You are the head of a fiefdom and its future is in your hands. Will you develop agriculture with fields and mills? Or will you become a pious church-builder or prefer to feast in your sumptuous palaces? Develop your lands in your image and become the most influential lord in the kingdom.
In Middle Ages, you explore the economics of medieval urban life through eight distinct tiles: fields, farms, villages, forts, markets, barracks, churches, and palaces. Each tile features its own scoring system, yet it's linked to others, offering an immersive gaming experience. Unleash strategic maneuvers, from daring assaults on rival fiefdoms to reserving tiles for future use. Harness the power of tactical combinations to amplify your income and pave your way to triumph! With an ever changing tile board, you need to be able to plan ahead but adapt to changing circumstances to make the best moves.
The richest player at the end of the 16th round wins.
—description from the publisher
- Open drafting with visible planning ahead
- High replayability due to variable tile order
- Nice components; solid production
- Can be dense with interactions; requires careful tracking
- Balancing multiple areas is necessary to avoid heavy penalties
- Resource management and territorial development in a stylized medieval setting
- Medieval kingdom-building with tile-based areas
- Abstract puzzle-driven drafting with competitive interaction
Mechanics (from transcript analysis)
- drafting — Open drafting where tiles are revealed in rows and players select tiles based on turn order.
- end_game_scoring — At game end, areas without tiles lose points; players must balance coverage across multiple areas.
- event_cards — Event cards trigger global changes every four rounds.
- Events — Event cards trigger global changes every four rounds.
- set collection — Collect different tile types to unlock coins and bonuses.
- set_collection — Collect different tile types to unlock coins and bonuses.
- tile placement — Place drafted tiles into your personal board to build and activate regions.
- tile_interaction — Tiles interact with other tiles and influence scoring, e.g., markets affecting Mill tiles.
- tile_placement — Place drafted tiles into your personal board to build and activate regions.
Video topics + discussion points
Quotes (from this video)
- I really like this game because it's different every time you play
- it's open drafting you can see what's coming a couple rounds ahead
- I definitely enjoy Middle Ages
- I've been playing it a lot on BGA with other people
- I would love to know if you've played it what do you think of it
References (from this video)
- Excellent family appeal with layered strategic thinking
- Clear tile-drafting tension and forward planning
- High replayability with multiple boards and sequences
- Can be more complex for very young players
- Historically heavy feel may not suit every family
- medieval expansion and development
- A medieval-themed tile drafting city-builder
- elevated by a robust, strategic framework
- King Domino
- Tile-laying family staples
Mechanics (from transcript analysis)
- asymmetrical, double-sided boards — Players may choose different board sides for replayability and strategy.
- multi-tile scoring and actions on each tile — Each tile has scoring, abilities, and actions that shape decisions.
- tile drafting with future tiles in view — Rounds show current and upcoming tiles, influencing planning and turn order.
Video topics + discussion points
Quotes (from this video)
- these games satisfy the same three criteria of all of my countdown family lists which is first of all they are accessible for all ages meaning none of the games on the list have very complex rules you can teach these games in less than 10 minutes and play it with anybody
- Planet Unknown is easily my favorite game on this list
References (from this video)
- stained glass-like look
- gold foil accents on tiles
- white background with art can be plain unless detail is strong
- tile drafting / stained glass aesthetic
- medieval/heritage with stained-glass motif
- visual-art-forward rather than story-driven
- Sagrada
Mechanics (from transcript analysis)
- Tile drafting / set collection — glass-like, circular motif with gold foil accents
Video topics + discussion points
Quotes (from this video)
- Spirits of the Forest. Absolutely gorgeous box cover. I am just obsessed.
- I can't stop staring at it.
- Mysterium's box cover is gorgeous.
- I love the box art for Portals—the circle and portal motif just draws you in.
- Flamecraft is just so, so pretty.
References (from this video)
- Great lightweight drafting experience
- Forward planning without heavy memory or tracking
- Playable at higher player counts
- Could feel lengthy for a lightweight title
- Some players may desire stronger penalties for random drafting
- City-building through strategic drafting and tableau completion
- Medieval European city-building and development
- Tableau-driven engine with open drafting and scenic progression
- Kingdomino Framework
- Sagani (Rosenberg)
- Seven Wonders Duel
- Majesty for the Realm
Mechanics (from transcript analysis)
- drafting — Open drafting where players choose from a shared pool of buildings laid out for several turns.
- Open information / memory-light scoring — Public information reduces memory demands compared to closed-hand drafts.
- set collection — Players accumulate buildings into sets that contribute to scoring blocks.
- tableau building — Assembling a tableau of buildings to optimize coin-based scoring and end-game bonuses.
- Tableau building / engine building — Assembling a tableau of buildings to optimize coin-based scoring and end-game bonuses.
