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Key Harvest box art

Key Harvest

Game ID: GID0178376
Collection Status
Description

Key Harvest is the fifth game in the key series of games published by R&D Games.

The object of the game is to score the most points. Players score points by placing tiles on their own country board. One point is scored for each field tile in the player's largest group of connected field tiles and two points for each tile in their second largest connected group.

Points are also scored for the worker tiles a player places on their country board. The number of points scored for each worker is equal to the number on the worker tile. Worker tiles do not count as connecting tiles when calculating the largest group of tiles. When played, a worker enables a player to take a special action. Each player has their own team of six workers, known as farmhands. There are also six townsfolk who can be acquired by any player.

There are usually six field tiles available at any time from the registry. On their turn a player may bid for up to two tiles using crop counters. The field tile being bid for and the bid in crop counters are placed in the player's store. On their turn the other players may match the store owner's bid in both the number and type of crop counters. If they choose to do so, then they place the field tile on their country board and pay the crop counters to the store owner. If no other player has matched the store owner's bid, then on their next turn the store owner may place the field tile(s) from their store onto their country board and pay their bid in crop counters to the general stock.

When deciding how much to bid for a field tile, players will need to consider how important the field tile is to them and whether other players are likely to bid for the tile. It is usually beneficial for a player to place field tiles into their store as that player will either obtain the field tile or receive additional crop counters.

When played, a worker tile must be adjacent to at least the number of field tiles as the number on the worker tile. A worker tile cannot be adjacent to another worker tile. If a player obtains a field tile for a space where they have already placed a worker tile, they must remove the worker tile. However, if the worker tile can be replaced immediately (next to the required number of field tiles), then the player can benefit from the worker's ability again. Getting these extra benefits is one of the keys to doing well in the game.

Players have two actions per turn. There are four possible actions. Each action can only be performed once per turn. As described above, the actions include placing field tiles from the stores onto their country board - action (c), placing field tiles from the registry into their store - action (d), and placing a worker tile onto their country board - action (b). Action (c) cannot be performed after action (d). A player may also harvest crops by turning over some unharvested field tiles on their country board - action (a).

Field tiles taken from the registry are replaced immediately with field tiles from the bag. The bag also contains a number of event tiles. The event tiles, when drawn, affect all of the players, not just the player who drew the event tile. When the tenth event tile is drawn, the game ends after two further rounds have been played.

One point is also awarded to the players who have the most of each of the types of crop counters at the end of the game. No points are awarded for ties. Points are tallied using the scoring track on the town board. The player with the most points is the winner.

Nr. 4 in the QWG Master Print Edition series, as Demetra

Year Published
2007
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
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Showing 1–3 of 3
Video lUprzt9JyCo All You Can Board game_review at 7:30 sentiment: positive
video_pk 62463 · mention_pk 155027
All You Can Board - Key Harvest video thumbnail
Click to watch at 7:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging auction system that rewards thoughtful pricing and anticipation of others’ moves.
  • Two large clusters scoring incentivizes balance and planning ahead.
  • Rich interaction with other players via stores and auctions; high puzzle density is rewarding.
Cons
  • High cognitive load; some players may find the decision space overwhelming.
  • Rulebook criticized as being difficult; production/component issues may detract from experience.
  • Potential pacing concerns at certain player counts due to the multi-turn planning required.
Thematic elements
  • Resource management, auction dynamics, and tile placement in a farm-like setting.
  • Agricultural field development and rural economy with tile-based scoring.
  • Puzzly, abstract economic planning with emphasis on cluster scoring.
Comparison games
  • Keyflower
Mechanics (from transcript analysis)
  • Auction / Bidding — Players price field tiles in their stores; prices influence what others will pay, driving strategic pricing and timing.
  • auction/bidding — Players price field tiles in their stores; prices influence what others will pay, driving strategic pricing and timing.
  • event tiles — Event tiles are drawn periodically to disrupt the board state and affect planning.
  • Resource management — Players manage resources behind their screens to price tiles and pay for acquisitions.
  • Storefront/hidden information — Each player has a store with hidden ownership and costs; auctions determine who gets which tiles and at what price.
  • tile placement — Players place field tiles onto their country boards, respecting constraints to form clusters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is Key Harvest, and this is a game from 2007. It was designed by Richard Breeze.
  • I really enjoyed this game, and it did not disappoint.
  • It's a very puzzly game; you're constantly having to plan ahead and consider multiple turns.
References (from this video)
No references stored for this video.
Video BDXYFf8kRqM All You Can Board general_discussion at 15:44 sentiment: positive
video_pk 62460 · mention_pk 155012
All You Can Board - Key Harvest video thumbnail
Click to watch at 15:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Accessible entry point that still offers depth through economy-based decisions.
  • Promotes patient, long-horizon planning and careful bidding.
  • Encourages social interaction and mutual observation of table state.
Cons
  • Market fluctuations can be influenced heavily by indirect player choices.
  • End-game scoring may feel opaque if players miss key sale opportunities.
Thematic elements
  • agriculture, markets, and exchange; the game emphasizes the social aspect of resource exchange and cooperative-competitive play.
  • A farmer’s market of tiles; players harvest fields and cultivate crops with a flexible, shared economy that rewards bid-and-sell decisions as much as cultivation.
  • gentle, reflective, almost pastoral; the game invites patience and slow discovery rather than frantic action.
Comparison games
none
Mechanics (from transcript analysis)
  • Auction / Bidding — Tiles can be put up for sale, and players bid to acquire desirable resources; timing and price dynamics shape the end-game scoring.
  • auction /bid for tiles — Tiles can be put up for sale, and players bid to acquire desirable resources; timing and price dynamics shape the end-game scoring.
  • cooperative-yet-competitive resource flow — Players’ actions can help or hinder others; circulating resources and selling tiles creates interdependence and strategic tension.
  • tile placement — Tiles are placed to form fields and market areas, creating opportunities for harvest and sale on future turns.
  • tile placement / grid management — Tiles are placed to form fields and market areas, creating opportunities for harvest and sale on future turns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In many ways, board games have never been as popular as they are today.
  • We're not just building a board together. We're having a conversation.
  • Patience isn't complacency, patience is living.
  • Two phases.
  • You choose what matters. Because you build the board. You splay the cards. You choose what you let go of. You choose what you keep.
  • Sometimes you just need to wait for the right thing to say.
References (from this video)
No references stored for this video.
Video 2PUkzR5jBTU Boom Goes the Dynamic top_20_list at 0:00 sentiment: positive
video_pk 3565 · mention_pk 87732
Boom Goes the Dynamic - Key Harvest video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Accessible yet strategic
  • Solid farm/harvest engine
Cons
  • Expansion path could bloat the system
  • Some players may prefer heavier euro games
Thematic elements
  • rural harvest and seasonal rhythm
  • Farming and field management
  • light, practical
Comparison games
  • Agricola
  • Viticulture
Mechanics (from transcript analysis)
  • card drafting — Draft sunrise cards to gain first-round income.
  • worker placement — Draft workers to harvest fields and build farms.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love worker placement games.
  • The spice must flow.
  • This stream is about the top 20 worker placement games and we love them all.
References (from this video)
No references stored for this video.
Transcript Navigation
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