Growing food in your own garden, keeping livestock yourself — self-sufficiency is all the rage, but running an actual farm with a successful farm shop is a much bigger challenge than that.
In the family game My Farm Shop, players can live through that experience without leaving the house. Three dice are thrown on each turn. With one die, the active player selects a new expansion for their farm, and the combination of the other two dice dictates which field will be activated on the farm — not only for the active player, but for all others as well. The expansions enhance the actions that players use to milk cows, shear sheep, harvest honey, or collect eggs, and these raw materials can then be sold. In the end, whoever makes the most money wins.
- Accessible and casual-friendly design
- Solid design pedigree and reliable publisher
- Engaging probabilistic planning with dice
- Expansions add customization and some variety
- Clear rulebook and approachable setup
- Lacks strong thematic immersion; minimal storytelling
- Limited player interaction and tension
- Not highly innovative; reminiscent of Machi Koro and Space Base
- Expansions do not dramatically enhance payoff
- Setup can be a bit heavier due to management of cards and components
- shop management and farming
- Running a farm shop; managing crops and goods
- dice-driven engine-building with economic flavor
- Machi Koro
- Space Base
- Dice Forge
- My Little Scythe
- Dream Home
Mechanics (from transcript analysis)
- Card upgrading — Drafted cards upgrade your fields for better rewards.
- Dice activation — Use the remaining two dice to activate fields for production.
- dice drafting — Roll three dice and choose one to draft a card from a central display.
- modification with burlap bags — Burlap bags modify dice results to influence outcomes.
- resource production and conversion — Active fields produce goods which can be converted into various rewards or points.
Video topics + discussion points
Quotes (from this video)
- I'm Adam Porter and I design games and in this video series I'm looking at board games and reviewing them with a focus on product design.
- an engine building game about running a farm
- it's not the same as Machi Koro
- the game ends when the display can't be refilled
- it's a gentle pleasant forgettable experience
- it's not going to set the world alight
- it's literally quite good
References (from this video)
- surprisingly satisfying engine-building for a light game
- great family-weight option
- resources can be scarce if luck is harsh
- not everyone enjoys dice-driven engines
- agriculture and shop economy
- dice-driven tableau building with resource trading
- light and approachable
Mechanics (from transcript analysis)
- dice drafting / tableau engine — collect resources and use cards to trade into points
- mitigation tools (sacks) — cards allow turning sacks into victory points
Video topics + discussion points
Quotes (from this video)
- this is a pretty simple almost like a gateway plus level bidding and set collection style game
- the way you acquire these cards is so cool as you have these discs
- one of the most addictive games that we have in our collection
- this is probably one of my front runners of my game of the year so far
- it's a fantastic design that's held up well
References (from this video)
- Tight engine and satisfying resource flow
- Family-friendly with strong accessibility
- Strong theme and table presence
- Box presentation reportedly weaker; may affect visibility
- Not as widely known as similar mega-hits
- dice-driven card activation and engine-building
- local market farm with stalls and cart resources
- uplifting, family-friendly
- Space Base
- Machi Koro
- Lords of Waterdeep
Mechanics (from transcript analysis)
- Dice-driven card activation — Dice pips activate corresponding cards to gain resources and points.
- engine-building through cards — Combo cards create a tight engine to convert resources to points.
- Resource capacity management — Limitations on storing goods prevent spamming actions and encourage planning.
Video topics + discussion points
Quotes (from this video)
- it's absolutely fantastic how engaging this game is
- i've never had a duff game of this one
- this one should be considered one of the best party games out there
- this game did have a couple of production issues as well
- this game is unbelievable good it has so many things that people like
References (from this video)
- three-dice mechanism adds meaningful choice and mitigates luck
- clear, intuitive design with hidden depth
- engaging and thematic despite simple rules
- box and component quality concerns noted (compactness versus perceived cost)
- relatively light on content (eight characters; expansions discussed as stretch goals)
- Rural commerce and stock turnover, with a ghostly familial motive
- A farming operation where dice rolls activate fields and production
- Light, humorous narration anchored by a father’s ghost
- Catan
- Space Base
- Katan Space Base
Mechanics (from transcript analysis)
- dice-based resource activation — Rolls of dice activate different fields producing resources (eggs, honey).
