Java is a fascinating island with great potential for development — especially the undeveloped area of central Java with its fertile soil and rich natural resources. These riches are much desired by the rulers of the regions that surround central Java. Each player, as one of the Javanese rulers, tries to develop the region for themselves. Each wants to bring their culture and control to these undeveloped areas. The players irrigate the land and cultivate new rice fields; they build villages and palaces, and create cities from the villages.
Each player desires to be the dominant force in the development of this new area. Players earn fame points for building and enlarging palaces, for creating irrigation systems, and for arranging palace festivals. The player with the most fame points after the final scoring wins.
Java is the second game of the Mask Trilogy.
- appeals on many levels
- reasonable stretch goals
- reached all stretch goals
- 120 euros for the game
- cost of postage and packaging
- extras like tiles and ships not worth the money
- changing currency to real metal not worth the money
- Galaxy Truckers
- Agricola
- Cosmic Encounter
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- angel thank you so much for saying this to me it's going to look great on the table i can't wait to use it again again thank you so much
- why not make it every week every week you're going to post some kind of update even if it's just to say nothing's happening
- kickstarter is a glorified pre-order
- you know what um this project is not going to go through we've taken the money and we basically spent it all uh good luck to you
- is there hope for humanity i i don't know
- i don't think big established companies should be allowed to use it
- this ship has sailed kickstarter is a tool at the end of the day
- i would only support a kickstarter board game campaign for the extras and the exclusive content
- important to me is the stretch goals they don't have to be exclusive but give me bonuses for helping fund your game
- the stretch goals need to be something that adds value to the game
- i don't need another t-shirt
- if the campaign fails to hold your interest and that's something campaign runners really need to keep an eye on
- you don't get to see the rule books in games at a store before you buy it so you know is having the rules included really that important
- one of the things that's currently in gaming culture i believe is that rulebooks are made publicly available to download without you having to purchase the game first
- it concerns me when a kickstarter campaign doesn't provide the rules because in a way it suggests to me that they're a little bit out of touch with the gaming community itself
- i have to say i seriously doubt i'd ever invest in a crowdfunding project
- if a game is really good if it's a good quality then it will be available beyond the kickstarter and it will be reprinted because that popularity will will keep it in print
- i think that's mostly true i actually agree with tom on that but i do think it's a little easier for the toms and the rodney's of the world to kind of feel that way about it when we have collections that kind of grow and grow because of the nature of the work that we do
- i'm not going to give money i don't have to someone i don't know for something that doesn't exist yet
- kickstarter is kind of like throwing your money into a pit and hoping eventually something good is going to pop back out of it
- i rarely watch kickstarter videos as they often contain no useful information about the project and instead are just marketing fluff
- honestly i don't mind the fluff that's typically what will draw me into a game
- if you want my money what you're going to need to do beyond that is actually show me something of substance
- if you do not have a review or preview video with your kickstarter day one or at least week one it also suggests you're not really prepared
- yes rodney please do not become a kickstarter preview channel
- kickstarter is becoming a big part of how board games are made
- no matter what angle i've approached it from i just have not found a way that i'm comfortable with that i feel like fits the context of the series as it was created
- i will warn you there is a kickstarter project that i know about that i will probably be making a video for this year
- my preference as well is for published games that are already available that you guys can then go up by yourselves
- i have backed an indiegogo project called watch it played season 3
- listen right now we do have a fundraiser over at indiegogo for season three of watch it played
- why do i back kickstarter projects i tend to back games that i think i'm really going to enjoy that need help to be made or games that tend to have a wow factor
- i'm still feeding that monkey on my back at this point but he's getting less treats than normal
- it needs to be said today after the project uh the cthulhu monopoly one they officially said today that uh it's over the dream has ended they shall be refunding their kickstarter backers
- if you're going to rip off a board game you might not want to pick on hasbro they have a legal department
- have i kick-started anything no will i kick start something maybe
- i thought what a fantastic game it appeals to me in so many levels
- i didn't feel like getting a tile an extra ship here and there and and then changing the currency into real metal was worth that money that 120 euros
- i'd rather go out and buy galaxy truckers with agricola with cosmic encounter so i get three different games for the same amount of money
- but you've got to justify the means of that money
- and that is a justified means to an end
- maybe the next zombie side i might look into
References (from this video)
Mechanics (from transcript analysis)
- Area Control — Players move their Jabbawockeez around the grid and draw their colored gems towards them, eject gems from the Jabbawockeez onto their cards or expel opponent's gems from cards where they have an overall majority. Once a card has at least as many matching gems as its number and has no other player's gems on it, it is flipped down. The first player to flip down all of their cards wins.
Video topics + discussion points
Quotes (from this video)
- this is Jabberwocky what is it about
- bringing you of her idea of quality board game videos
- Jabberwocky is a collection of five abstract micro games played using a common set of components and themed loosely on the Lewis Carrol nonsense poem of the same name
- Borogoves the overall winner of the contest isn't a symmetrical two-player map making game designed by kaoliang
- Bandersnatch is a solo puzzle game designed by joel colombo
- Jaya is an area control game for 2 to 3 players designed by Marik
- Mimsy is a man Carla game for two or three players designed by Joe Myron
- flippy is uh negotiation game for 3 to 7 players designed by Patrick Chapman
- and that's overview of Jabberwocky
References (from this video)
- Food Chain Magnate
- Key flour
- Kanban Goodman
- Vinyasa
- Mars
- Cult Express
Mechanics (from transcript analysis)
- Compound Scoring — Mentioned in relation to scoring; the idea of stopping to score by a different means and then continuing.
