Hamburg in the 17th century! Mighty walls protect the city against the devastations of the Thirty Years War. Thanks to Protestant refugees, Hamburg has become the biggest and most prosperous city in Germany. From far away, the skyline shows the steeples of huge churches and the masts of mighty trade ships displaying the citizens' pride and prosperity.
In Hamburgum, players guide the families of Hamburg in the pursuit of wealth and prestige. They produce beer, sugar, and cloth and ship these goods overseas. They compete over the best sites for their buildings and the best berths for their ships in the harbor. Ultimately, they vie for the most prestigious church donations, because neither gold nor goods but only prestige decides the final outcome.
Expanded by
Hamburgum: Lisboa
Hamburgum: Antverpia
Mechanics (from transcript analysis)
- Rondelle — This is one of a slew of games with a rondelle mechanic by designer Matthias Cramer.
Video topics + discussion points
Quotes (from this video)
- it's a circle and this is a very loosely defined thing there's no set in stone way to do a rondelle in a game but it's a circle
- what a rondelle does in this particular implementation is it discourages me uh from taking the same action multiple times in a row i have to sort of like spin around the circle doing other things before i can do this one thing
- it's not a hard and fast rule all this mechanic is not set in stone because with game design it's constantly evolving and we're constantly finding out uh new and better ways to have fun
- you don't have to be uh you don't have to have a like a circle a geometric circle drawn on the board for a game to have a rondelle mechanic
- it's neat all kinds of implementations all over the board
References (from this video)
Mechanics (from transcript analysis)
- Rondel system — Hamburgum is one of the Rond games that uses the same kind of rondle system.
Video topics + discussion points
Quotes (from this video)
- But I could have won better.
- Um, I I think it's crafted magnificently.
- Endeavor competitive is like, you know what, I'll figure out if I win or not, but I'm just going to lean into the systems that I'm good at.
- Whereas cooperative, every single action matters.
- Um, and so, um, yeah, when when we settled on kind of what we found the game to be and we're like, "No, I think like this is this is worth pitching to some places."
- The jaded critic in Ratatouille sits down and eats the food that takes him back to being a kid and understanding why he loves this in the first place.
- big systems, big thematic resonance, and uh elegantly put together with interesting challenge.
References (from this video)
- trading, rondelle, area control
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you start rich and you're trying to blow as much money as you can as quickly as possible by making bad investments
- this one however has a quite a different feel to a lot of the other rolling rights
- it's strictly two player puzzly abstract style game
- this is the newest printing of the bunk
- this one actually uses the between two cities mechanism where you're working with the people to your left and right except on this one
- it's a game that's fascinated me
- the idea of puzzle this stuff around get the ideal family photo
- gamers bingo
References (from this video)
- Great use of a rondelle
- Tailorable scoring options; thematic flavor
- Doesn't scale well at 2 players
- Surpassed by Navigator/Concordia
- trade, resource management, tailorable scoring
- medieval market/economic simulation in a port
- economic Euro with rondelle
- Navigator
- Concordia
Mechanics (from transcript analysis)
- area majority / engine building — competing for dominance via resource placement
- Engine Building — competing for dominance via resource placement
- resource management / tailorable scoring — customizable scoring to fit engine
- Rondel — passing and selecting actions on a rotating dial
- rondelle-based action selection — passing and selecting actions on a rotating dial
Video topics + discussion points
Quotes (from this video)
- the production and the visual aesthetic of the game was absolutely stunning
- the decisions were relatively uninteresting and pretty obvious once you've groked the game
- one and done style game so once you've done one of the missions you've experienced it can't go play it again
- it's a gorgeous looking game
- the money in this game, particularly in the first half was extremely tight
- this game's out there that I enjoy more that are faster they're a bit more succinct