Game Info
Year
2015
Players
2-4
Age
12+
Playtime
90 min
Collection
Mechanic profile
Not enough video data yet
Vibe profile
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Description
A new chapter opens in the Village chronicles! In this standalone game, each player is in charge of his very own village, controlling its entire fate. Known places and characters conjoin with new mechanisms to make up a gaming experience that feels so familiar and is yet so different from Village!
Village enthusiasts will recognize some core elements, for example, the life-time track and the village chronicle, yet the new dice mechanism gives a whole new twist and dynamic to taking actions. My Village is of similar game weight as Village.
Featured Videos
Rules Teach
My Village - How To Play
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 1 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video o-deO1wAg5A
watch it played Rules Teach at 0:29 sentiment: positive
video_pk 65153 · mention_pk 158775
Click to watch at 0:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The game is about building the most prestigious village.
- Expanding the village, traveling to new locations, and trading with locals are key activities.
- Raising generations of villagers helps run the village.
- Specific building types like churches, council chambers, and meeting places offer unique abilities.
- The game has a clear flow with preparation and action phases.
- Mechanics such as dice modification, villager placement, and resource management add depth.
Cons
- Taking two black dice advances the time marker two spaces, representing a plague.
- Day laborers are worth minus five points at the end of the game.
- If a rat invasion occurs, players lose half of their story points in their tree.
Thematic elements
- building a prestigious village by expanding, traveling, and raising generations of villagers.
- the village
Comparison games
none
Mechanics (from transcript analysis)
- action selection — Players choose actions each turn by selecting dice from a pool to activate banners and resolve card effects.
- Area Control — Markers are placed on available spaces on craft buildings and council chambers, which can be used to produce goods or provide scoring opportunities.
- card drafting — Players can acquire cards from a central display, such as customer cards and travel cards, by meeting specific requirements.
- Dice rolling and assignment — Players roll dice and combine their values to activate banners and actions on cards or player boards. Dice values can be modified using coins or discarding markers from a meeting place.
- End game trigger — The game ends at the conclusion of a round where the total number of deceased villagers reaches a certain threshold based on the player count.
- Resource management — Players manage resources like coins, time, goods (e.g., horses, plows), and villagers.
- set collection — Players collect cards such as customers, travel cards, and monks, which contribute to end-game scoring or provide benefits.
- Victory Points — The game is won by accumulating the most victory points, which are gained through various means like collecting story points, serving customers, and completing sets of buildings.
- worker placement — Placing villagers on profession spaces is often required to activate or gain cards associated with those professions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- hi welcome to watch it played my name is Rodney Smith
References (from this video)
No references stored for this video.
Video i5uCwSmMWwA
The Dice Tower Discussion at 3:11 sentiment: mixed
video_pk 5647 · mention_pk 16778
Click to watch at 3:11 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Thematic flavor in material components
Cons
- Theme not globally appealing for some players
Thematic elements
- Worker management/economic
- Village theme with worker casualties
- Village-esque
Comparison games
none
Mechanics (from transcript analysis)
- worker placement — Workers die over time; tension and engine-building vibe.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Shark Park, a memory kind of game.
- they're essentially just more complex versions of the last.
- it feels like it's a bigger game that was streamlined and streamline is often very good, but this one I felt almost a little streamlined too much.
- This one's almost there. And I know a lot of people love the Talisera.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2