In Colony, each player constructs and upgrades buildings, while managing resources to grow their fledgling colony. In a clever twist, dice are used as resources, with each side/number representing a different resource. Some resources are stable, allowing them to be stored between turns, while others must be used right away. Buildings provide new capabilities, such as increased production, resource manipulation, and additional victory points. Using dice-as-resources facilitates a dynamic, ever-changing resources management mini-game while players work to earn victory points by adding building to their tableau on their way to victory.
Colony includes 28 different building card types, of which only seven are used each game in addition to the fixed buildings that are used each time that you play.
- longtime fan-friendly, with a sense of evolution from earlier catalog
- strong blend of death metal intensity and melodic color
- production choices may divide legacy fans; some prefer rawer mixes
- melody-infused death metal with folk influences
- Swedish melodic death metal scene; late 90s evolution
- grand, cinematic death metal with emotional resonance
- Reroute to Remain
- Soundtrack to Your Escape
Mechanics (from transcript analysis)
- folk-influenced melodic motifs — Swedish folk music textures woven into metal signatures
- harmonized guitar walls — choral-like circular melodies amid heavy rhythm sections
Video topics + discussion points
Quotes (from this video)
- Young people need to write music because there's some beauty that comes from being fresh and inexperienced.
- Rubber Soul stands as this perfect crossroads when the band had had evolved from the early I want to hold your hand, She loves you.
- This is such a sweet spot, a huge influence on my own guitar stylings and the guitarist I wanted to become because of listening to stuff like this.
- Impera, a phenomenal recent album from Ghost.
- Paranoid is one of the most important albums ever made.
References (from this video)
- distinct and cohesive theme
- clear and accessible mechanics once learned
- complexity can spike mid-game
- production can become a bottleneck if mismanaged
- settlement and resource coordination under pressure
- colonization and cooperative development in new territories
- historic industrial expansion with a focus on collaboration
- Captain's of the Gulf
- Ground Floor
Mechanics (from transcript analysis)
- polyomino-like area development — players place components across a shared board to build out territories.
- team-based resource allocation — players coordinate to allocate labor and resources efficiently.
- variable scoring tracks — scores depend on multiple, evolving objectives.
Video topics + discussion points
Quotes (from this video)
- "There is a golden age of gaming for every taste; the challenge is standing out as a publisher."
- "A game needs a soul; polish should not erase character or narrative voice."
- "Gateway games can turn people away from the hobby if they imply other games are beyond reach."
- "Rulebooks are the first impression; getting them right matters more than most other components."
- "The journey matters more than simply harvesting victory points."