Excitement in a prehistoric period! The saber-toothed tiger clan is looking for a new leader, but which one of you can best take care of the clan in Honga and prove to be the most worthy leader?
There are multiple ways to prove your worth: gather supplies, comb through the dark forest, pay homage to the old nature gods, attract mammoths, and successfully trade with other clans. But! No matter how busy you are with these tasks, you can never forget Honga! Whenever you ignore the local saber-toothed tiger, he will come and eat your food — and getting rid of him can turn out to be tough.
Honga is an action selection resource management game for 2-5 players, age 8+, set in the prehistoric period. Players take turns playing their action card to the central board, paying careful attention to where they place it, and how it's rotated. The number of hands pointing to an action space determines how many times you may use that action. Gather resources and use them to complete trade agreements, lure mammoths to the tribe herd, and pay homage to the old nature gods. But! If you don't make sure that at least one action point is allocated to Honga's den, he'll come steal food from you! Players must balance between keeping Honga at bay and using their limited action points effectively.
With multiple paths to victory, light player interaction, and a 45 minute play time, this game will have you coming back again and again to play with Honga, the local saber-tooth tiger that's really just a big kitty at heart.
Honga - How To Play
- Unique action selection mechanism with disc orientation.
- Engaging theme with the saber-toothed tiger Hunga.
- Multiple ways to score points and gain advantages.
- your clan needs a new leader; players gather resources, trade with neighboring tribes, hunt mammoths, worship nature deities, and try to gain affection from Hunga, the saber-toothed tiger.
- the Stone Age
Mechanics (from transcript analysis)
- action selection — Players place action discs onto board spaces, with the orientation of lines on the disc determining how many 'hands' are assigned to adjacent action areas.
- area majority — Checking for the most mammoths in an area to gain a mammoth tooth, indicating an area majority element.
- card drafting — Players draw bonus cards which can be played on subsequent turns for various effects.
- Resource management — Players collect and spend various resources (fish, berries, mushrooms, water) to perform actions and attract mammoths.
- set collection — Players collect mammoths to be placed on a track, potentially leading to scoring or special benefits.
- Worker placement (implied) — Placing action discs on board spaces to take actions, similar to worker placement, but with a unique hand-alignment mechanic.
Video topics + discussion points
Quotes (from this video)
- the player who can gain the most victory points by the end of the game will be crowned the leader of the clan
- Hunga the saber-toothed tiger who just wants everyone's affection all of the time forever
- you need to make sure that the lines printed on your disc line up with those printed on the board
- the discs have a number of hands on the different sections and later you'll take actions in the adjacent locations of the board that the hands are pointing to
- Hunga the saber-toothed tiger that resides in the center of the board and he just really really wants your attention
- if you have no resources or mammoths then in that case Hunga doesn't take anything
- once you've got Hana there's no point in assigning hands to the center you're just wasting them
- spend one of your own from either the field here or from your player board if you have any in either location
- you can always choose to spend two water as any one other resource fish mushrooms or berries
- these disks are always better because unlike the gray disks which have a combination of four different hands these will always have a combination of five
References (from this video)
- Atlas-based play area enables quick setup and frequent play
- Strong cooperative emphasis and need for communication
- Engaging action system that rewards teamwork and planning
- Clear, short narrative inserts between encounters keep momentum without heavy narration
- Abundant power-ups through crafting keep players feeling empowered
- Complex mechanics can be intimidating for new players
- High reliance on teamwork; solo play may feel less satisfying
- Time pressure in scenarios may increase tension and potential for conflict at the table
- Cooperative story-driven questing with a focus on teamwork and resource management
- Adventure Atlas-based map with multi-location scenarios inspired by the Thorgal comic book universe
- Concise flavor text and branch-like scenario outcomes rather than full narrative crescendos
Mechanics (from transcript analysis)
- Action Row — Players place chips to select actions; bonuses are earned based on the number of chips to the left, encouraging team coordination
- Assign action to deposit resources — Resources must be allocated to locations to trigger corresponding actions or story events
- card crafting — Crafting system with powerful one-time bonuses drawn from a pool of item cards
- Character progression and unique abilities — Each character has starting items, upgrades, and a combat dice path unique to that character
- Combat on enemy cards — Combat uses shapes placed on enemy cards to cover hearts, with penalties on space-managed mistakes
- Combat: Deck/Hand — Combat uses shapes placed on enemy cards to cover hearts, with penalties on space-managed mistakes
- Cooperative action economy — Actions with shared bonuses require players to plan together to maximize benefits for the group
- cooperative actions — Actions with shared bonuses require players to plan together to maximize benefits for the group
- Damage health system with polyomino shapes — Health is tracked by placing polyomino shapes; each new shape must connect to a previously placed one
- Inventory/crafting and item cards — Crafting system with powerful one-time bonuses drawn from a pool of item cards
- Journey action and mini-game — A separate mini-game where players lay shapes on a checkered landscape to traverse and collect resources
- Polyomino — Health is tracked by placing polyomino shapes; each new shape must connect to a previously placed one
- Scenario/time pressure — Each scenario has a round limit; failing to complete objectives in time leads to failure
- Unique player powers — Each character has starting items, upgrades, and a combat dice path unique to that character
Video topics + discussion points
Quotes (from this video)
- I love a game that uses an atlas for its primary play area it makes setup a snap
- the action system is definitely something that separates Thorgal from those other adventure games
- don't ever underestimate the value of working together to get those bonuses
- Time is always working against you each scenario will have a certain round limit
- I love games that use an atlas and simplify setup
References (from this video)
- engaging for families
- solid entry into strategy for kids
- appeals to both kids and adults
- some may find the pace slow on larger groups
- pattern-building and exploration
- adventure-themed tile placement in a quest-like setting
- family-friendly, accessible
- Miyabi
- Karuba
Mechanics (from transcript analysis)
- pattern recognition / set collection — collect tiles to optimize scoring and complete routes.
- tile placement — place tiles to form patterns and score accordingly.
Video topics + discussion points
Quotes (from this video)
- Habba actually has child psychologists on staff, which informs our game development and age ratings.
- The difference in the amount of fun that you have as an experienced gamer and engaging something even like my First Orchard.
- Miyabi is very simple to get up and start learning and to play but then there's a lot of strategic depth and potential in that game.
- Color It works super well over Zoom or Skype and coloring sheets are available online.
References (from this video)
- simple, quick filler
- supports three players nicely
- quite light; limited depth for some players
- light auction and set-collection
- Snake-themed market-style bidding
- For Sale
Mechanics (from transcript analysis)
- Auction / Bidding — use cards to claim snake tokens with varying points
- bidding/claim — use cards to claim snake tokens with varying points
- set collection — determine order and points by majority in suits
- set collection / majority — determine order and points by majority in suits
Video topics + discussion points
Quotes (from this video)
- this is definitely one of those games with a bit of laborious start but great payoff after you get your head around it
- it's a wonderful family-friendly filler, a puzzly style game
- one of my favorite games that i played last year
- it's essential if you like your two-player games