- end-game condition via discard and stock turnover — The game ramps toward end when discard piles reach a limit; mismanaging stock costs you.
- inter-player field activation — Fields may be activated on everyone’s turn, increasing interaction and tension.
- three-die system with selective pairing — You roll three dice, then choose two to activate a field; a second die guides upgrades.
- tiered upgrades and field management — New upgrade cards improve fields; some upgrades become more valuable over time.
Video topics + discussion points
Quotes (from this video)
- it's beauty is in its simplicity
- a brilliant card game that could and should be about anything else
- the war of gameplay vs art, gameplay will always win
- it's absolutely simple enough to teach to newbies
- Disney connect four
- this started like connect four but sprinted ahead
- it's a hundred percent success
References (from this video)
- Interesting mechanism
- Cool theme
- Lacks excitement
- Unappealing artwork
- Dice-based farm resource management
- Farm management
Mechanics (from transcript analysis)
- Communal dice rolling — Players receive rewards when dice are rolled
Video topics + discussion points
Quotes (from this video)
- I want to make sure the games I own actually get played more often and that means letting some of them go, even if it hurts.
- In each episode of the series, I'll show you four games for my to sell pile.
References (from this video)
- Engaging engine-building with a tight resource loop
- Encourages optimization without being punishing
- Theme might not resonate with everyone
- Wordle
Mechanics (from transcript analysis)
- dice drafting — Rolls of dice are drafted to influence card plays on your personal board
- engine-building — Cards and actions allow you to optimize resource production and conversion
Video topics + discussion points
Quotes (from this video)
- top 10 chilled board games now for me
- it's such a relaxing game in my opinion
- the production really does help it because it's a lovely lavish Deluxe feeling game
- think Wordle but the Twist on this game
- cooperative game ... very relaxing
References (from this video)
- gateway-friendly with deeper strategic depth for those who want it
- dynamic upgrade choices create meaningful long-term planning
- three expansion modules add variety and replayability
- initial setup and upgrade tracking can be a bit fiddly for some players
- without expansions, variance may feel limited on repeat plays
- agriculture, production optimization, market strategy
- dice-rolling farming economy; upgrading a small farm into a productive shop
- gateway-style Euro with approachable rules and hidden depth
- Matchy Coro
- Space Base
Mechanics (from transcript analysis)
- dice drafting and activation — roll three dice, choose upgrades, and activate corresponding fields; the dice outcomes shape production.
- resource management and timing — you must balance upgrades to maximize production while avoiding waste and overproduction.
- variable player power via upgrades — upgrades unlock new production capabilities and strategic synergies with sunflower tokens.
Video topics + discussion points
Quotes (from this video)
- there's no magic piece of evidence you need to find to solve the case
- it's a race to finish an enclosure first
- you read the opening story and then it's up to you to decide which leads to follow
- the game is begging you to take risks because if you ever get 21 on a mission you not only win the mission but you lose a notoriety token
References (from this video)
- strong interaction with others
- fast and concise family-weight gameplay
- could feel repetitive after multiple plays
- dice-triggered actions and resource-to-coin conversion
- farm-market tableau-building
- family-friendly
Mechanics (from transcript analysis)
- dice-driven action selection — roll dice to determine which actions and cards come online
- Resource conversion — convert resources into coins for scoring
Video topics + discussion points
Quotes (from this video)
- I absolutely adore this one
- I think it is an absolute blast
- this game is fantastic
- an evergreen to me
- it's stripped back and still a blast
References (from this video)
- Controls over dice outcomes help balance risk and reward
- Familiar engine-building lineage (Machi Koro/Space Base-like feel) with a lighter touch
- Not as deeply strategic as heavier euros; more of a medium-weight filler
- farm economy and market modules
- market-based farming shop with a lighter euro flavor
- accessible, family-friendly
- Machi Koro
- Space Base
- Settlers of Catan (in engine-building sense)
Mechanics (from transcript analysis)
- dice-dice-draft with a central market — roll three dice; pick one to claim a market card, others contribute to a summation for actions
- engine-building through modular cards — cards contribute to a growing engine rather than direct resource spending
Video topics + discussion points
Quotes (from this video)
- I love games that have time tracks.
- the components in this game look great.
- I am a sucker for creative use of components.
- folding the corners over as you are playing the game.
- this one is suddenly a game that I am very interested in.