- scoring by different means — Mentioned in relation to scoring; the idea of stopping to score by a different means and then continuing.
Video topics + discussion points
Quotes (from this video)
- the food chain magnate falls under that example
- one other game that I would highlight for being a memorable or notable game to teach is key flour
- Kanban Goodman has got a pretty complex scoring system which we have a video for
- Cult Express it's a lie party game
References (from this video)
- great game
- I'll never get rid of that
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Part of a trilogy of games by highly regarded designers.
- Tikal
- Mexico
- Torres
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The scoring in The Princess of Florence is really unique and it's one of the main draws for me.
- Pax Pamir is just such a masterclass in creating a really tense and dynamic political game.
- Catacombs is such a fun dexterity game. The flicking mechanic is just so satisfying.
- Root is a prime example of an asymmetric game done right. Every faction feels so different.
References (from this video)
- High depth and forward planning; players must think several moves ahead
- Large piece count (24) allows rich tactical maneuvering
- Extremely portable and park-bench friendly for quick sessions
- Elegant integration of a simple rule (sandwich capture) with a powerful central dynamic (leader mobility)
- Abstract core may feel less thematic to some players
- Complexity can be intimidating for casual newcomers
- Entrapment and encirclement through strategic movement; pebbles as a traditional counting/playing motif
- Ancient Greece
- Historical/educational with emphasis on tactical depth and mental agility
- Inish
- Chinese chess
- Knots and crosses
- Checkers
- Chess
Mechanics (from transcript analysis)
- directional movement — On your turn you may move any of your pieces in a vertical or horizontal line, provided there are no obstructions.
- Leader piece ability — The leader piece can jump over any number of pieces (friendly or foe) to help reconfigure the board and enable captures.
- Piece economy and immobilization loss condition — You lose if all your troops are immobilized or your leader is captured/blocked for lack of mobility.
- Player Elimination — You lose if all your troops are immobilized or your leader is captured/blocked for lack of mobility.
- Sandwich capture — If you flank an opponent's piece between two of your own pieces, you can remove that piece.
Video topics + discussion points
Quotes (from this video)
- Doesn't matter which way you turn them around because they all are super fun.
- Paya is actually a Greek game that philosophers and the citizens of Greece used to play to test their mental agility, their ability to ent trap and encircle their opponent by making strategic and tactical moves.
- I find Saku quite a fascinating game just because how simple it is, but I just can imagine myself, you know, leading the herd of deer across the snow in the Arctic, bracing that cold weather and just really um thinking about how I'm going to maneuver my herd into position so that I can have maximum impact against my opponent.
- Bear Hunt has this interesting tactical element to it. You're guided by the lines on the circuit.
References (from this video)
- Rich variety of options and freedom in play
- strong thematic depth
- high AP can slow game down
- likely not as accessible to casual players
- ancient/rituals with temples, parties, and gods
- Temple-building and area control in a mythical setting
- AP-prone with many options and paths
- Kusco (Super Mele)
Mechanics (from transcript analysis)
- Action Points — 10 action points per turn drives planning and pacing
- action-point system — 10 action points per turn drives planning and pacing
- Area Control — control zones to accumulate resources and build temples
- area control and building — control zones to accumulate resources and build temples
- Tile Placement — placing action tiles to control areas and build structures
Video topics + discussion points
Quotes (from this video)
- This is one of the most iconic box covers. I love this game.
- Saddam Hussein is on the cover.
- I learned this before Access Analysis. And I taught Access and Alice.
- This is such a fantastic game.
- Way Out West was ahead of its time.
- Moving water to plants is good.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Everything here is a review copy because they're not out yet
- This is a very unique game
- If you like drafting games stuff like that you might want to check it out
- We are going to be at SMV… Friday from 2 to 6
- We’re going to try to get through as many as possible to talk about them before Spiel
References (from this video)
- Stunning, immersive three-dimensional board design that doubles as a gameplay element
- Deep strategic depth supported by a clear, thematic action-point system
- Elegant escalation through city/palace building and height control
- Rich, atmospheric feel with a strong sense of place and development
- High component quality that enhances the tactile and visual experience
- Long playtime and potential for analysis paralysis in headier sessions
- Out of print for many years, making access more difficult
- Complex rules and setup may deter casual players or newcomers to heavier eurogames
- landscape development, territorial control, and ceremonial festival dynamics
- Central Java landscape; development of villages, rice fields, and palatial centers
- historical/anthropological with strategic conquest and prestige competition
- Tikal
- Mexica
- Torres
- Kingdom Builder
Mechanics (from transcript analysis)
- Action Points — Each turn grants a fixed number of action points to perform core actions (tile placement, movement, card draw, etc.).
- bidding / festival — Bidding cards are used to determine who wins festivals in cities, with festival cards guiding scoring outcomes.
- city / palace building — Build and heighten cities by placing palaces, with palace size linked to available spaces and scoring.
- endgame scoring sequencing — Scoring occurs per player as the game ends, creating a staged final scoring dynamic rather than a single shared moment.
- irrigation scoring — Place irrigation tiles; when fully surrounded, adjacent tokens score; higher tokens win ties.
- Territory control — Control of high landscape height and proximity to palatial areas affects scoring and influence.
- Tile Placement — Place tiles to create a three-dimensional landscape representing settlements, fields, and irrigation.
Video topics + discussion points
Quotes (from this video)
- Java for me is a serious game you know a proper heavy strategy game
- the board is stunning ... end of the game and that gradual build up that's so effective
- it's immersive and atmospheric and it's lovely to watch
- try and get your hands on it if you can
- the action point allowance system is great
- this is a 3D landscape that looks absolutely fantastic on the board