Madeira is an island officially discovered early in the 15th century by Portuguese seafarers. Madeira, the Portuguese word for wood, refers to the dense forest that covered its wild, fertile landscape. This, and its strategic position far into the Atlantic Ocean made the island one of the most significant Portuguese discoveries. Madeira served as a “laboratory” for what would become the Portuguese Empire.
Wheat plantations were the first means for survival on the island. After that, when D. Henrique decided to increase the economy of the Empire, sugar became the core business of Madeira. Once sugar started coming from other places in the world, such as Africa and Brazil, profits from sugar were no longer enough, and production of the very famous Madeira wine became the most important economic product of the island.
Players try to adapt themselves to these constraints, working to find better fields for farming the right goods and for obtaining precious wood, essential for erecting new structures in the cities and for building ships. In turn, the ships are crucial for trading in foreign markets, as well as for taking part in new expeditions to discover other countries.
Madeira has been established just as it was in the original administrative division of the island under 3 captaincies (Funchal, Machico, and Porto Santo), where the ultimate goal is to develop the Island, gaining the most prestige under and for the Portuguese Crown.
The Crown of Portugal has a series of requests regarding expeditions, urbanization, opening trade routes, increasing wealth, and controlling the guilds on the islands. Three times during the game, the players gain prestige for fulfilling certain requests by the Crown. At two other times, the Crown requests that the islands change the focus of their agriculture due to the changes in the world.
Players must carefully choose the correct timing to show their achievements. Too early and you don’t gain as much prestige, too late and you risk someone else stealing the best opportunities. Will you have what it takes to excel in all of these endeavors?
Beware, wheat may become scarce, money is never enough, the population is hungry, and the shadow of piracy looms large….
- Kickstarter game that was likely never mass-produced.
- Creator allegedly scammed backers.
- Manufacturer has no remaining product.
Mechanics (from transcript analysis)
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Quotes (from this video)
- The printer said that we never even came close to doing any sizable print run of anything
- nothing's left it's all gone it's never coming out
- I hate it's it's goofy fun
- On certain numbers you pass a card to the left
- It's a T-Rex on a surfboard
- The artwork was changed from the original version
- They did not get done fast enough
- They did not get on a boat fast enough
- Foundations of Rome in a city instead of in
- big fun
- It has a lot of rules
- you got to really pay attention
- Orlons the plague
- The plague
- I haven't played or so long nearby I was thinking about that the other remember I enjoyed it
- The original artwork is described as 'very cute.'
- It's a Texas hold 'em variant.
- Players 'do rock paper scissors with your powers.'
- The game is described as 'goofy fun.'
- The redesigned artwork is not preferred by some.
- The creator walked away and hasn't communicated them for too long.
- The effectiveness and morality of capital punishment compared to life imprisonment.
- Concerns about executing innocent individuals.
- The role of race in the application of the death penalty.
- Concerns about driving under the influence of cannabis.
References (from this video)
- Decent for its era; has historical curiosity as an older Parker game
- Unclear why to keep it; not played; takes shelf space
- Strategic warfare
- Old wartime/strategic conflict setting; abstract battle theme
- historical-tinged abstract war
- Lord of the Rings: The Confrontation
Mechanics (from transcript analysis)
- Stratego-style gameplay — Hidden/strategic movement and capture style mechanics
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Quotes (from this video)
- I'm going to go over right now the list of games that I've acquired in 2024
- I've decided to get rid of the bottom three
- it's sunk cost fallacy and I don't need to hold on to this
- the three I mentioned are Admirals, Rosio, Rap Gods
- this is one of those 'it's the wrong theme for today' moments
- I don't want to be gaslit into justifying my position in the comments
References (from this video)
- No rips?
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- This game rips.
- I wish my wallet was full of fat stacks like this.
- So, we're going to be playing this game hypothetically.
- My filming assignment was to capture the essence of sadness, and I did.
- Tom, I will always travel with you and not with Eric Supper.
- I don't know if that man has had a single flight not get canceled.
References (from this video)
- One copy was given away.
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Quotes (from this video)
- And everything from the gang was played on up to High Frontier.
- Orville was probably the game of the convention. I would argue.
- Yeah, I think they were playing the full Monty, but they only played one um whatever you call the how it delineates the the chapters, if you will.
- You know, a game's long when people are saying, 'Yeah, I love High Frontier, but the game's just too long for me.'
- The joy I get from running the convention isn't, 'Oh, what games did you play?' Cuz let's face it, as the convention runner, I don't get to play a lot of games during Heavy Con.
- And without those discussions, um Ryan Courtney the designer never happens.
- Whoa. Okay.
- If you weren't running a board gaming channel on YouTube, how often would you play epic games like High Frontier 1822, Mega Civ, etc.?
- It's not a space issue. It's a when I cut things off, I cut things off.
- My answer is going to be a lot different than probably most.
- And so, yeah, usually Saturday morning, that moment is is pretty cool.
- It is the most stressful thing I do every year, but as long as people keep enjoying it, I will keep putting on the convention.
- Um, like dude, settle on a design and develop it.
- It's it's it's not worth talking about at this point.
- There's there's a pacing there's to the to the to the story of the hand.
- Bro, you know exactly what you did. Just just don't do that. That's all I said.
- You have an absolute maniac.
- Bro, what are we even doing here?
- If you're not betting your hands with these hands, you're why are you playing poker? Because you can't win money this way.
- Staggering negligent play on his part.
References (from this video)
- The game can last longer than some other games, not just 10 minutes.
- The game has a satisfying element of careful placement and building.
