Salutations, neighbor, and welcome to Furroughfield, the Commonwealth of Free Beasts! Ours is a budding farm town with soil ripe for planting.
In Harvest, you take on the role of a farmer, each with their own unique penchant for working the land, and choose a farmhouse with its own special round-to-round benefit. Each round, you draft sunrise cards that give you a one-time income and determine turn order for the round. Following that turn order, move your wheelbarrows around town to gather resources that you'll use to manage your fields. Plant seeds, tend the land, and harvest crops to make money and score points. Clear land to expand your farm, and construct buildings that make your land more efficient and give you endgame bonuses. By the end of harvest season, the farmer with the most points wins!
—description from the publisher
- Shorter-than-expected play time with deep planning
- Tight optimization puzzle with meaningful decisions
- Excellent production and components
- Endgame scoring can be tight and dependent on powers
- agriculture, resource management, land development
- Farm across four rounds; planting seeds and managing resources
- Array
- pragmatic, puzzle-like strategic planning
- Hrien's Wall
Mechanics (from transcript analysis)
- building/land development — Construct buildings for bonuses and endgame scoring.
- Resource management — Balance compost and water while expanding your land and options.
- worker placement — Place workers to plant seeds and trigger actions over four rounds.
Video topics + discussion points
Quotes (from this video)
- It's such a relaxing, cute, charming game for me.
- It's shorter than I expected when we first played it.
- Comboastic for sure.
- It's not super heavy. It would be great for weekday game night.
References (from this video)
- Array
- Array
- Cozy farming, resource management, and friendly neighbor competition
- Array
- A small farmstead with seasonal crops, in a cozy countryside
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Harvest I have been obsessed with this game I've been playing it a lot I just absolutely love everything about this
- this game feels like the Cozy version of White Castle
- it's an incredible, incredible game
- I love Harvest a lot
- this is a match made in heaven I'm sure
References (from this video)
- Engaging theme and planning elements
- Solo mode with AI-like Gary tiles
- Paced gameplay around 30 minutes for a solo session
- Variety of buildings and crop options
- Setup complexity due to many components
- Endgame scoring can feel confusing or unclear
- Gary can block or hinder actions, affecting flow
- Crop harvesting, resource management, and farm development
- Farm/harvest season setting on a farm
- Theme-integrated Euro-style resource management
Mechanics (from transcript analysis)
- Building upgrades / workshop actions — Acquiring buildings and improving equipment (e.g., water bucket upgrade)
- end-of-game scoring — Scoring based on harvested crops, crops remaining, and bonuses like blueberry bushes
- engine building — Acquiring buildings and improving equipment (e.g., water bucket upgrade)
- Planting, tending, and harvesting crops — Manipulating crops with planting, upgrading, and harvesting per crop type
- Resource management — Managing coins, water, fertilizer, and crop tokens
- Sunrise phase / action selection — Start-of-round choices that grant resources and upgrades
- worker placement — Gary tiles determine initiative and can block or influence actions
- Worker placement / Gary tiles — Gary tiles determine initiative and can block or influence actions
Video topics + discussion points
Quotes (from this video)
- this was a really fun game
- the theme is really great it's fun to Think Through
- Gary could get in your way which it did for me at least two times but overall a very pleasant game
- I'll be playing this probably for a while
References (from this video)
- Messy, chaotic fun with deep strategic depth
- Huge variety of spells creates dynamic tables and stories
- Strong table talk and player interaction
- Balance can feel out of reach due to many effects
- Complexity may intimidate newer players
- Aggressive placement, direct interference, and spectacular spells
- Magical universe of rival mages seeking political power
- Chaotic, highly interactive, and aggressively competitive
Mechanics (from transcript analysis)
- Heavy spell book with numerous effects — A large pile of spells that influence the board and players in various ways
- Hidden objectives with direct player interaction — Secret goals that influence voting and positioning on the board
- Time distortion/room control — Abilities that manipulate time and location on the board
Video topics + discussion points
Quotes (from this video)
- Dungeon Fighter is one of the best dexterity games out there, and it is criminal how little it gets discussed.
- This next game was the quintessential subversion of the worker placement genre for its time.
- Millennium Blades isn't trying to be this like perfectly tuned, elegant Euro experience. It's trying to make you feel like a kid again, drafting decks and spending your allowance on singles and getting grounded because the money your parents gave you to buy milk went straight to decks for the new set.
- Lords of Vegas is unapologetically messy and a hilarious blast every single time it hits the table.
- Argent is dreadfully messy. It has an insane amount of table sprawl. It has spells that feel downright broken because this is a game that puts fun and tactical depth above all else.
