Two thousand years ago on the borders of the Roman Empire, life goes on as might be expected — but barbarians lurk across the border, so not only must the players grow grain in the fields, catch fish, and chop wood, but they must also maintain watchmen in a clever network of watchtowers to keep a lookout for fires and barbarian attacks.
Limes is based on the designer's board game Cities, and while the game system is roughly the same, the scoring is completely different. In addition, the tiles in Limes have a different layout from those in Cities. Together, these changes ensure that Limes has become an entirely new game. (Limes includes two sets of cards, one for each player, but if you combine copies of the game, any number of people can play at the same time.)
Each player has his own deck of cards. One player shuffles his deck, then places a card at random on the table; each other player takes this same card and places it on the table in his own area. Each player can optionally place one of his figures on this card; once a figure is placed on a card, it cannot be returned to the supply. The second card played (and all subsequent cards) much be placed adjacent to or touching the corner of an already-played card. After each card placement, a player can either place a new figure on this card or move an already-placed figure; a figure can move from one territory to an adjacent territory, e.g., from woods to lake or from grain fields to woods.
The game ends as soon as any player has placed 16 cards in a square (4x4 grid). Each player then receives points as follows:
Farmers receive one point for each connected grain field.
Fishermen receive one point for every house situated directly adjacent to their lake.
Watchmen receive one point for every patch of woods they can see in a straight line (north, east, south, west) from their tower; other watchtowers block their view, so they can't see woods behind those towers.
Woodcutters receive one point for every territory to which they can deliver wood, e.g., every different adjacent territory.
The player with the most points wins, with ties being broken in favor of the player who has the highest score with a single figure.
- Provides a unique feeling of understanding historical manipulation.
- Demonstrates how real numbers, math, and methodical approaches influence civilization.
- Barely a board game.
- Political science
Mechanics (from transcript analysis)
- Algorithmic — Built on algorithms detailing how civilizations move.
- Political simulation — Simulates historical political and civilizational development.
Video topics + discussion points
Quotes (from this video)
- Why this game is so important to us this year, Matt, because there are so many big box games that have not delivered the experience that this game has.
- The X Factor, whatever it is, right?
- But it'll have the depth of a puddle.
- What you need is the experience. That's all that matters.
- It's barely a board game, but when you play it, yeah, you say it's barely a board game, but every time you do something in that game, you feel like, oh wow, this is this is actually how things this is like how the gears of history have been manipulated, right?
- And then you have games that just make you feel like a kid again. Yes. And that is its own sense of magic, right?
References (from this video)
- Unique mechanic of a colorblind player.
- Seen as a potential improvement/commentary on 'Unusual Suspects'.
- Engaging clue-giving methods like singing and miming.
- Guiding a colorblind player to a specific character using various communication methods.
- Lineup of people.
- Unusual Suspects
Mechanics (from transcript analysis)
- Colorblindness simulation — One player experiences the game without seeing color.
- Communication challenges — Players use singing, miming, and dancing to give clues.
- Hidden role — One player (the wearer of glasses) has a target and needs to be guided.
Video topics + discussion points
Quotes (from this video)
- I'm John perkus today I'm doing a vlog about my top 20 most anticipated games coming out at essenfeld
- if you are coming to Essen and you'd like to hang out then check out the other video I've posted for more details
- I find from the descriptions in the essm preview on Board Game Geek that the party games are the easiest to understand they're the easiest to read and go oh okay I think I would like that game I find it a lot harder to read the slightly dull description of a Euro game and understand whether it's going to be enjoyable to me
- if London dreg can combine that kind of pressure on decisions uh also with some great horror theme I Lov that it's set in London because that's where I'm set and uh uh I'm always looking for a game to play at Halloween then I think London dread is going to be a game for me
- if this is just pandemic with a bit more of a theme and great artwork then I'm on board
- I really love a party game that tries to bring a sense of spectacle
- it's a bit complicated to explain but I think it's going to be really interesting to play
- to me living in London playing a game where you get to live in a home and have whatever you want in that home is is Fantastical as playing a game with dragons in it
- Those are my top 20 most anticipated games coming out Essen Spiel 2016
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I really dislike Go Nuts for Donuts.
- Harrow County is my favorite from this group.
- I kind of like this game and I love the concept.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's incredibly exhausting and in terms of buying games well that's what Essen is designed for
- I had an amazing time at Essen Spiel and I've spent this entire week since thinking about how I'm going to do it better next year
- the atmosphere is what you go for
References (from this video)
- Rich, morally charged simulation
- Tight turn structure with meaningful decisions
- Global interactivity via shared status and events
- Can be heavy and slow
- Interaction outside card play can feel limited at times
- policy decisions, resources, pollution, economy, war
- geopolitical/economic simulation across generations
- emergent world narrative guided by policy cards
- Ember Heart
- Covenant
Mechanics (from transcript analysis)
- Card-driven actions — play cards to perform actions while monitoring global status
- policies and global effects — public/war/industrial policies shape outcomes
- population/happiness management — balance resources, happiness, and needs of a growing population
Video topics + discussion points
Quotes (from this video)
- It's a banger.
- That is a banger for me.
- The theme elevates to my heart.
- This is the dream because the theme is done so well and interwoven with the mechanics.
- It's a solid for me.
- I want to play more.
- It's a fantastic production.
- The world’s limits are pretty big and a lot of moral choices.
- Take Time is the biggest surprise of the year.
- It is a wonderful deterministic experience that doesn't last 4 hours.