Blimey! You and your blokes have been banished and stripped of everything but a few shillings and table scraps. Undaunted, you journey to a strange land to reinvent yourself and reclaim your honor. Will you farm the earth, fight as knights or finagle your own feudums?
Feudum (latin for fiefdom) is an economic medieval game of hand and resource management for 2-5 players. With many strategies at their disposal, players optimize four actions per turn in attempt to score the most victory points over five epochs.
Each player controls several medieval characters that roam the countryside tending farms, taxing towns and taking outposts in effort to rise in power.
But that’s only the tip of the behemoth's horn! You will also compete to acquire coveted feudums, which increase your membership status in one of six guilds. But beware! Feudum owners must pay homage to the king through military service or face the charge of disloyalty.
Once a guild member, you will dutifully play your part in a progressive economic cycle, whereby the farmer ships goods to the merchant who equips the alchemist, who invents black powder, which arms the knight, and so on.
If you run your guilds wisely, maintain control of key locations and adapt best to changing events, you will be victorious. Unless, of course, you starve, get sidetracked by sea serpents or develop an unhealthy interest in fermented grapes. Long live the King!
- great variety in play
- ambitious design
- difficult to learn
- requires time to teach and play again
- political/economic empire-building
- medieval fantasy/pantheon-like
- Villainous
- Le Havre
Mechanics (from transcript analysis)
- heavy euro with variety — varied routes to win, long play time, multiple systems
Video topics + discussion points
Quotes (from this video)
- "Netrunner is a fabulous game now I used to play this all the time"
- "it's the best of those"
- "it's so good I can't emphasize how good this is"
- "Claustrophobia is a must-have for your collection if you're a Dungeon Crawler"
- "Gardenbau sponsored by 25th Century Games"
- "you buy one of these packs and you're good to go"
References (from this video)
- strong visual language and unique look
- art-driven narrative and world-building
- heavy rules and brutal teach for new players
- often perceived as obtuse by newcomers
- politics, trade, and power in a quirky, art-forward fantasy world
- surreal, colorful feudal world with odd machinery and social climbing
- highly stylized and visually distinctive
- Root
- Pax Pamir
Mechanics (from transcript analysis)
- area_control — players vie for control across the board using influence and placement
- auction_and_trade — economic actions and resource acquisition drive player progression
Video topics + discussion points
Quotes (from this video)
- arc nova is a game i absolutely will be playing like if i play no other game that entire weekend
- free shipping is one of the biggest lies of this world like it's not free
- i am vehemently opposed to the customer is always right
- you owe it to yourself to play Arc Nova
- mind management has done pretty well for you
References (from this video)
- Impossibly complex to cover in three minutes
- Tutorial video is 40+ minutes long
- Rules explanation feels like parody
- Cones of Dunshire-level complexity
- Economic simulation
- Medieval feudalism
- Cones of Dunshire
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
- this is mostly work like this is just a backload of things I probably should get to
- people will still be looking for it
- it doesn't matter if the game is like 20 years old people will still be looking for it
- I've painted this one and I spent a lot of time doing it
- there's no point putting them on the channel I think both of them have been out of print for like a decade
- one of the worst kickstarters by one of the worst studios in board gaming history
- Golden Bell Studios did everything wrong you could possibly think of
- purely toxic company run by incredibly terrible people
- it would be kind of a joke that I'd be able to do a three minute video of feudum
- this game has a tutorial video online that's like 40 minutes long
- The Rose explanation video feels like a parody but it's actually how the game is played
- nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
- stop making me spend hours assembling your damn games
- this is an uncontrollable mess right now
- I'm a full-time dad and I'm really doing this in the evenings
- I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
- I'm going to do a big cull
- I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
- I am a sucker for cute animal games like I really am
References (from this video)
- Deep strategic depth with interlocking systems across guilds and regions
- Rich thematic flavor and multiple pathways to score
- Live playthrough with teaching while demonstrating mechanics
- Epoch-based pacing provides meaningful progression and planning
- High complexity and extensive rule tracking can be overwhelming
- Susceptible to rule misinterpretation in long sessions
- Longer playtime expectations in full sessions
- Vying for influence across epochs through guilds, territories, and resource networks
- A medieval-fantasy realm of vibrant lands, guilds, towns, and outposts
- instructional live-playthrough with explanatory commentary
Mechanics (from transcript analysis)
- Action cards with normal/advanced modes — Each card has standard actions and an optional advanced set of actions accessed via card corners, increasing strategic depth.
- Conquest combat and reef/monsters — Confrontations over territories, with monsters and reefs providing additional scoring and tactical options; catapult scoring adds endgame pressure.
- Guild influence and status tracking — Players gain primary/secondary statuses in six guilds by influencing locations and outposts, which drives points and access to abilities.
- Landscape tiles and epoch scoring — Regions are refreshed via landscape tiles; epoch transitions trigger scoring, replenishment, and expansion.
- Movement and route-based travel — Pawns move with movement points; ferries, ships, air/breathing routes, and vehicles alter reach and mobility.
Video topics + discussion points
Quotes (from this video)
- This game is going to take place over five epochs.
- We are going to be improving all of these different farms outposts and towns on the board.
- There's a lot to track out there on the game board.
- Endgame scoring happens in epoch scoring.