- Archipelago is messy. It's just not a design anyone on Board Game Geek is going to call eloquent.
References (from this video)
- Strong thematic cohesion and vibrant art that makes the farm setting feel lively and approachable.
- Asymmetric character powers add depth and variety, keeping repeats fresh and encouraging different play styles.
- Accessible gateway into worker-placement and resource-management without overwhelming Euro-gaming purists.
- High-tension turns and powerful top-space rewards create meaningful decisions and moments of payoff.
- Excellent packaging and components that reinforce theme and provide satisfying tactile feedback.
- Not a heavy Euro; may not appeal to players seeking deep, heavy engine-building or complex systems.
- Some players may find the asymmetry tips and power spikes slightly 'broken' in isolation, though balance is generally maintained across the group.
- Beta issues on digital platforms (e.g., BoardGameArena) noted by the reviewer, suggesting potential minor bugs for online play.
- Farm management, seasonal production, resource collection and conversion, with a strong emphasis on asymmetrical character abilities and thematic flourishes (pumpkin spice, whipped cream, etc.).
- Fall harvest season on a family/farm-themed board with fields, general store, workshop, and farmers market.
- observational, enthusiastic, playful, and highly thematic with a lighthearted tone.
- Voidfall
Mechanics (from transcript analysis)
- asymmetry — Character-specific abilities (e.g., Jamie the bunny, Penny the pig, Floyd the beaver) grant unique bonuses or playstyle twists, creating varied strategies and replay value.
- Bonus die — A bonus die can be rolled to grant additional actions or benefits on certain turns, adding a probabilistic element to tempo and decision making.
- Endgame scoring from multiple sources — Points come from harvested crops, building cards, and special plant bonuses (blueberry bushes, pumpkins), with the top spaces offering large scoring opportunities.
- Forest clearing / polyomino-like puzzle — Clearing forest tiles or managing field layouts creates a polyomino-like puzzle dynamic as players optimize placements and space usage.
- Resource management — Managing poops, water droplets, seeds, berries, and coins to perform actions, upgrade equipment, and maximize points.
- Sunrise tiles and turn order — At the start of each round a Sunrise phase occurs, with round-specific tiles that determine turn order and grant different bonuses, injecting strategic tempo shifts.
- upgrading — Upgrading the bucket at the workshop to increase capacity and enable more efficient planting/tending per turn.
- worker placement — Players place wheelbarrow tokens on action spaces to perform actions like planting, tending, harvesting, upgrading, and purchasing, creating scarcity and friction over each round.
Video topics + discussion points
Quotes (from this video)
- Harvest is how you get coins you get a coin per type of crop that you're harvesting and then you get variable points depending on the value of the crop
- the top space allows you to do all three of them as long as you have enough money to do it that turn feels like such a boon
- the Farmers Market are the most special spaces on the entire board
- milk combined with that espresso combined with that sugary delicious pumpkin spice syrup whatever the heck is in that and then adding that asymmetrical whipped cream on top just kind of creates I don't know this perfect little experience
- this core seems incredibly basic right like you buy seeds you plant you water them to multiply them and you harvest them you kind of rinse and repeat that over four rounds and the person with the most points at the end of the game wins
- I highly recommend going on BGA right this second and playing it
- the packaging that this comes in with the incredibly vibrant and beautiful art and highly thematic application
- it's asymmetry this Farm Sim could have stopped at just this nice little worker placement fun little puzzle efficiency puzzle cool little building that you can place but then it adds these character abilities that will actually change the way you play in a really significant way
References (from this video)
- Strong cozy farming aesthetics
- Good solo content
- cozy farm life
- farming simulator
Mechanics (from transcript analysis)
- tile placement — chop trees, plant crops, harvest; buildings grant ongoing/automatic abilities; solo scenarios available
- tile placement / solo scenarios — chop trees, plant crops, harvest; buildings grant ongoing/automatic abilities; solo scenarios available
Video topics + discussion points
Quotes (from this video)
- I think this is like literally the perfect cozy game
- Walk and Roll... it gives me all of the Cozy Vibes
- Harvest is absolutely wonderful I definitely recommend it for a cozy fall/autumn game
- Spellbook... fairly simple in gameplay
- Three Sisters is a huge recommendation for me if you're looking for a roll-and-write game that is a little crunchier
- Witchcraft... I definitely recommend checking out Witchcraft
References (from this video)
- highly asymmetric and tense
- short, tense duels
- scales less well with more players
- asymmetric area control
- rebellion versus empire
- taut, card-driven tactical duel
- Netrunner
Mechanics (from transcript analysis)
- Area Control — control zones to score victory
- Asymmetric play — rebels vs. empire with different powers and win conditions
Video topics + discussion points
Quotes (from this video)
- it's a nice little roll and write game where you're trying to build the best routes on your map
- it's the easiest one I could possibly teach to anybody
- it's not a game that you need again you don't need someone else that is really into board game you literally explain it in 30 seconds
- it's a classic deck builder very simple One Versus One
- it's the most asymmetric games that you can think about
- Scout is my favorite card game you can play in 15 minutes
References (from this video)
- Approachable lighter euro with familiar worker-placement and tableau-building
- Good introductory title for teaching core mechanisms
- Swift plays with meaningful decisions
- May lack depth for experienced euro players
- Variability relies on building availability and drafting
- agriculture, crops, and tableau-building
- modern farming/cooperative farm-building
- light agricultural theme with resource cycles
- Viticulture
- Agricola
Mechanics (from transcript analysis)
- Resource management — Gather and spend multiple crop and resource types to fuel actions and scoring.
