Description from the publisher:
Founders of Gloomhaven is a competitive tile-placement, action-selection, city-building game in which each player controls a fantastical race working to build the city of Gloomhaven and gain influence over its residents. This is a standalone game set in the same universe as Gloomhaven. The events, however, take place hundreds of years before Gloomhaven and depict the original construction of the city.
In Founders of Gloomhaven, players use action cards to place resource buildings on the map of the city, use these resources to create more advanced resources, then deliver them to proposed building sites to earn prestige. An individual player, however, cannot do everything on their own because they can import only a small number of resource types, depending on their race. To create more advanced resources, they have to work with other players.
The game also features an auction mechanism in which players vote periodically to determine which new building proposals come out and where they are placed on the board. Players can also add the influence they've gathered to increase the strength of their vote.
- Interesting city-building mechanics
- Satisfying resource management
- Weak thematic integration with Gloomhaven
- Can feel a bit dry
- High learning curve
- Founding the city of Gloomhaven
Mechanics (from transcript analysis)
- city building — Players develop a city by placing buildings.
- Resource Management — Gathering and spending various resources.
- Worker Placement — Using workers to claim actions and build.
Video topics + discussion points
Quotes (from this video)
- "I think Dominion is just the purest form of deck building."
- "I think Terraforming Mars is a masterpiece."
- "Wingspan is my most favorite board game."
- "Root is such a unique game."
- "Spirit Island is a fantastic cooperative game."
- "Ark Nova is a really solid game."
- "Gloomhaven is an epic experience."
- "The Castles of Burgundy is a classic for a reason."
- "Terra Mystica is a brilliant game."
- "Founders of Gloomhaven is an interesting city builder."
References (from this video)
- multi-layer action selection with card cultivation
- thematic integration with city-building and district growth
- competitive Euro-style city-building with political aspects
- town-building in Gloom Haven as a thematic prequel to Gloomhaven
- explanatory/analytical
- Concordia
- Puerto Rico
Mechanics (from transcript analysis)
- card-based_action_selection — you start with four cards; you play a card to take the action and it stays out; playing a card can enable buying new cards that remain in hand
- public_works_auction — there are three major public works to bid on with influence; winning simply gives you placement rights and varies in payoff
- shared_follow_actions — other players can follow your action with slight penalties or benefits depending on follow choices
Video topics + discussion points
Quotes (from this video)
- it's really great to see that we've made it to 10 episodes
- this is going to be the meat of the variety vlog
- I would love opinions on all of these various things
- it's a fun little podcast where we talk about board games
- the dragon is catching people and doing damage to them
- I think this might actually be a bit of a mey game experience for them
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's an ongoing ripple effect of me changing the channel up and not making reviews any more
- I've been thinking about doing this for a while and I finally went about changing my audio setup in here
- thanks for watching
References (from this video)
- Brass
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Railroad Evolution is super cool and I want to play that one more
- there were many things I liked about the game and there were several things that I really didn't like about the game
- I just think brass is a better game
- the scoring for the way you put your stuff out seemed pretty illogical to me
- I really enjoyed this game
- it's like being a kid in a candy store
References (from this video)
Mechanics (from transcript analysis)
- Action pool management — Uses a mechanic similar to Concordia, which involves building up an action pool.
Video topics + discussion points
Quotes (from this video)
- For me it's quite important let's say you find out about the game or somebody suggests it to you a game you know that you know just like in this game have you heard this my automatic response would be to go to war game get calm page and then look at it and in my eyes guys from the title do the I remember it's on the on the desktop anyway I think on on the mobile phone or mobile the fastest different the title and obviously the picture make sure it's the right game and then my eyes go to the right down for mechanics first thing every time before going through the description
- Mechanics for me it's the quickest one of the quickest way to find out what's the game's about
- The mechanics are less important than the the tightness of the game
- A giant tableau eventually breaks my brain
- I think the perfect engine builder is is the one where you're basically winning or losing not on the quality of your engine but when
- Mechanics for me it's the quickest one of the quickest way to find out what's the game's about.
- I think overall for me the mechanics are less important than the the tightness of the game.
