games.
- I'm excited to play Garden Lake.
- It is an interesting year, not very heavy with Rosenberg games as well.
References (from this video)
- mechanically engaging with a brass-like feel
- variety through asymmetry and expanding content
- some expansions are new and might require learning
- market manipulation, trade, and expansion
- Scottish Highlands, industrial-era blends
- econ-driven euro with competitive contracts
- Terramystica
- Gaia Project
- Brass: Birmingham
Mechanics (from transcript analysis)
- area/market dynamics — balancing supply and demand within a Scottish setting
- market and contracts — asymmetric economies with contract-driven scoring
- Market Pricing/Manipulation — balancing supply and demand within a Scottish setting
Video topics + discussion points
Quotes (from this video)
- "This is a Rosenberg in which you are drafting tiles and building your own tableau of them."
- "Plus the uh the message that it it's trying to send is really nice too for environmentalism in Africa."
- "So that is my number 10, Click Tree."
- "My number two is Clans of Caledonia. This game is a kind of similar approach in the style of game as Terrammystica, Gaia Project, etc."
References (from this video)
- Asymmetric clans add variety and replayability
- Solid euro engine with tense market manipulation
- Rules-heavy for new players
- Can be lengthy with analysis paralysis
- markets, neighbor bonuses, and asymmetric clans
- Scottish clans building wealth through farming and trade
- engine-building with tight economic decisions
- Terra Mystica
- Territory-based euro engines
Mechanics (from transcript analysis)
- market and resource management — Trade goods, upgrade buildings, and influence market pricing.
- Resource Management — Trade goods, upgrade buildings, and influence market pricing.
- Worker Placement — Clauses around proximity to neighbors grant bonuses and strategic tension.
- Worker placement with neighbor bonuses — Clauses around proximity to neighbors grant bonuses and strategic tension.
Video topics + discussion points
Quotes (from this video)
- It's so good. This is a fun one to bring out.
- Two teams trying to figure out the words each other's words by using numerical codes.
References (from this video)
- Heavy, satisfying puzzle with strong combo potential
- Excellent two-player gameplay and expansion support
- Complexity can overwhelm casual players
- Scottish-inspired agrarian economy
Mechanics (from transcript analysis)
- Market fluctuation and contracts — Economy-like market with contracts and fluctuating demand.
- Worker Placement — Place workers to fulfill contracts and optimize income.
Video topics + discussion points
Quotes (from this video)
- This is not interesting to anybody but me.
- We love it. Love it. Love it. BG stats app. 600 thumbs up in the air.
- Candy
- If you want to see your videos, even if you are subscribed, you have to click the bell.
- I could play that 100 times and not be bored with it.
References (from this video)
- Unknown
- Unknown
- Unknown
Mechanics (from transcript analysis)
- unknown — Unknown
Video topics + discussion points
Quotes (from this video)
- The common thread here is that all of these games held crowdfunding campaigns.
- The common thread here is that all of these games feature voting as a key mechanism.
- We make the rules. We decide the winners.
- If you were able to get three, four, or all five of those common threads, let us know and we will deduct your point and give you the credit.
- Voting is kind of like negotiation.
References (from this video)
- strong market-driven economy
- good balance of competition and player interaction
- can be heavy for new players
- economic production and resource management with a market feel
- Highlands of Scotland in historical times
- heavy euro with market-driven decisions
- Nippon
- Brass Birmingham
Mechanics (from transcript analysis)
- Area Control — players influence production regions
- Area control / placement — players influence production regions
- Trading — shared market dynamics affect profits and opportunities
- trading / market — shared market dynamics affect profits and opportunities
Video topics + discussion points
Quotes (from this video)
- This is a very subjective list to make
- money is a resource
- it's the best introduction to economic games
- we want to discuss board games not just one way but two ways
References (from this video)
- Heavily themed, ambitious design
- Strong core experience that the reviewer values
- Noted as one of the heavier games the reviewer enjoys
- Original setup can be time-consuming
- merchant/clan power, economic development
- Medieval/fantasy city-state economy with clan rivalries
- economic empire-building with thematic flavor
Mechanics (from transcript analysis)
- Engine Building — Players develop an economic engine to produce resources and score points.
