You have been assigned to lead an ancient monastery and its brewery. Now it's your time to brew the best beer under God's blue sky!
The fine art of brewing beer demands your best timing. In order to get the best results of your production, you have to provide your cloister's garden with fertile resources and the right number of monks helping with the harvest — but keep your brewmaster in mind as he is ready and eager to refine each and every one of your barrels!
In Heaven & Ale, you have to overcome the harsh competition of your fellow players. There is a fine balance between upgrading your cloister's garden and harvesting the resources you need to fill your barrels. Only those who manage to keep a cool head are able to win the race for the best beer!
—description from the publisher
- interesting timing mechanism that ties to brewing
- thematic cohesion with farming culture
- jury is still out on how well it represents farming as a whole
- brewing and agricultural timing
- Brewing beer in a medieval landscape with timing and fermentation
- thematic yet analytical
- Viticulture
Mechanics (from transcript analysis)
- Resource management — Balancing turns and fermentation time to maximize points.
- Resource management / timing — Balancing turns and fermentation time to maximize points.
- Rondel — Timing of brewing processes influences scoring and actions.
- Rondell (timing-driven action rotation) — Timing of brewing processes influences scoring and actions.
Video topics + discussion points
Quotes (from this video)
- there seems to be an element of farming or agriculture to most of his games
- cozy to the farming theme… with bluegrass music in the background
- nostalgic part of me… Harvest Moon
- Rosenberg isn't the only person who has designed a farming game
References (from this video)
- satisfying, strategic engine-building feel
- strong thematic cohesion and production depth
- older design; solo mode specifics not discussed
- brewing and tavern management
- medieval brewery and tavern economy
- strategy with resource and track management
Mechanics (from transcript analysis)
- Path-based progression — you move along a track with escalating choices and costs
- tile placement — place tiles to progress on scoring tracks and produce resources
- Track advancement — progress along multiple tracks to unlock abilities and scoring opportunities
- Track Bumping — progress along multiple tracks to unlock abilities and scoring opportunities
Video topics + discussion points
Quotes (from this video)
- this is a dice worker placement game where basically it is hidden information of your dice
- I would love in the collection
- life of the amazonia is like Cascadia Plus
- galactic cruise is ginormous
- auzl duel is a two-player only game but with more strategic depth
- Explorers of Neoria has a very unique drafting-to-working mechanic
- Puerto Rico Special Edition. Fantastic
- Heaven and Ale was super fun, very strategic and satisfying
- Galileo Galilei is a fantastic game
References (from this video)
- Deep decision making through tile placement and hex grid
- Unique light/shadow tile mechanic
- Engaging engine-building around beer production
- Physical availability may be limited; some may find it heavy
- beer production and guilds
- medieval beer brewing and tavern culture
- historical/beer culture
Mechanics (from transcript analysis)
- Resource management — managing money and resources generated by tile placement
- tile placement — placing hex tiles on your board, with light/shadow sides, to develop your village and unlock abilities
- Track advancement — advancing multiple tracks to gain resources and influence end-game scoring
Video topics + discussion points
Quotes (from this video)
- Heaven and Ale is a fantastic game and I would love to see a reprinting of this one.
- Books of Time is fantastic.
- Animal Kingdoms is fantastic.
- Wizards of the Grimoire is fantastic.
- The Magnificent is fantastic.
- Chakra is such a wonderful game.