In Okiya, a.k.a. Niya,, each player tries to arrange her tokens to gain the favor of the emperor. Alternatively, you can prevent your rival from placing a token in the Imperial garden, showing that you have more control than your opponent.
To set up the game, shuffle the 16 tiles and arrange them in a 4x4 square; each tile shows one of four types of vegetation (maple, cherry, pine or iris) and one of four types of poetic symbols (rising sun, bird, rain or tanzaku - the small pieces of paper on which people sometimes write wishes).
The starting player removes one tile on the border of the square, sets this tile aside, then places one of her tokens in this space. The opponent must then do the same thing, but can choose from only those tiles that depict the same type of vegetation or poetic symbol shown on the tile first set aside. Play continues, with each set-aside tile determining where the next player can go until:
A player forms a line with four of her tokens in any direction,
A player forms a 2x2 square with four of her tokens, or
A player chooses a tile which doesn't allow her opponent to place a token.
In any of these cases, the player has won the game. A match can be a single game, a "best of three" series, or a point-based match, with the winner of a game earning as many points as the number of tiles remaining in the grid when she wins; in this case, the player who first collects ten points wins the match.
Agricola Solo Playthru - Live!
Oliva 3 Player Playthrough
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- when you get to harvest you have to feed all the members of your family and if you don't feed all the members of your family you have to take a begging card
- and that i think is where all the pressure is because like you think man everything's gonna go okay as long as i can just get that read space as long as i can put my family member on there i just get all i need is one read and then it's fine i'll be able to feed my family because of this and that and the other and then some dinkus at the table takes read and it's just like it you just you want to flip the table at that point
- the reason i mentioned uve rosenberg month was i was i said i was going to try to stick some stuff on the calendar what you can count on i'll let you know just verbally what you can look forward to
- i have eyesight problems today i have to confess to you haven't put up my glasses because i wear them so seldom that whenever in the rare cases where i do need to wear them i get headaches from them so i thought i'll just i'll just try to survive but now i'm reading that you have to put put the new family member in your butt
- the problem with agricola is that family member is costing you food right that they're eating food and you have to keep them thriving and surviving they are worth points though at the end of the game
- the campaign in agricola holy crap but beats poppy 17. i'm just gonna say i'm not i'm not saying i'm a better player than bobby but i'm just saying to get 29 points at a gracola
- the trough sounded awesome when it looked like you were going to manage livestock and not cook them all well sure i still want to see a justification for that grocer
- i paid five food for this guy when it should have only been four food for this guy
- and I need to get up to a stone house so that I can do that on these two rounds plow plow you see what I'm saying so so that solves it I need to it's stone house time and I don't have the stone Oh shoot but I'm going to be one stone short if I take it now
References (from this video)
- tense decisions in set collection
- beautiful art
Mechanics (from transcript analysis)
- deck_drafting_and_column_placement — Draft cards and place into columns to form sets.
- set_collection_with_lowest_value_scoring — Score the lowest value card in each set on the table.
Video topics + discussion points
Quotes (from this video)
- Tile placement. I said it's fun.
- I can't see a world where I don't enjoy this game.
- This is just a perfect little game.
- Oh Hanami is such a brilliant little game.
- It's a very light, great family weight game.
- What a decision. Love it.
- Kayakawa. A game of bluffing and deduction with only 15 cards and 32 tokens.
References (from this video)
- Very clever and sharp gameplay.
- Highly interactive.
- Interesting deck-building engine.
- Gameplay was neat.
- Works better with more players; less satisfying as a two-player game.
- The theme of olive oil pressing is not particularly engaging for the host.
- Olive pressing
- Portugal
Mechanics (from transcript analysis)
- Action Drafting — Players choose actions based on cards available and what others are playing.
- Deck Building — Players buy new cards to add to their deck, creating a deck-building engine.
- Hand Management — Players have a hand of cards and must choose which to play strategically.
- Simultaneous action selection — Players choose two action cards simultaneously and reveal them, with the number of cards played influencing activation.
Video topics + discussion points
Quotes (from this video)
- Ants. And I loved this game. Um it is a phenomenal worker placement game where we are controlling a colony of ants trying to, you know, spread out into the uh the countryside, um you know, set up pheromone trails of scavenging ants, exploring, dealing with big scary bigger bugs than us, like centipedes and millipedes and whatnot, getting to the far reaches where there are huge benefits if we're the first player to occupy, and, you know, basically expand our little ant kingdom.
- And unlike most other ant colony civilization games, there is no player versus player in this game. No direct attacking. We just have to fight, you know, the the other big bugs that are out there.