- engine-building — Players develop an economic engine to produce resources and score points.
- Resource Management — Strategic planning to optimize resource production and use.
- Resource optimization — Strategic planning to optimize resource production and use.
Video topics + discussion points
Quotes (from this video)
- Here's the expansion, Industria.
- I'm super excited to tear into Industria.
- This expansion adds train modules and new mechanics that change how the game plays.
- reminded me a little bit when I saw those guards of Burgle Bros, which is one of my favorite co-op games
- Millennia Tracks of Time combines engine building, set collection, card drafting
- timing is very important in this one
References (from this video)
- engaging economic engine
- strong thematic integration
- efficient depth with solid pacing
- learning curve
- rule explanations can be dense
- economic development and resource management
- Scotland-inspired rural economy with farming, textiles and trade
- historical economic simulation
- Terra Mystica
- Gaia Project
Mechanics (from transcript analysis)
- Engine Building — develop production lines and market influence for ongoing income
- Engine-building / production chains — develop production lines and market influence for ongoing income
- Market Pricing/Manipulation — trade goods to optimize efficiency and scoring potential
- Market/trade optimization — trade goods to optimize efficiency and scoring potential
- Worker Placement — place workers to gather resources and activate actions
Video topics + discussion points
Quotes (from this video)
- I love this game
- I think I actually like it better than Terra Mystica and Gaia Project
- Terraforming Mars a good game but a game I don't know as much love as much as I did before
- I didn't really like the Venus expansion so much
- there's too much luck in this game for my taste
- we got to play a two-player game with salsa
- I am really really thankful
References (from this video)
- deep economic engine with meaningful decisions
- solo mode available; good gadget for BJ and other platforms
- heavier and longer play that may deter some players
- agricultural production, market pricing
- Scottish farming and markets
- economic simulation with production chains
Mechanics (from transcript analysis)
- economic engine / market — produce goods, manage a shifting market, and respond to supply/demand
- tile / area placement — place buildings and producers to optimize resource flow
- Tile Placement — place buildings and producers to optimize resource flow
Video topics + discussion points
Quotes (from this video)
- "I really enjoyed it and it really truly does prove that I need to not judge games by their cover"
- "I really need to not judge games by their cover"
- "oh my goodness such a fantastic game"
- "you are somebody's reason to smile"
References (from this video)
- adores Clans of Calonia; Industria adds modular depth
- the base game has strong, satisfying decision space
- unclear how much Industria changes the game overall; variety may vary by module
Mechanics (from transcript analysis)
- area/engine optimization — simple core with deep decision space around engine building.
- Modular Board — expands with modular components that alter board layout and play style.
- modular expansions — expands with modular components that alter board layout and play style.
Video topics + discussion points
Quotes (from this video)
- This is a new year, a fresh start, a new opportunity to succeed, as well as a new opportunity to fail.
- I love the base game and I love the way everything clinks together.
- Expansions don't make the game great. And so that's part of why I'm always a little hesitant.
References (from this video)
- Smart use of export goods and contract fulfillment
- Accessible yet crunchy scoring and tension
- Limited expansions so far
- Can feel crunchy and punishing at times
- agriculture, resource markets, and regional control
- Scotland trading with villages and clans
- economic, market-driven
- Terra Misca
- Gaia Project
- Queens of Caledonia
Mechanics (from transcript analysis)
- action selection — Eight actions that drive purchasing, selling, and expansion.
- Area Control — Control areas to gain income and influence ship routes.
- Stock market-like market dynamics — Simple supply and demand mechanics influence scoring and decisions.
