Messina 1347 takes place during the introduction of the plague epidemic (a.k.a. the "black death") and the spreading of its infection through town. During this time period, merchant ships delivering luxury goods to Europe brought to these countries an unprecedented epidemic — and one of the first affected cities was Messina, Italy.
In the game, players take the role of important Messina families who are leaving town and moving to the countryside out of fear of being infected by the plague. While doing this, they are focusing on saving other inhabitants and helping to fight the plague infection in town. They must also endeavor to prosper in their countryside residence, where they are temporarily accommodating rescued residents. They are all waiting there for the epidemic to subside, then they return to Messina to take over and dominate particular districts in the town.
- Digestible yet crunchy
- Multiple paths to score with strong engine depth
- Theme can feel heavy or morose to some players
- Punishing for mistakes due to resource burn mechanic
- movement optimization, resource gathering, and civilization resilience
- medieval port city with infection and civilian rescue
- dense euro with tactical tension
Mechanics (from transcript analysis)
- civilians rescue and quarantine — rescue civilians and place them on your board; infected civilians go into quarantine but can be assigned tasks
- resource gathering and fire tokens — collect resources and burn play cubes to manage scoring and danger
- worker-movement grid with hexes — move a meeple across modular hex grid, spending resources to extend range
Video topics + discussion points
Quotes (from this video)
- these are ten really really good games
- this is one of the coolest games in terms of like turn angst and frustration
- it's timeless and very clean design
- this is a co-design but it's definitely got a lot of the dna in it through that tile placement and other little mechanisms
- an absolute blast to play
- Arc Nova is going to stand the test of time
References (from this video)
- Dynamic chain-reaction scoring and thematic black-death atmosphere
- Complexity can be daunting; needs multiple plays for mastery
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "I find these styles of games quite frustrating because whatever you do somebody else on their terms ends up undoing"
- "I can't seem to understand why these games are so popular"
- "Massively impressed with this one"
- "an absolute joy to play"
- "I adore this game"
References (from this video)
- Rich historical setting
- Engaging market/demand interaction with player choice
- Complex to teach
- Some players may prefer more direct conflict
- Trade, plague, and strategic resource management
- Medieval Messina during the 1347 plague era
- Euro-style economic strategy with thematic tension
- Underwater Cities
- Prague Regni
Mechanics (from transcript analysis)
- economic engine-building — Acquire and allocate resources to optimize scoring
- Market/demand-driven — Prices and demand influence buying and selling decisions
Video topics + discussion points
Quotes (from this video)
- the podcast is now available
- gridcon starts tomorrow
- it's mind bug this is mind bug this is a non-collectible dueling card game
- Mind Bug is going live on Kickstarter tomorrow
- I want to do an unboxing of the tapestry expansion
References (from this video)
- Adjoining board and action adjacency can create engine-like activation
- Hard to judge as a pure engine-builder due to varied mechanics
- Concordia
- Golem
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- furnace hits the my definition of an engine builder.
- it's a feeling not a mechanism.
- Terraforming Mars as being like a quintessential engine building game to me.
- Concordia... your hand in and of itself is an engine that you are building towards.
- Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
- Golem is where you stack the cards and then you keep reactivating them.
- Darwin's Journey comes to mind.
- Dominion is deck builders but can build engines; it sits in a spectrum.
- Villages, vineyards, and aging workers can feel engine-like but not always.
- income is not an engine.
References (from this video)
- Intriguing blend of movement-driven action
- High potential for strategic depth
- Limited published details in the vlog context
- trade and movement in a historical port context
- Mediterranean trade in 1347
- Euro-style strategy with movement/interaction emphasis
- Ark Nova
- Rajas of the Ganges
- Terraforming Mars
Mechanics (from transcript analysis)
- worker movement — Players move workers to activate actions and influence the flow of play.
Video topics + discussion points
Quotes (from this video)
- Arcanova is probably the game i'm most excited about that's coming out of Essen Spiel.
- the feedback has been 100 universally positive.
- we decided to iterate a bit and adjust the format to make it more engaging.
- we're tying these new videos to the Patreon campaign in some way.
- I really miss Essen and conventions; the energy is amazing.
References (from this video)
- Historical theme with interesting gameplay hooks
- Limited data from the vlog for a full verdict
- Boone Lake
- Furnace
Mechanics (from transcript analysis)
- economic/resource management — Players manage resources and trade to influence outcomes and scoring.
Video topics + discussion points
Quotes (from this video)
- i don't really want to make the playing with friends videos anymore
- these videos took way longer to make than i expected
- being self-employed is so strange
- i've become a little bit obsessed with coding projects
- it's fun to lean into the collaboration around Friendly Ties
- i'm not going to commit to that [full playthroughs on Tabletop Simulator]