Era: Medieval Age serves as the spiritual successor to Roll Through The Ages. While Roll Through The Ages was a pioneer for roll-and-write-style games, Era is a pioneer for roll-and-build!
In Era, your dice represent different classes of medieval society as players attempt to build the most prosperous city. The "build" comes into play as players actually build their cities on their boards. You will use beautifully modeled three-dimensional components such as walls, keeps, farms, and other structures. By the end of the game, each player will have a unique city of their very own!
Era: Medieval Age is made even more challenging as players interact with each other in ways such as extortion, scorched earth, and, of course, disease! Hey, this is the Medieval Age, right? Speaking of which, Era serves as the first of a new series of standalone roll-and-build games from Matt Leacock and eggertspiele!
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I have a really big problem with the status quo.
- I'm desperately looking for more colonialism themed games at least from the Western colonial eyes.
- Don't ruin the magic if you prefer not to but do you preset the first few turns of a playthrough so that you could better show the rules or is it all standard setup and you show the rules as they come?
- I pre stack cards like in terraforming Mars I made sure that there were cards in people's hands so that a greenery tile would go down a Sydney tile would go down an ocean would go down that every single little button could be pressed in that first generation.
References (from this video)
- city-building feel with big chunky components and online play via tabletop simulator
- parallel dice drafting and building phase create interesting strategic choices
- variety of buildings with different scoring patterns and abilities
- flow and pacing when playing online was enjoyable
- massive sheet of costs can be overwhelming at first
- dice corruption and penalties add complexity
- game can be space-intensive and the price point discussed
- dice-drafting and city-building with corruption mechanics
- medieval town-building
- Through the Ages
Mechanics (from transcript analysis)
- adjacency and corruption penalties — accumulated corruption symbols impose penalties on orthogonally adjacent buildings
- enclosure and scoring — walls enclose areas; fully enclosed areas score double points; some buildings generate ongoing benefits or food
- Resource Management — resources (food, stone, wood) are gained from dice and spent to place buildings on a shared sheet
- resource management and building placement — resources (food, stone, wood) are gained from dice and spent to place buildings on a shared sheet
- simultaneous phases with dice rolling behind screens — players roll dice behind screens, with up to two rerolls; dice have a corruption symbol that can constrain rerolls
- space management and supply limits — limited supply of plastic pieces; optimizing space and timing is crucial
- two-board balance between money and points — one side emphasizes money, the other emphasis on victory points
Video topics + discussion points
Quotes (from this video)
- I really like the flow of it.
- I really like the way this one works.
- I would definitely play this again in the future.
- not cheap to buy… MSRP is close to $100, it's an expensive game that takes up a decent amount of space on your shelf
- this is a pretty cute game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i've never actually written a rubric before
- a board game is just a pile of bits and uh cards without rules so that's a very important part of this
- i am super excited to actually own a copy of this
- i spent a decent amount of money to get this copy because i wanted to cover it for the channel
References (from this video)
- Interactivity; brutal potential; dense scoring options
- Very interactive; quick to be destructive of others' progress; heavy rules
- Not retaining due to complexity and learning curve
- Roll-and-write + construction simulation
- Medieval era; European expansionist themes
- historically-tinged civilization-building
Mechanics (from transcript analysis)
- Roll-and-build / tile/worker-like management — Roll dice; build and manage a village; consume/produce goods; potential for disaster effects
Video topics + discussion points
Quotes (from this video)
- I'm going to go over right now the list of games that I've acquired in 2024
- I've decided to get rid of the bottom three
- it's sunk cost fallacy and I don't need to hold on to this
- the three I mentioned are Admirals, Rosio, Rap Gods
- this is one of those 'it's the wrong theme for today' moments
- I don't want to be gaslit into justifying my position in the comments
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- I am such a data nerd
- I highly recommend you going out and buying the board game stats app
- the board game stats app is only $7.99 in the Canadian App Store
- It is so pretty
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Era Medieval Age is a dice driven city-building game in which players try to construct the best medieval village they can.
- The game comes with fully 3d plastic models representing the buildings with higher point scoring building standing taller above the others making the game a much more special gameplay experience than it could ever have been in cardboard.
- Most efficient way to build your village from a space perspective is to pack all the buildings tightly.
- Walls can be critical to point scoring as any buildings fully within a walled section of the village score double their base points.
- Noble dice to determine whether or not you're extorted, and you'll compare your final score against a table in the land.
- Culture is tracked on this track and there's a five-point bonus for having the most culture and a 10-point bonus for the largest walled area.
- Rule modifications for solo play using a dummy noble dice to determine extortion events.
References (from this video)
- 3D plastic building models add visual/tactile appeal and raise the game's perceived value
- dense village layout with walls provides defense-oriented strategy and spatial planning
- solo play option exists via a dummy noble dice variant
- varied buildings (e.g., markets, guild halls, universities, cathedrals) offer diverse scoring and bonuses
- culture track and culture bonuses provide additional strategic layers
- medieval city-building and defense
- medieval village
Mechanics (from transcript analysis)
- building construction from resources — Resources (wood, stone, and trade goods) are spent to construct buildings, with a maximum of one building per hammer icon rolled.
- culture track and tokens — Culture is tracked via tokens (book tokens) and yields bonuses; the game includes bonuses for leading culture and for the largest walled area.
- dice-driven population/resource management — Each round uses dice to represent population, with a Yahtzee-like roll revealing resources and actions; skulls cannot be re-rolled.
- disaster track and skull-based disasters — Rolling skulls advances a disaster track; certain skull counts trigger disasters that affect scoring and buildings.
- end-game trigger by building types — The game ends when a certain number of building types are removed from the supply, with the trigger depending on the play count.
- Engine Building: Triggered/Cascading — The game ends when a certain number of building types are removed from the supply, with the trigger depending on the play count.
- noble dice and extortion (solo and interaction) — Noble dice determine extortion opportunities; swords on dice enable extortion against opponents, with resource loss or points depending on responses.
- solo variant with dummy noble dice — Rule modifications for solo play use a dummy noble die to determine extortion events and compare final scores against a table.
- walls and defensive placement — Buildings are placed on the board, with walls enabling defensive play and affecting scoring when areas are fully enclosed.
Video topics + discussion points
Quotes (from this video)
- Era Medieval Age is a dice driven city-building game in which players try to construct the best medieval village they can.
- The game comes with fully 3d plastic models representing the buildings with higher point scoring building standing taller above the others making the game a much more special gameplay experience than it could ever have been in cardboard.
- Most efficient way to build your village from a space perspective is to pack all the buildings tightly.
- Walls can be critical to point scoring as any buildings fully within a walled section of the village score double their base points.
- Noble dice to determine whether or not you're extorted, and you'll compare your final score against a table in the land.
- Culture is tracked on this track and there's a five-point bonus for having the most culture and a 10-point bonus for the largest walled area.
- Rule modifications for solo play using a dummy noble dice to determine extortion events.
References (from this video)
- innovative use of dice as workers
- engaging build phase
- dice-as-workers in roll-and-write style
- medieval city-building and governance
- strategic, procedural
- Roll Through the Ages
Mechanics (from transcript analysis)
- city-building — place 3D components to develop the city
- Dice allocation — dice represent medieval societal classes and actions
- economic scoring — end scoring determines winner
Video topics + discussion points
Quotes (from this video)
- Kurios is a game of worker placement deduction and bluffing and it's simple and quick.
- Don't Get Got sounds like a game that I am definitely going to be subjecting a lot of my friends to frequently.
- Horrified includes high-quality sculpted miniatures of Frankenstein, the Bride of Frankenstein, the Wolfman and more.