- tableau building — Acquire buildings with one-time or ongoing effects that contribute to scoring.
- tableau-building — Acquire buildings with one-time or ongoing effects that contribute to scoring.
- Turn Order: Auction — Bid for turn order to optimize access to scarce or useful resources.
- turn-order bidding — Bid for turn order to optimize access to scarce or useful resources.
- worker placement — Place workers to collect resources and trigger actions on the main board.
Video topics + discussion points
Quotes (from this video)
- Harvest feels lighter than viticulture, but intriguing for quicker play.
- Castle Combo has quick play and surprising depth for a fast 3x3 card grid game.
- I think this game would play a lot better with more players because that way you would be able to move these highway men a lot faster and they would serve to be more of an impediment.
- Memoir 44 is a classic thanks to its approachable yet tactical WWII battles.
References (from this video)
- Stunning production quality and production components (deluxe coins with mushrooms, double-layer boards, beautiful art).
- Rich solo mode with a large set of challenges (17+ variants) that add depth and replayability.
- Strong visual and thematic charm that makes the farming experience feel tangible and satisfying.
- Solo mode and some rule interactions can be intricate; players may need to consult rules for edge cases.
- Endgame scoring can be tight; achieving a high target (e.g., 55+ points) depends on careful resource and timing management.
- Agricultural cultivation, resource management, and community farming goals
- Seasonal farming on a modular farm board with crops, animals, and buildings
- Whimsical and charming with a bright, colorful aesthetic
- Black Rose Wars: Rebirth
- Andromeda's Edge
Mechanics (from transcript analysis)
- Building placement/production — Buildings are built on the farm to grant ongoing effects and end-game scoring bonuses; placement and timing matter.
- Crop upgrade and seed economy — Seeds can be upgraded (e.g., wheat to strawberry to blueberry) through spend and actions, altering future planting and yields.
- end game bonuses — Harvesting crops yields victory points; end-game scoring includes points from crops, buildings, and special tiles, with potential bonuses.
- Harvest scoring and endgame bonuses — Harvesting crops yields victory points; end-game scoring includes points from crops, buildings, and special tiles, with potential bonuses.
- Resource management — Players manage water, manure, seeds, and coins; resources are spent to plant and tend crops and to upgrade seeds.
- Tile/draft phase — Sunrise tiles are drafted to determine turn order and available actions each round, creating strategic planning and variable setup.
- worker placement — Players place wheelbarrows on dedicated spaces (fields, workshop, farmers market, general store) to perform actions and advance their farm.
Video topics + discussion points
Quotes (from this video)
- Harvest looks so beautiful—the colors are stunning.
- Key Master Games did a like Stellar job with the production of Harvest.
- I absolutely love the way this looks; I love the aesthetic of all of the different characters.
- The cafe tile is adorable and I am absolutely obsessed with this building.
- Harvest is gorgeous; the production is absolutely stunning.
- The colors are stunning; this game just feels great visually.
References (from this video)
- adorable art
- strong solo option on BGA/Board Game Arena
- easy to learn
- lighter depth than heavier farming games
- Worker placement, seeds, buildings, and harvest scoring
- Farming and agriculture
- Relaxed, cozy farming theme
Mechanics (from transcript analysis)
- end game bonuses — In-game actions build toward victory points and endgame conditions
- Endgame scoring — In-game actions build toward victory points and endgame conditions
- set collection / engine-building — Plant seeds, excavate trees, and build buildings for abilities and scoring
- worker placement — Place wheelbarrows to collect seeds and perform actions
Video topics + discussion points
Quotes (from this video)
- these are going to be games that I found I was getting to the table quite often in 2024
- harmonies is fantastic I'm sure you've heard a ton about it throughout 2024
- the rules are extremely simple you're just placing in down tiles connecting the different colors
- a gentle rain is my favorite game of 2024
References (from this video)
- strong asymmetry that drives deep strategic choices
- tight 10–15 minute playtime, great as a filler or pub game
- high production value for a compact box (tokens, cards, metal tokens)
- excellent value for money (priced around £10–£15)
- replayability via varying mission cards and misdirection tricks
- two-player only (not suitable for larger groups)
- depth limited by short playtime, some players may crave more complexity
- hidden information can introduce luck elements that some players dislike
- some players may find the per-round choices feel repetitive after multiple plays
- rebellion, governance, and strategic district control
- A city under rebellion where rebels attempt to liberate districts from an oppressive Empire.