Video topics + discussion points
Quotes (from this video)
- I enjoyed this game a lot though and I felt it was a great lightweight drafting game with the opportunity for forward planning without having to remember information like you do in other games
- would be an excellent game to play at higher player counts too
References (from this video)
- Great production
- Brilliant design by renowned designer
- Too cutthroat for Roto and Jen
- Medieval
- Majesty for the Realm
- Splendor
- Splendor Duel
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is literally you will find no better example in all of board gamedom the idea of board games actually changing lives
- This game is absolutely phenomenal
- This might be my game of the year
- The best game I have played so far in 2024
- I have not found a tile lane game this tension filled since Calico
- Board games are about living good happy fulfilling lives
- Elf Creek games has consistently the highest quality production board game period in the industry
References (from this video)
- condensed, gateway-level engine-building
- fast play (approximately 30 minutes)
- high-quality components and cohesive design
- gorgeous, stained-glass medieval artwork
- tense drafting with meaningful decisions
- replayability through interaction and tile variability
- take-that mechanics can be polarizing or destructive
- some may miss deeper asymmetry or longer play depth
- medieval governance, resource management, and territorial development
- Medieval kingdom management with tile-based expansion and competing factions
- condensed, elegant engine-building with direct player interaction
- Majesty for the Realm
Mechanics (from transcript analysis)
- area/territory interaction — Powers may interact with the board or other players, sometimes through direct threats or attacks.
- engine building — Tiles provide ongoing bonuses or powers that amplify later income and score potential.
- set collection / diversification vs. concentration — Players diversify to gain broad benefits but may stockpile similar tiles to boost end-game cash and scoring.
- take that — Some powers let you affect opponents by removing or reshuffling tiles, creating tense back-and-forth decisions.
- Take-that style interaction — Some powers let you affect opponents by removing or reshuffling tiles, creating tense back-and-forth decisions.
- tile drafting — Players pick from a set of tiles each round, affecting both their future options and initiative order.
Video topics + discussion points
Quotes (from this video)
- very condensed almost gateway level engine building here
- be prepared for a bit of take that
- it's fast enough not to really make me feel disgruntled when it happens to me
- gorgeous design. This is like my tailor made style of artwork
- component quality is very high. Everything fits together like a jigsaw puzzle
- I could see this one being an evergreen
- reworking of a previous Mark Andre design. I think it was Majesty for the Realm
References (from this video)
- snappy 30+ minute playtime
- a re-implementation of a beloved classic (Majesty for the Realm) with a fresh take
- economic and civic tableau-building with tile feeding
- medieval/renaissance-era tableau-building
- snappy, quick play
- Deus
Mechanics (from transcript analysis)
- action/slot scoring — specific actions tied to slots provide scoring alignments
- engine-building — tile-driven engine growth with scoring opportunities
- tableau building — eight slots where tiles are fed to activate actions and scoring
Video topics + discussion points
Quotes (from this video)
- we did not include any games on our list that are demo only
- this time we have four honorable mentions because they are mainly games that were on our previous list
- it's a standalone game in the same franchise as Mar Kaio but apparently it's a lot more accessible to learn
- the game seems like it's Snappy quick
- two-player only trick-taking game
- it's an asymmetric deduction card game
- we are going to be discussing 10 games that we are ENT anticipating
- we're in the business of crafting and selling dreams
- this is a Tablo building kind of engine building game
References (from this video)
- Recently acquired
- Rules pulled recently showing interest
- Recently obtained so undecided
- Medieval period
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I know the games I play. I know the games I love to play. And I know the games that I theoretically want to play but don't actually play.
- I need at least one of those two things in play - either high personal interest or good reputation
- Designers, reviewers, other people mentioned
- I'm going to be trying to be more mindful about reality as opposed to the desires that I have
- These tend to be less of a priority. Like occasionally I dive into an unplayed game that isn't a review copy, but more often than not if I'm diving into an unplayed game, review copies do take precedence
- I have so many euros I love and so many that I'm behind on
References (from this video)
- Engaging strategy and high interaction
- Replayable setups
- Windmill-focused strategies can lead to dominance without checks
- Resource management with windmills and ramparts
- Medieval village economy
- Engine-building with direct player interaction
- Agricola
Mechanics (from transcript analysis)
- resource drafting — Draft resources to fuel actions and scoring
- worker placement — Gather resources and build structures
Video topics + discussion points
Quotes (from this video)
- This one is short, sweet, and sexy.
- To me, this is a good, slightly above average movie.
- We did win our first game.
References (from this video)
- Easy to teach
- Fast play for a midweight game
- Satisfying production and combos
- May require some onboarding for new players
- Urban development, production and towers
- Medieval city-building
- Historical thematic
- Barcelona
- El Grande
Mechanics (from transcript analysis)
- tile drafting/placement — Draft and place tiles to build, optimize production and scoring.
- tower-building — Towers with unique scoring functions create strategic choices.
Video topics + discussion points
Quotes (from this video)
- "this is our 10th year doing this"
- "we are live from the volunteer fire department"
- "the 10th Annual squirly Awards"
- "we can't do this without the other people here"
- "head over to our Discord Channel and tell us what you think"
References (from this video)
- Excellent component quality
- Good iconography
- Plays well at multiple player counts
- Simple mechanics
- Lacks strategic depth
- No cost for actions
- Resource management and tile drafting
- Medieval estate building
- Majesty for the Realm
Mechanics (from transcript analysis)
- Income generation — Players maximize coin income through strategic tile placement
- tile drafting — Players draft estate tiles with unique effects and income
Video topics + discussion points
Quotes (from this video)
- We want to do this segment a little more frequently
- It's a big puzzle like that's what the game is