- You want the actions that other players are taking to have a significant impact on your options or the profitability in your options.
- Simultaneous action and turn order drafting.
- Colome is another one I can see up there on the shelf with simultaneous oh yes he's got that same happy pigs thing yeah where you don't want to pick the most popular action and you've got a look at what around what people can do because again you can you can get yourself stuck in a situation where there's only one obvious thing for you to do and if that happens it's that's it I don't want to lose that for nobody so you gotta feed that into your strategy.
References (from this video)
- deep city-building mechanics
- satisfying strategic depth
- difficult to learn
- long playtime
- city building and development
- Gloomhaven setting
Mechanics (from transcript analysis)
- action selection — Choosing from available actions to progress.
- city building — Players construct and develop a city, placing buildings and managing its growth.
- Resource Management — Managing various resources like wood, stone, and money.
- Tile Placement — Placing tiles to represent buildings or districts on the board.
Video topics + discussion points
Quotes (from this video)
- The rulebook for this is so bad. It's so bad.
- I was so wrong about this game.
- It's so cool when you get to the end of the game and you see all your little foxes lined up.
- You're building out this industrial empire. You're moving goods. You're investing in cities.
- It's a really satisfying feeling when your engine finally starts to hum.
- It's a really atmospheric game.
- You're scavenging through the ruins of a flooded world.
- It's like a city-building simulation.
- There's a lot going on. You really have to plan ahead.
- It's a game about shifting alliances and political intrigue.
- You never know who to trust.
- This game really nails the feeling of high-speed racing.
- It's so much fun, and it's surprisingly easy to get into.
References (from this video)
- deep strategic gameplay
- satisfying city building
- steep learning curve
- can be unforgiving
- building the city of Gloomhaven from the ground up
- Fantasy City
Mechanics (from transcript analysis)
- city building — Players develop and expand the city.
- Resource Management — Managing various resources to fuel construction and development.
Video topics + discussion points
Quotes (from this video)
- There's a lot of designers and company representatives that are there, like GMT Games is there, uh Uwe from Sound of Drums was there coming in from Europe.
- So, if you're looking at a chance to play up-and-coming games with some of the designers that are designing on them, it's quite an experience.
- You really get some insight into the design process, into how historical board games are created as you're playing them and giving feedback to the designers.
- In this game, you take on the role of companies that are trying to win military contracts uh from the US
References (from this video)
- Standalone game in the Gloomhaven universe
- Competitive tile placement, action selection, citybuilding
- Resource management
- Balance between cooperation and individual goals
- building the city of Gloom Haven and gaining influence over its residents
- same universe as Gloom Haven, hundreds of years before Gloom Haven
- Gloomhaven
Mechanics (from transcript analysis)
- action selection — a competitive tile placement action selection citybuilding game
- Citybuilding — a competitive tile placement action selection citybuilding game
- Cooperative goals with individual focus — each individual player can't work all on their own independently because each faction can only import a few of the various resource types therefore to create more advanced resources players are going to have to work together while still keeping their individual goals in Focus so they have to find that critical balance between the two objectives
- Resource Management — players use action cards to place resource buildings on the map of the city use these resources to create more advanced resources then deliver them to proposed building sites to earn Prestige
- Tile Placement — a competitive tile placement action selection citybuilding game
Video topics + discussion points
Quotes (from this video)
- this top 10 list is based on the daily averages from boardgamegeek.com hottest game list over the past 30 days basically these are the games that people are looking at and talking about the most over on the internet's largest board game database website
- the quality of the single player experience keeping the quality of its solitire gaming as pristine and as high a priority as possible
- now will this game have been worth the wait well let's hope so
- the eighth most popular game in the BGG hotness this past month was the newest offering by designer Emerson matsuuchi Century spice road
- Arkham Horror the card game is what's known as a living card game or lcg
- a periodic point of contention with Arkham Horror the card game is that in order to have enough potential cards to accommodate multiple players at least two core sets of the games need to be bought
- in dice Forge players fight to gain Valor with the gods using an Armory of dice with removable faces
