Doggerland was a landmass that connected Great Britain to mainland Europe that disappeared under the North Sea after the last ice age. Humans lived on these fertile lands where multiple resources and animals were found.
In Doggerland, you play a clan at around 15,000 BCE. Your goal is to expand your clan in order to leave a trace of its existence for centuries to come. Players increase their population, make crafts, paint murals in caves, raise megaliths for the gods, and (most of all) survive the rigors of the seasons. To do this, they explore the surrounding territory and adapt to the resources at their disposal. The territory differs in each game, thanks to modular tiles.
Each round, players program their actions, then carry them out. These actions vary, based on available resources, abundance or scarcity around their villages, and also based on the actions of other players. As time passes, resources run out, and clans must migrate to find what they need for their development and survival.
In each clan, there is a leader who brings bonuses, and a shaman who allows powerful and unique actions thanks to knowledge and magic. After 6-8 seasons, the clan with the most points wins.
- Beautiful, Earth-tone artwork and wooden figures
- Double-layer board with clear organization
- Strong iconography and accessible rules
- High variability via map tiles and goal tiles
- Engaging theme of prehistoric livelihood and progression
- Good pacing once players understand the system
- Solid solo mode
- Stone hinges are fragile
- Occasional memory burden to place gray circles
- Resource trays can slide too easily
- Tight resource economy can cause AP in some rounds or complexity
- Not beginner-friendly as first or second game
- Resource management, village building, hunting, and progression
- Prehistoric Europe (Doggerland era, when England and France were connected)
- Archaeological/historical flavor with progression through seasons
Mechanics (from transcript analysis)
- action programming — Players assign their tribe members to tasks each round and execute them in a sequence.
- Compound Scoring — Points come from habitats, handicrafts, frescoes, and completed goals.
- double-layer boards with cutouts — Clear spaces and cutouts for tents, foods, and powers to reduce clutter.
- Resource management — Gather and manage resources (food, materials) to feed and develop your village.
- scoring by multiple categories — Points come from habitats, handicrafts, frescoes, and completed goals.
- Simultaneous Actions — All players carry out actions in parallel after planning.
- solo mode — A solo variant uses a deck of cards to generate goals for eight rounds.
- tile-based map with randomization — Game map is composed of random tiles, changing each game.
Video topics + discussion points
Quotes (from this video)
- Doggerland is definitely one to check out
- Earth Tones darker land is prettier than we expected
- the theme very much comes through here
References (from this video)
- Tight, thematic feel with accessible, quick rounds
- Low downtime and high player engagement
- Strategic planning with satisfying resource chains
- Cave life, hunting, huts, trinkets
- Paleolithic North Sea region (Doggerland) bridging UK and continental Europe
- thematic
- Other tight worker-placement euros
Mechanics (from transcript analysis)
- low downtime with simultaneous progress — Actions can occur in parallel with turn-based programming
- Resource management — Resources must be ordered for seasonal needs (winter furs, mammoth hunts, etc.)
- resource planning and timing — Resources must be ordered for seasonal needs (winter furs, mammoth hunts, etc.)
- Simultaneous Actions — Actions can occur in parallel with turn-based programming
- tight worker placement — Finite actions per round with strong planning and sequencing
- worker placement — Finite actions per round with strong planning and sequencing
Video topics + discussion points
Quotes (from this video)
- "it's about windmills"
- "the closest I've seen to Mario Kart as a board game"
- "it's a very tight worker placement game"
- "the biggest surprise of the year"
- "this is my favorite game of the year so far"
References (from this video)
- Fascinating historical concept
- Solid weight for heavy Euro players
- Very heavy teach; not ideal for quick sessions
- Hunter-gatherer/stone age survival and growth
- Fabled prehistoric Europe before rising seas
Mechanics (from transcript analysis)
- worker placement / resource gathering — Send hunters to gather food, grow your tribe, and manage a large teach with a heavy gaze on setup
Video topics + discussion points
Quotes (from this video)
- This is the final version right here with the final art and the final components
- Jessica honestly spent a ludicrous amount of time making this game a reality
- I designed it and she actually made this a game that you can hold in your hands
- I am so proud of this game
- It's surreal to see it here at the end
- I'm Overjoyed to see people playing it as well
- Spring cleaning oriented but there are obvious reasons
- I will cherish forever