- mechanics-driven with hidden information and misdirection
- Netrunner
- Ratland
- Star Wars: Rebellion
Mechanics (from transcript analysis)
- Area Control — districts on the board are contested with placements and blocking by empire tokens
- area control / district placement — districts on the board are contested with placements and blocking by empire tokens
- Asymmetric play — the rebel and empire use fundamentally different systems (cards versus tokens) to achieve victory
- Betting and bluffing — rebel deception cards can be played face down to mislead the empire about intentions
- deck variability / mission diversity — shuffled mission cards create different asymmetrical goals each game
- hand/resource management and point thresholds — rebels attempt to accumulate a total value on mission cards to reach objectives
- hidden information and reveal — rebels choose and place cards in districts with one card revealed and others hidden
- misdirection and bluffing — rebel deception cards can be played face down to mislead the empire about intentions
Video topics + discussion points
Quotes (from this video)
- the game is completely asymmetrical
- it's a perfect Pub game
- an absolute gem from Pandasaurus
- easy four out of five
- for £10 is an absolute steal
- this is a tremendous game
- a great little game
References (from this video)
- Strong reputation from Sashi’s catalog
- Includes a solo mode
- harvest season
- Farm-themed resource management
- Euro-inspired, approachable
Mechanics (from transcript analysis)
- Multi-player with solo option — Supports 1-6 players; includes solo play
Video topics + discussion points
Quotes (from this video)
- Pixies I have played a few times on BGA and I have really really enjoyed it
- I think it's the cutest thing
- milk curo it is very cool looking trick taking game where cards actually have two ends either the black side or the white side
- Harvest ... plays one to six players so does play solo and that is this game right here
- Loop has the same two girls on it but it's purple
- I'm looking for Nana Christmas
- I picked up Nana for my friend Aiden
- this is one that I've really wanted and it is on the board game bliss website
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Stardew Valley the board game can be played solo.
- This is literally the cozy farming game you can find in a board game.
- I 1000% recommend this one.
References (from this video)
- highly refined production that blends strategy with accessibility
- a farming-themed Euro with tight, approachable rules
- some players may want more thematic variety
- high-stakes farming with accessible rules
- agricultural farming in a productive economy
- River of Gold
Mechanics (from transcript analysis)
- economic engine / farming mechanisms — Players balance resources and yields via a farming engine.
Video topics + discussion points
Quotes (from this video)
- "this is the completely biased unadulterated Jack's personal top 10 list of 2024"
- "it's a wonderful year to be a gamer with the partner gamer in your life"
- "Leviathan Wilds is a midweight game that doesn't take a lot to get to the table"
- "Harvest is a game that got me into gaming in the first place"
- "this year has been bonkers... I'll remember forever"
References (from this video)
- Clever asymmetric design
- Balanced characters
- Efficient gameplay puzzle
- Agricultural worker placement
- Farm
Mechanics (from transcript analysis)
- asymmetric characters — Each player has unique abilities and income
- asymmetric player powers — Each player has unique abilities and income
- worker placement — Players place workers to take actions on a farm board
Video topics + discussion points
Quotes (from this video)
- You can be really really a talented, smart, clever designer and be bad at making things that are fun.
- The fun is the game.
References (from this video)
- rules rewrite allegedly turned towards something more solid
- huge rulebook (~80 pages) and initial broken state
- player experience hampered by complexity
- Complex, potentially grim fantasy
- Dark/medieval/fantasy ambiance
- Rule-heavy, ambitious
Mechanics (from transcript analysis)
- heavy_rule_implementation — Initial release described as broken; later rewrites aimed to salvage.
Video topics + discussion points
Quotes (from this video)
- i don't know why we picked this up
- i have no idea what it is
- it's an area control game
- it's just weird looking
- this is a half decent pickup and deliver game
- it's actually a half decent game stock market building and other stuff
- you'll be putting tokens up on a series of tracks
- it's a tower defense game called samurai spirit
- Imagine the promise of this was quite intriguing at the time
- it's essentially poker in a box i think