Video topics + discussion points
Quotes (from this video)
- these games are phenomenal
- it's a true semi-co-op and not a lot of games do semi-co-op well
- the board in the middle the whole point of terraforming mars is to terra for mars
- this is a foster the meeple favorite
- every deck is unique to that character
References (from this video)
- Rich engine-building and thematic consistency
- Rule complexity can be intimidating
- Heavy to teach to new players
- Economic engine-building with raw resource management
- Scotland-inspired agrarian economy
- Historical-themed economic simulation
- Babylonia
Mechanics (from transcript analysis)
- Resource gathering / engine-building — Construct production chains to turn raw resources into goods and score points.
Video topics + discussion points
Quotes (from this video)
- I generally don't like table hog games; I prefer it to be a bit more concise and reigned in.
- I do enjoy teaching games and I feel a much more comfortable teaching games than learning games from other people.
- Luck vs Randomness—Luck is about controlling decisions; Randomness is when you have no control over what happens.
- Publishers underestimate negative reviews; sometimes a negative review can be positive for a publisher because it shows a different demographic that would enjoy the game.
- Babylonia is one of my highest rated games.
- Through the Desert is different enough from Babylonia; Babylonia allows you to place tokens anywhere, Through the Desert has a different scoring mechanism.
References (from this video)
- underappreciated Euro with tight interactivity
- highly interactive for an economic-action game
- strong asymmetry and short but dense turns
- less visibility in mainstream lists
- thematic familiarity may be limited for some players
- economic action selection with asymmetrical powers
- economic strategy with Scottish/clan-themed world
- euro-style strategic depth with thematic flavor
- Brass
- Terramystica
- Bough Island
Mechanics (from transcript analysis)
- Asymmetric Player Powers — Each clan has unique abilities that steer strategy and counterplay.
- asymmetrical powers — Each clan has unique abilities that steer strategy and counterplay.
- economic action selection — Choose from eight possible actions each turn to develop your clan and end-game goals.
- fast two-player pacing — Turns are compact, preventing AP and maintaining momentum.
- variable market — Market conditions swing to reward risk and interaction; outcomes are player-dependent.
Video topics + discussion points
Quotes (from this video)
- Blocking becomes super important because you can only build roofs and pillars so many times during the game.
- There's a ton of mind games involved in this game.
- The dice rolls affect everybody equally. So, we both have to work with the same puzzle.
- It's tense, it's brainy, and it's super satisfying.
- I don't understand why it's not up there with the likes of Brass, Terrammystica, Bough Island, even a bunch of other big strategic games.
- For me, it is Magnum Opus and it deserves all the credit in the universe.
- This is my favorite co-op game of all time and I believe it's the best two-player co-op experience ever.
- There are multiple ways to win and the exploration of discovering new scoring methods is thrilling.
References (from this video)
- Takes proven design system from two successful games
- Adds interesting economic stock market element
- Includes multiple euro game mechanics
- Relatively simple to teach compared to peer games
- Not a huge box
- Was inexpensive when available
- Accessible entry point to complex euros
- No longer readily available in print
- Overshadowed by games it's based on
- Economic development and trade
- Scottish Highlands
- Economic engine-building with stock market
- Terra Mystica
- Gaia Project
Mechanics (from transcript analysis)
- Area Control — Controlling regions of Scotland
- contract fulfillment — Fulfilling contracts for resources and points
- Design system — Uses system from Terra Mystica and Gaia Project
- Economic spin — Adds stock market manipulation to the design system
- Stock market — Manipulating stock prices and selling stock for profit
Video topics + discussion points
Quotes (from this video)
- Overrated has a very negative connotation but if i say something's overrated it means to me this game is ranked something on bgg and i think it's higher than what it should be
- Raiders of the north seas is just like has a really unique work replacement mechanism but all the actions are pretty boring
- The crew is not necessarily like a heinous game i don't think it's a 0 out of 10. i just i'm shocked that it's in the top 50
- Azul is the perfect entry-level game it's very easy to teach it's beautiful it's very quick to play
- Viticulture should be about making the wine right you should be making wine you should be fulfilling wine contracts to to win the game