- I'm wondering will dice Forge suffer the same fate or does this dice game have more to offer in terms of its gameplay and Longevity than its predecessor did
- a bold statement one that leaves me wondering if these strides towards improving the game's functionality will really cause it to continue to LEAP froggit way to an even higher position in our top 10 next month
- first Martian aims to bring several Innovations to the board gaming scene by hoping to take app integration to the next level
- now that the game is starting to ship initial reports are that the game has been worth the wait
- for the past 4 months the number one spot on the list has belonged to one and only one game Gloom Haven
- even though Gloom Haven is technically the game in the number one spot we're going to take this opportunity to highlight a different game that's worth talking about
- it sounds like even though this is another game set in the Gloom Haven universe it is vastly different than its predecessor which is very neat and encouraging to see
References (from this video)
- Dynamic, multi-layer bidding and resource management with visible player interaction
- Rich integration of building, connectivity, and resource delivery into scoring
- Clear progression toward end-game through prestige building completion
- Rules are intricate and can be challenging to grasp for new players
- Long playtime and heavy bidding may be demanding to track across turns
- city-building with resource management, network expansion, and prestige-building progression
- the city of Gloomhaven being constructed as a shared town by rival races
- live, on-camera playthrough with rule explanations
Mechanics (from transcript analysis)
- Advisor/recruit system — advisors provide special abilities; recruiting uses money/resources and grants lasting and/or fleeting influence.
- Auction / Bidding — an auction-like voting phase decides which prestige building is constructed; players bid influence and use votes to determine outcomes.
- Auction/bidding and voting — an auction-like voting phase decides which prestige building is constructed; players bid influence and use votes to determine outcomes.
- Building construction with adjacency/connection rules — buildings must be connected to existing structures and cannot be adjacent to other buildings controlled by the same player; roads help connectivity.
- Income — players' income increases as they gain access to more resource types; income is used for purchases.
- Income tracking — players' income increases as they gain access to more resource types; income is used for purchases.
- Influence Points — two types of influence exist: red lasting influence points and white fleeting influence; lasting persists, fleeting disappears after auctions.
- Influence system (lasting vs fleeting) — two types of influence exist: red lasting influence points and white fleeting influence; lasting persists, fleeting disappears after auctions.
- Network/Route Building — buildings must be connected to existing structures and cannot be adjacent to other buildings controlled by the same player; roads help connectivity.
- Neutral resources and shared economy — neutral resources exist and can be acquired or delivered; ownership dynamics affect scoring and strategy.
- Prestige buildings and end-game trigger — prestige buildings are completed by delivering required resources; six completed prestige buildings end the game.
- Resource Management — players control and trade resources (population, metal, crops, gems, stone, etc.) to build buildings and advance on the map.
- Resource trading and access — players can import their own resources or buy access to resources controlled by others, including neutral resources.
- Roads and network expansion — creating road networks to connect buildings and to enable further construction and resource access.
- Worker Placement — each player has a worker placement area and can place workers to trigger actions and unlock buildings or bonuses.
Video topics + discussion points
Quotes (from this video)
- This is a prototype version of the game.
- This game is being funded through Kickstarter.
- This is a fully competitive game where each player takes on the role of one of the many races, and they will collectively trying to construct the town of Gloomhaven piece by piece.
References (from this video)
- Standalone with strong player interaction
- Deep strategy and planning
- High production values
- Two hours of play time
- Heavy learning curve
- Prestige and urban development
- City building within the Gloomhaven universe
- Competitive but cooperative interplay; long-term strategy
- Gloomhaven
Mechanics (from transcript analysis)
- Blind bidding — Hidden bidding to add tension
- card play for actions — Play cards to perform actions
- Tile Placement — Building the city with prestige buildings
- worker placement / hand management — Managing hands and worker actions
Video topics + discussion points
Quotes (from this video)
- it's simple but intense
- it's called beasts of balance created by a sensible object
- an award-winning game of dexterity and strategy
- you have to suck magical creatures and artifacts into towers
- the expansion includes updated miniatures a revised rulebook and text on cards as well as a new game mode
- it's not an expansion to gloom Haven it's a standalone your game for wonderful players