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Neuland box art

Neuland

Game ID: GID0225428
Game Info
Year
2004
Collection
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Description

Neuland is a game about logistics and planning. In the beginning of the game, the land lies undeveloped, a series of blank hexes representing mountains, forests, and grasslands. Players win by building and using prestige properties that allow them to place their family's coat-of-arms onto the board -- first to place all their coats of arms wins.

To use these buildings, though, requires the player have the correct raw materials. Swords and cloth, for example, or coins and paper. Each one of these materials needs even more basic materials, such as iron ore, coal, and so on backward toward the most basic elements such as food, wood, and stone.

To cull these materials from the land, one builds buildings -- a Stonecutter's Hut, Smelter, Coin Manufactury, and so on. Once on the board, buildings can be used by any player, not just the one who built them.

A player doesn't collect these resources for safekeeping as in The Settlers of Catan or Keythedral. Instead, resources claimed via buildings must be used up either in the player's current turn or his next one. If he doesn't, the resources spoil and are removed from the board.

Essentially, the challenge of the game is one of planning logistical supply chains which will allow one to process these resources most efficiently to build the prestige properties the fastest. Since it's a perfect information game, one can also see what one's opponents are scheming, and place workers to interrupt their supply chains, possibly causing their resources to spoil and making the player start from zero again.

Neuland's most interesting innovation is perhaps its Time Track Mechanism, in which players who take less actions in a turn will have turns more frequently, and can forward-plan in order to take a long turn of nearly twenty actions instead of the ordinary maximum of ten.

Neuland was originally published by eggertspiele in 2004, and republished by Z-man in 2006 with some significant rules changes. A majority of BGG users seem to strongly prefer the original eggertspiele rules. Also heavily recommended is the rules re-write file available for download here on BGG, for the one that comes with the 2nd edition is nearly incomprehensible.

Description

Neuland is a game about logistics and planning. In the beginning of the game, the land lies undeveloped, a series of blank hexes representing mountains, forests, and grasslands. Players win by building and using prestige properties that allow them to place their family's coat-of-arms onto the board -- first to place all their coats of arms wins.

To use these buildings, though, requires the player have the correct raw materials. Swords and cloth, for example, or coins and paper. Each one of these materials needs even more basic materials, such as iron ore, coal, and so on backward toward the most basic elements such as food, wood, and stone.

To cull these materials from the land, one builds buildings -- a Stonecutter's Hut, Smelter, Coin Manufactury, and so on. Once on the board, buildings can be used by any player, not just the one who built them.

A player doesn't collect these resources for safekeeping as in The Settlers of Catan or Keythedral. Instead, resources claimed via buildings must be used up either in the player's current turn or his next one. If he doesn't, the resources spoil and are removed from the board.

Essentially, the challenge of the game is one of planning logistical supply chains which will allow one to process these resources most efficiently to build the prestige properties the fastest. Since it's a perfect information game, one can also see what one's opponents are scheming, and place workers to interrupt their supply chains, possibly causing their resources to spoil and making the player start from zero again.

Neuland's most interesting innovation is perhaps its Time Track Mechanism, in which players who take less actions in a turn will have turns more frequently, and can forward-plan in order to take a long turn of nearly twenty actions instead of the ordinary maximum of ten.

