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.
GTS 2016 - Colony
- Elegant and fun catch-up mechanism
- Depth of strategy combined with easy gameplay
- Player interaction is present but customizable
- Functional and well-designed insert that fits sleeved cards
- Accessibility features like fluorescent ink for colorblind players
- rebuilding civilization
- post-apocalyptic
Mechanics (from transcript analysis)
- Card Drafting/Acquisition — Players acquire cards representing buildings by spending dice resources. These cards provide abilities and victory points.
- Demolition/Catch-up — Players can demolish existing buildings to gain a significant number of dice, particularly useful as a catch-up mechanism.
- Dice rolling — Dice are rolled at the start of a turn, and players select dice to use for acquiring resources or constructing buildings. Dice can be unstable (must be used same turn) or stable (can be stored).
- engine building — Players construct and upgrade buildings to create an 'engine' that produces resources or points more efficiently over time.
- Player Interaction (Robber/Barricade) — Specific cards like the 'robber' allow players to take dice from opponents, while 'barricade' cards offer protection.
- Push Your Luck — The mechanic for the 'prize safe' card involves rolling dice and determining its value based on the lowest roll, with an upgrade option to use the highest roll.
- Resource management — Players manage dice representing resources, deciding whether to use them immediately, store them in a warehouse, or convert them.
- set collection — Specific combinations of dice values are required to purchase certain cards or activate abilities.
Video topics + discussion points
Quotes (from this video)
- it's a post-apocalyptic uh effort to rebuild civilization by starting with your small colony of four buildings and then acquiring resources constructing new buildings and having the biggest and best Colony before the other players
- every single card in the game has a a 1.0 side which is what you purchase and a 2.0 side which is what you upgrade to they all have the same basic abilities but they're better versions of them on the 2.0 side and those upgraded versions usually give you more uh points as well
- it's an engine building game so I'm going for the upgrade engine
- one of my favorite things about the game is the catchup mechanism I think it's one of the most elegant and fun ketchup mechanisms that I've seen
- if you have a group that doesn't like conflict don't use any of the red Attack cards or any of the yellow defense cards
- it has slots for all the different individual uh sets of cards you're going to put in so we want to set up we can just grab the ones that I want
References (from this video)
- Historically anchored topic with niche appeal
- Addressed via limited-press strategy
- Limited availability; topic may be niche
- Mining/resource extraction
- Ruhr region mining
- Eurogame with historical setting
- Ground Floor
- Captains of the Gulf
Mechanics (from transcript analysis)
- Resource management — Mining-themed mechanics; limited print run context cited
Video topics + discussion points
Quotes (from this video)
- we released a game by staff analyst house called dentists three weeks ago
- this is a little bit of a lighter game but still lighter compared to our tribe but it's still a medium to a heavy game
- each action you take you have to take an action trial plus an hourglass to your time track
- it's based in the ancient world but it's definitely not a simulation game
- colony which was just mining in a part of the Ruhr area
References (from this video)
- 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."