- this is a conveyor belt game, folks, and I love conveyor belts. The conveyor belt here is the life cycle of our ants.
- Everything about this game is fantastic.
- It's the second best game we played this month. It's Ants.
- The Last Droids.
- This game is phenomenal.
- It's an I split, I choose game, which is a fun little thing.
- That decision, which do I keep for myself, which two do I give to the other players, is phenomenal.
- The rules actually suggest that once the cards are revealed before the lead player hands them out and keeps one for themselves that players could say, "Hey, I really want that one."
- The art in this game is stunning.
- It is the best game I played this month as a three-player game.
- As a two-player game, I don't know. So, I'm going to have to do a follow-up in a future roundup, I assume.
References (from this video)
- Engaging deck-building with engine-building feel
- Multiple market types add depth and meaningful decision points
- Endgame scoring via nation flags provides clear goals
- Pacing becomes quicker once players learn the system
- Rules can be confusing on first play
- Setup and teaching time is relatively heavy
- Endgame and round structure can feel opaque and mass-assembly dependent on player count
- production optimization and market-driven scoring
- Portuguese olive oil farming and market-driven production
- live playthrough with rule explanations and strategic discussion
Mechanics (from transcript analysis)
- Action chaining / bonus actions — Promote, call, dismiss, and bonus actions allow extended buys and deck manipulation.
- Deck Building — Each player maintains a personal deck and draws actions to perform on their turn.
- deck-building — Each player maintains a personal deck and draws actions to perform on their turn.
- Endgame scoring by nations and markets — Points come from nation flags, global/national market cards, and other scoring effects.
- Market-driven card economy — Markets (local/regional/national/global) provide cards and scoring opportunities; cards can be bought or dismissed.
- Resource conversion — Olives are converted into olive oil via actions; different cards modify conversion rates.
- Resource Management — Olives are converted into olive oil via actions; different cards modify conversion rates.
Video topics + discussion points
Quotes (from this video)
- This plays pretty quick.
- It's a deck-builder, engine building.
- the part that was really kind of confusing the rules.
- the more point cards you buy, the less action cards you're going to have when you draw.
- This game plays quick and is fun.
References (from this video)
- Strong economic game in a small package
- Designers consistently deliver engaging experiences
- Not mind-blowingly groundbreaking according to speaker
- Economic optimization and efficient resource use
- Compact, crunchy economic game with a small footprint
- Concise, highly strategic
- L.
Mechanics (from transcript analysis)
- economic engine — Compact box, dense economic decision-making.
- Engine Building: Efficiency — Compact box, dense economic decision-making.
- Fast/punchy play — Short playtime with deep strategic decisions.
Video topics + discussion points
Quotes (from this video)
- We are looking forward to Spiel 2025.
- These are 10 games we have not played.
- Plans change but that is the plan.
- We're excited for Spiel.
- Please come say hi, show us a secret sign, and play a game with us.
References (from this video)
- Accessible and easy to teach
- Balance of simplicity and strategy
- Engaging themes with multiple paths to victory
- Some luck in card draw
- agriculture, set collection, and country cards
- olive farming themed engine
- engine-building with route to victory through multiple paths
Mechanics (from transcript analysis)
- deck-building / engine-building — Combines deck-building and engine-building with multiple strategic paths.
- Set Collection — Diverse scoring via country cards and strategic card play.
- set collection / country cards — Diverse scoring via country cards and strategic card play.
Video topics + discussion points
Quotes (from this video)
- This is fantastic.
- I love everything about this.
- There's deep resource management, good choices.
- This is themed the worlds of Dungeons and Dragons.
- The catch-up mechanic is great because this makes every race close.
- It's like So Clover meets Code Names.
- Cuphead style artwork is visually striking.
References (from this video)
- clean, easy-to-understand design
- tight strategic depth for abstract games
- abstracts aren’t personally engaging; preference against this style
- geisha-themed abstract connection / blocking
- two-player abstract strategy with geishas
- dense puzzle logic
Mechanics (from transcript analysis)
- abstract connection/draft system — play tiles to form rows/columns or blocks of symbols
- tile claiming and replacement — take a tile and replace it with a geisha piece, influencing opponents' options
Video topics + discussion points
Quotes (from this video)
- there's next to no replayability of the game
- it was too slow to get going it was such a churn and a slog to start gathering resources
- i'd rather play one of those canonical classics
- I would happily play this one again
- it just felt like a bunch of different games mashed together in a pirate themed game
- not for more experienced gamers