- Completing floors and reaching higher levels is a rewarding aspect.
- The shapes of the tiles can be difficult to place.
- The tower can become very unstable, leading to tension.
- Accidental dislodging of tiles can happen, requiring careful correction.
Mechanics (from transcript analysis)
- Resource Management — Players manage colors of tiles they draw and place to meet the requirements of the structure.
- Risk Management — Players must balance the need to place tiles with the risk of destabilizing the tower.
- Stacking — The core of the game involves stacking tiles and components to build a vertical structure.
- Tile Placement — Players draw and place tiles to build a structure, aiming to complete floors and extend the tower.
Video topics + discussion points
Quotes (from this video)
- hi and welcome to watch it played my name is Rodney Smith
- what you're going to see here is a gameplay video that was previously streamed live but has been re-edited to make it easier for you to watch after the fact
- and we've also cut it into separate episodes and you'll find all of those Linked In the description below as they go live
- but in the meantime you can also subscribe and click the Bell to make sure that you don't miss any episodes
- This is Advanced Manara Monera Manera Mana yeah I'm not I'm not sure about the pronunciation of it is it Monera or Manara
References (from this video)
- Satisfying engine-building and decisions; crossovers with Le Havre?
- Very heavy and long
Mechanics (from transcript analysis)
- Resource and building management — Hard economic planning and point scoring through building structures.
- Resource Management — Hard economic planning and point scoring through building structures.
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Quotes (from this video)
- it's such an amazing experience, the story that we were in and explored.
- I think one of the heaviest game experiences I've ever had, but it's so so good.
- it's a heavy game to master, but the experience is worth it.
- it's the quintessential economic Euro game.
- this is such a good game, the White Castle is a perfect jam for me.
- you need everything and you need to plan ahead, and it's intense.
- the balance of high dice and low dice in Bora Bora is really interesting.
- Nations is the nicer Euro version of Through the Ages.
References (from this video)
Mechanics (from transcript analysis)
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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)
- Deep strategic play and meaningful decisions
- Strong engine-building and theme integration
- High replayability and variety
- Very heavy and potentially intimidating to new players
- economic empire building and resource management
- Portuguese empire expansion and governance
- heavy, intricate engine-building
Mechanics (from transcript analysis)
- Dice Drafting — Roll dice to determine available actions each turn.
- Engine Building — Aggregate resources and money to expand influence and scoring.
- Worker Placement — Send workers to regions to gain resources and influence.
Video topics + discussion points
Quotes (from this video)
- On your turn you just roll your two dice and then you're gonna use those dice values to draft tiles onto your board.
- this game is simply a trick taking game but cooperative and I remember when I first heard that concept... in practice it feels so amazing
- the theme is just so fantastic I love this idea of being a gallery owner
- it's a great little puzzle
- this is essentially a reinvention of air hockey but just better in every single way
- you can use opponent's dice you just have to pay them for it
- the reward is huge for this one
References (from this video)
- massive depth and customization potential
- multiple play modes and narrative variants
- exceptional art and minis that adapt to builds
- extremely heavy and lengthy
- requires substantial time and investment
- may be intimidating for newcomers
- epic storytelling, character customization, and vast world-building
- epic dungeon crawler with a vast, lengthy campaign narrative
- very long, expansive narrative with flexible play paths
Mechanics (from transcript analysis)
- 400+ page campaign narrative — extensive book-driven progression with many counters and choices
- AI-driven enemies and active storytelling — enemies and events respond to player choices with evolving decks
- two play modes: crawl and full campaign — crawl mode offers a condensed experience; full campaign expands dramatically
Video topics + discussion points
Quotes (from this video)
- this game is fast and fun
- the themed aliens is a wonderful sci-fi universe it's probably my favorite one of all time
- the living world of folklore said in the dark fantasy comes in at number 9
- it's such a unique game and has a really cool feel
- the continent is absolutely huge and the crafting system is unique
- fail forward is a huge bonus in my book
References (from this video)
- Deep strategic depth with long-term planning
- Strong theme integration between mechanics and historical setting
- High variability through guild tokens, crown tiles, and random setup
- Clear five-round structure that evolves over the session
- Multiple viable paths to victory via ships, cities, and favors
- Can be intimidating due to dense rules and setup complexity
- Potential downtime with multiple players and heavy decision trees
- Wood/resource management can be punishing if mismanaged or poorly planned
- Resource management, trade, guilds, and crown politics influencing settlement and wealth
- Madeira island during the Age of Exploration, a colonial trading network in the early modern period
- Historical economic simulation with thematic flavor
Mechanics (from transcript analysis)
- Crown requests and scoring tokens — Crown request tiles drive end-game and round-end scoring with variable goals
- Dice drafting/placement — Rolling guild and pirate dice and placing them into buildings to trigger actions and bonuses
- Guild favors and tokens — Special tokens granting one-time or phased bonuses that can be refreshed periodically
- Resource Management — Harvesting goods, paying costs with coins and goods, and maintaining supply chains for ships and tokens
- Ship movement and market/colony scoring — Moving ships to market or colonies to gain bonuses or trigger Kings' rewards
- Windmill and river of bonuses — Windmill actions that modify levels and grant coins, bread, or victory points, affecting multiple phases
- Worker Placement — Assigning workers to city spaces and fields to activate actions and accrue resources
Video topics + discussion points
Quotes (from this video)
- one of the five best games I've ever played
- the game is played in five rounds
- you must use a Die and this Die must be either one of your guilt dyes or one pirate Die
- the player who takes the two crowns in its back will be the first player
- the game is played in five rounds each round consists of the following phases