- Gloomhaven is a dungeon crawler that was kind of a first adopter but it's almost been surpassed
- Losing gloomhaven sucks it sucks so hard because if you lose you gotta replay that mission if you lose you just spent four hours
- I think brass does things so well it's complex but it's not so complex that everybody can learn it
- This is maybe more of a me problem but i get kind of quarterback-y in gloomhaven because i don't want to lose
References (from this video)
- tight integration of economy and geography
- strong asymmetry creates varied play
- great hidden depth for seasoned players
- certain factions can feel overpowered in some setups
- rules complexity can be intimidating
- economic engine, board dominance, resource markets
- Scotland; clans competing in a developing economy
- immersive, robust
- Terra Mystica
- Caverna
Mechanics (from transcript analysis)
- area/territory building on a hex grid — expand territories and exploit neighbors for bonuses
- commodity/market dynamics — in-game markets influence pricing and availability
- engine building with asymmetric clans — use clan powers to drive different strategies
- Hexagon Grid — expand territories and exploit neighbors for bonuses
- Market Pricing/Manipulation — in-game markets influence pricing and availability
Video topics + discussion points
Quotes (from this video)
- it's a really intense game
- this is the meanest tree game out there
- it's the best trick-taking game of all time
- the economy in this game is probably one of the most interesting parts
References (from this video)
- Three distinct solo variants offering variety and replayability
- The OG solo mode is very consolidated and easy to manage
- Automated opponents in fan and official variants simulate multiplayer dynamics well
- Potential for a robust digital implementation of solo play
- Official solo automata can be maintenance-heavy and less intuitive
- The most complex variant requires substantial setup and rule management
- Some variants may lack the tight competition of multiplayer games
- economic strategy, resource management, and regional development
- Caledonia, Scotland; historical-economic landscape focused on farming, production, and trade within a rural-to-agrarian society
- historical flavor with Euro-style economic engine mechanics
Mechanics (from transcript analysis)
- contracts and market interaction — fulfill contract requirements while reacting to shifting market dynamics and available goods
- Resource Management — manage goods and production to meet contracts, optimize scoring, and respond to evolving market signals
- solo-mode variants with dice-driven economy — three distinct solo frameworks where dice or automation simulate opponent behavior and market effects
- tile/board development — place and utilize spaces on a modular or gradually expanding board to influence production and scoring opportunities
Video topics + discussion points
Quotes (from this video)
- this is a fantastic multiplayer game but it has a solo variant in the rulebook
- it's very consolidated it is very easy to manage
- super aggressive it simulates multiplayer play really well
- the official variant is going to be the one that I most often play
References (from this video)
- solid market mechanism and approachable farming theme
- strong reputation in the community (BoardGameGeek top 100)
- lacks the highs and lows some players want; stays mostly in a steady middle gear
- scoring can feel obtuse to new players
- agrarianEuro with market dynamics
- Scottish farming and resource development
- strategic, resource-based farming simulation
Mechanics (from transcript analysis)
- market for buying/selling resources — people trade and manage resources for income and growth
- resource upgrading and board progression — upgrading farms/boards to improve efficiency and scoring
Video topics + discussion points
Quotes (from this video)
- the tile placement itself was meaningful
- the randomized grid of cars with all these different scoring criteria on them
- I still do think highly of this when it still holds my shield of quality
- didn't stay in the collection because it didn't stay played
- the more and more I played it the less satisfaction I got from it
- extremely highly rated
- gateway level game and the gameplay is fun, it's unpredictable, it's wild
References (from this video)
- Clearly conveys gameplay (farming, herding, whiskey)
- Shows what player will be doing
- Very green color scheme
- Generic agricultural theme
- Doesn't differentiate from other agricultural games
- Box cover not selling the game
- Relies on reputation alone
- Farming/herding
- Scotland
- Pastoral
Mechanics (from transcript analysis)
- Worker placement/area control — Scottish agricultural game
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game