Neuland was originally published by eggertspiele in 2004, and republished by Z-man in 2006 with some significant rules changes. A majority of BGG users seem to strongly prefer the original eggertspiele rules. Also heavily recommended is the rules re-write file available for download here on BGG, for the one that comes with the 2nd edition is nearly incomprehensible.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 3 · mix 1 · neu 1 · neg 0
Mentions per page
Showing 1–5 of 5
Video SBA_ECQLJPg All You Can Board Review at 0:08 sentiment: positive
video_pk 90153 · mention_pk 240504
All You Can Board - Neuland video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique and engaging playstyle
  • Satisfying puzzle-like gameplay
  • Strong card draw and resource generation via alter ego ability
  • Powerful damage and threat removal options through technique upgrades
  • High potential for explosive turns with 'Lethal Intent'
  • Good synergy with allies and upgrades
Cons
  • Low hit points (9)
  • Playstyle may not be for everyone, leading to 'anxiety'
  • Requires careful management of upgrades and timing of abilities
  • Can feel like starting over after major ability triggers
Thematic elements
Comparison games
  • Scarlet Witch
Mechanics (from transcript analysis)
  • Card draw — Nebula's alter ego ability allows her to draw two cards after playing a technique upgrade, recouping resources and hand size.
  • Damage Output — Upgrades like 'Weapons Master' provide damage output with a special ability to deal four damage, and a lasting effect of 'retaliate one'.
  • Deck Manipulation — 'Combat Ready' allows shuffling technique upgrades from the discard pile into the deck or playing a technique upgrade from the top of the deck, resolving its special ability.
  • Forced Response — Nebula's hero ability triggers a forced response at the start of her turn, resolving special abilities on technique upgrades and discarding them.
  • Resource Generation — 'Nebula's Ship' is a support card that generates a wild resource, helping to pay for technique upgrades.
  • Stun/Confuse — The 'Evasive Maneuvering' upgrade allows Nebula to stun or confuse an enemy, which can be used to control the board state.
  • Technique Upgrades — These are one-cost upgrades with special abilities that are central to Nebula's playstyle. They are discarded after their special ability is resolved, or when Nebula flips to hero form.
  • Threat Removal — 'Cutthroat Ambitions' provides threat removal with its special ability and grants piercing/overkill to attacks.
  • Triggering Abilities — 'Lethal Intent' is an X-cost card that allows triggering multiple technique upgrade special abilities for a chosen cost.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a two cost support it's a leadership card play under any player's control max one team card per player this is a team card the team trade is on it if each of your characters has the guardian trait this card gains response after you play an upgrade on an ally draw one card
  • I like this card for the possibilities because yes it has to be used in alter ego form yes you're only going to have two in your in your deck so it's not going to come up as frequently but there's so many protection cards already in the game
  • the important thing to note here is that there are cards like we just went over with guardians of the galaxy the leadership card where you're going to need the guardian trait on specifically on allies this allows you to be able to include cards in your deck that don't have the guardian trait and then with the plan being add honorary guardian onto them
  • nebula is a pretty unique hero and i will say that i think that it's not going to be one that necessarily everyone is going to love
  • it's a constantly evolving puzzle is the best way i can think to describe it
  • the nine hit points is pretty low when i'm playing solo
  • i think it's a really solid hero it's not one i'm disappointed with by any means
References (from this video)
No references stored for this video.
Video SBA_ECQLJPg All You Can Board Review at 0:11 sentiment: positive
video_pk 90153 · mention_pk 240516
All You Can Board - Neuland video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Really unique hero with a fun, constantly evolving puzzle playstyle.
  • Satisfying to rebuild her engine after big turns.
  • Games feel frantic but rewarding, a strong sense of earned wins.
  • Solid hero that is not disappointing.
  • Good inclusion in the roster, even if initially less anticipated.
Cons
  • Playstyle might not be for everyone, can be polarizing.
  • Can add anxiety due to constant rebuilding.
  • Requires good grasp of board state to utilize effectively.
  • Nine hit points is on the lower side, especially for solo play.
  • Not necessarily a top five personal favorite for the host, but not in the bottom either.
Thematic elements
  • Nebula
Comparison games
  • Scarlet Witch
Mechanics (from transcript analysis)
  • Card draw — After you play a 'Technique' upgrade, draw two cards (limit once per round).
  • Discard — Technique upgrades are often discarded after their abilities are triggered.
