You are the leader of settlers who have discovered new lands. Using powerful artifacts, you will explore terrains, hunt monsters, construct buildings, and create outposts. Collect diamonds and gold and welcome mighty heroes to make your settlement the most famous one!
In more detail, in Settlement you need to effectively manage settlers and resources. The goal of the game is to score as many victory points as possible by the end of the last round. Each round, players take turns in clockwise order, beginning with the starting player. On your turn, you can invite a hero or use one of your settlers to take one of these seven actions:
1. Construct a building
2. Explore a terrain
3. Hunt a monster
4. Build an outpost
5. Activate a region
6. Activate a street
7. Activate an outpost
On your turn, if you have the required resources, you may spend them to invite a hero in your settlement. Heroes are useful because they bring you victory points. Sometimes, a hero's score depends on your buildings, terrains, or outposts; some heroes also provide you with extra settlers. You may pass immediately after playing your turn if you're ready to end the current round. If you cannot do anything on your turn, then you must pass. Take a new artifact among the available ones, then return your previous artifact. Once all players have passed, the round ends.
At the end of the sixth round, the game ends, and you sum points from your hero cards and buildings. The player with the most victory points wins, and their settlement becomes the main outpost of the land!
—description from designer
- Looks epic
- Creative town naming potential
- Resource management and building
- Settlement building
- Newly discovered land
Mechanics (from transcript analysis)
- action selection — Take turns building and activating your regions, streets and outposts.
- building — Build outposts and buildings.
- exploration — Explore, hunt monsters, build outposts and buildings.
- Resource Management — Collect diamonds and gold.
Video topics + discussion points
Quotes (from this video)
- The pun is always intended.
- I'm not normally a co-op type of guy ask anyone, I'm not a team player.
- This is so up my street it might as well be in my house only it's not.
- If dungeon delving your way through puzzling mazes looks like good family weight fun then you look out for dungeon scrawler in October.
References (from this video)
- Played once and liked it
- Wasn't very special
- Very simple, very streamlined
- Wasn't too special
- Wouldn't play it again
- Wouldn't really want to play by myself
Mechanics (from transcript analysis)
- Resource Management — It's kind of a tile puzzling and resource management game.
- Tile Puzzling — It's kind of a tile puzzling and resource management game.
Video topics + discussion points
Quotes (from this video)
- STI, I will give this an A. I played this twice. I really like the game. I don't know how much I will like it in the long run, but I really enjoyed and I could imagine actually owning it.
- It's like a um it's kind of a tile puzzling and resource management game. Um in a pretty short play time, very simple, very red, like very streamlined, which I like. Um but it like at the end it wasn't too special.
- One of my most favorite word games. I would give this an A. We're trying to like um prevent goats from taking like the letters from a from a printing office. Very very cool.
- Star Wars Imperial saw to play for the first time. Um and we're actually playing it again today. And I really like what I really like this. Um there was a lot of setup. The setup isn't very streamlined.
- Tiny Towns on my list for a while. Finally, I got a copy and I really like this. I will give this an A for now as well.
- Walking Birano. I will have to like do this here because this one also gets an S. Like always a great game to play. Really love this little puzzly game.
- Wingspan amazing amazing my most favorite game ever. You know that. So of course Srank
- It's a very good uh word game. I would give this a B. I enjoy that one.
- Duel which is fine. It definitely is not as good as Azour. It's It's a fine enough game. I would probably play it again if you asked me, but I don't understand why it exists.
- At the Helm, a deck building game by Buttonsh Games with only 18 cards, which is pretty good. Um, I'll give this an A as well.
- Animal Kingdoms. That one surprised me. It's like a uh you like place cards down in specific regions and you're trying to get like the majority there.
- And then Aon's End, of course, always gets an S for me. It's my most favorite solo game, and that will probably not change for a while.
- And then I've also finally gotten Seventh Content. I got a like a huge collection. I've got almost everything that you can get at retail, uh, including like the cool white box and stuff. Um, and I would give this I've only played this once, but I would give it an A for now.
- Loads of A ranks this time. Not bad. Not bad. Um, and a lot of B's as well and quite a lot of S's. No D's this time and only a few C's.
References (from this video)
- beautiful production and visual presentation
- rules are easy to learn
- artifact tiles introduce some variety
- depth is limited; relatively light
- solo mode feels like a muted variant of the multiplayer
- interaction between players is minimal
- engine-building to assemble a small settlement; exploration of regions and artifacts
- lightweight city-building / settlement-building euro game
- procedural, rules-light, accessible
- Pillars of the Earth
- Gaia Project
Mechanics (from transcript analysis)
- artifact_tiles — Artifacts provide round-by-round bonuses and strategic choices.
- Engine Building — Players develop a small personal engine of actions to gain resources and build structures.
- engine-building — Players develop a small personal engine of actions to gain resources and build structures.
- Resource Management — Players collect resources to construct buildings and recruit heroes.
- resource_management — Players collect resources to construct buildings and recruit heroes.
- Simultaneous Reveal — Regions are explored or flipped to reveal bonuses or monsters.
- solo_mode — Solo mode is a minor variant of the multiplayer rules.
- tile_reveal_exploration — Regions are explored or flipped to reveal bonuses or monsters.
Video topics + discussion points
Quotes (from this video)
- it's clearly dated
- stupid design
- the last gun shield combo basically nukes an entire area
- this is a mega game ... 67 hours
- the prediction mechanic is insane
- six to seven hours and it's for a six-player game; it doesn't need to be like that
References (from this video)
- Strong pedigree (Mysterium developers) and proven design lineage
- Gorgeous production vibe and thematic depth
- Early impression shows a lot; final rule clarifications will matter
- settlers, resource management, terrain exploration, and heroes
- euro-style settlement-building with exploration, monsters, and outposts
- mythic, expansive with rich world-building
- Mysterium lineage games
- Euro-style exploration and building titles
Mechanics (from transcript analysis)
- euro-style engine-building with hero cards — use resources to acquire heroes and activate various features
- exploration and combat/monster interactions — terrain exploration and monster encounters add risk/reward
- outposts, regions, streets, and active scoring — various region activations and scoring opportunities
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.