  • Discard and Rebuild — Much of Nebula's gameplay involves playing Technique Upgrades, which are discarded after use. This process, combined with her alter ego ability, allows for hand refilling and maintaining a flow of upgrades.
  • Technique Upgrades — She has a whole bunch of one-cost upgrades called Technique Upgrades that have special abilities attached.
  • upgrade — Nebula utilizes 'Technique' upgrades, many of which are one-cost.
  • Upgrade Draw — In her alter ego form, Nebula has a recovery of 3, hand size of 6, and 9 hit points. Her ability 'Cybernetic Upgrades' allows her to draw two cards after playing a Technique Upgrade, limited to once per round.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a two cost support it's a leadership card play under any player's control max one team card per player this is a team card the team trade is on it if each of your characters has the guardian trait this card gains response after you play an upgrade on an ally draw one card
  • I like this card for the possibilities because yes it has to be used in alter ego form yes you're only going to have two in your in your deck so it's not going to come up as frequently but there's so many protection cards already in the game
  • the important thing to note here is that there are cards like we just went over with guardians of the galaxy the leadership card where you're going to need the guardian trait on specifically on allies this allows you to be able to include cards in your deck that don't have the guardian trait and then with the plan being add honorary guardian onto them
  • nebula is a pretty unique hero and i will say that i think that it's not going to be one that necessarily everyone is going to love
  • it's a constantly evolving puzzle is the best way i can think to describe it
  • the nine hit points is pretty low when i'm playing solo
  • i think it's a really solid hero it's not one i'm disappointed with by any means
References (from this video)
No references stored for this video.
Video 8UEZ6efFvNE Getting Games Discussion at 20:59 sentiment: positive
video_pk 89056 · mention_pk 235923
Getting Games - Neuland video thumbnail
Click to watch at 20:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • bold abstract puzzle inspirations
  • potentially gorgeous production
Cons
none
Thematic elements
  • space/generative gravity laws
  • abstract strategy about solar systems
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a work replacement Style game that very much reminds me of dwellings of el reveal
  • I like Tableau building I like interesting work replacement systems
  • I am quite looking forward to digging into this game to see exactly how it works
  • I genuinely don't really understand and honestly I wouldn't say I'm particularly compelled by the mechanics that are explained so far
  • this game has this interesting River idea where six cards will put face up in the middle of the table
References (from this video)
No references stored for this video.
Video uVGGllRdI6Y Rules Teach at 0:05 sentiment: neutral
video_pk 66760 · mention_pk 162563
Neuland video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • Nebula
Comparison games
none
Mechanics (from transcript analysis)
  • Flight Cards — Discussed as part of the deck, with a specific mention of a 'four flight card' and its unique reverse arrow symbol.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Everybody on the planet's like, "Ah, I'm falling [laughter] off."
References (from this video)
No references stored for this video.
Video tNs8G3aNrrw Board Game Dad Review at 0:00 sentiment: mixed
video_pk 10869 · mention_pk 83998
Board Game Dad - Neuland video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • low luck compared to typical party/family games
  • reward for reading and anticipating other players' intentions
  • beautiful artwork
Cons
  • lacks a strong, cohesive theme
Thematic elements
  • network optimization, transportation logistics, resource management
  • A nebula-based space transportation network where routes must be revealed through fog to connect resources and construction sites.
  • abstract/neutral
Comparison games
  • Catan
Mechanics (from transcript analysis)
  • fog of war / hidden paths — The board contains fog that obscures optimal routes; players must infer and anticipate paths others will take.
  • Network/Route Building — Players reveal and connect paths to bring resources to construction sites, aiming to anticipate others' movements.
  • public resource grab — Resources on the board are up for grabs by any player, creating competition for scarce assets.
  • Resource Management — Resources are collected from a common pool and spent to construct buildings on specific sites.
  • route building / path planning — Players reveal and connect paths to bring resources to construction sites, aiming to anticipate others' movements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • basically it's katan without dice and trading
  • to bring the resources to your construction site you must reveal a clear path through the fog
  • on the other hand despite having beautiful artwork the game lacks a theme
References (from this video)
No references stored for this video.
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