In Suna Valo, two individuals take on the task of establishing their own farm in the Solarpunk world of Overgrown. Located in the picturesque "Sunny Valley" (Suna Valo), nestled at the foot of a mountain and crisscrossed by a broad river, the village of Foriro has been erected — a place of new beginnings! The farmers in this village supply valuable goods using their transport drones and river ships.
The construction of your farms is made possible through farm cards across various categories. Cultivate vast grain fields, and harvest beautiful water lilies or blue flowers. Deliver your sheep's wool to the village for clothing production or collect eggs from your free-roaming chickens. But amidst your explorations of the surrounding lands, don't forget to reinforce your fleet of transport drones!
Suna Valo features an innovative purchasing mechanism. Secure the right cards before your opponent does, snatch up the more valuable ones, and host prestigious events! Each time you acquire a new card for your farm, you activate an entire column of cards, causing your farm to flourish. However, you must also earn the resources to cover the costs of these cards.
At the end of three game rounds, the player with the most victory points emerges as the winner of this peaceful competition, having contributed the most to the development of Foriro!
—description from the publisher
Images
- Phenomenal game with a gorgeous, drop-dead gorgeous art style and setting.
- Brilliant mix of mechanisms from acclaimed games like Deus and Key Harvest.
- Satisfying engine building and card stacking with large chain activations.
- Varied setup with unique farmer powers and card draws enhances replayability.
- Symbiotic player interaction feels like a marketplace, not aggressive.
- Silky smooth gameplay with minimal design flaws.
- Satisfying to build engines and complete rows for powerful combos.
- Great two-player experience that doesn't rely on direct conflict.
- Cards have a limited set of functions (produce, deliver, progress, contract).
- A desire for more 'game changer' cards with unique, flexible powers beyond the basic actions.
- The complaint about limited card functions is minor and doesn't detract significantly from the game.
- Farming and harvesting goods to meet the needs of the people in a futuristic utopia.
- A beautiful solar punk utopia where humanity lives in harmony with nature, looking for green ways to produce resources.
- Plant Nubo
- Deus
- Key Harvest
- Isle of Skye
Mechanics (from transcript analysis)
- action selection — On their turn, players can grab a card, add it to their operation, and activate matching cards, or spend a turn making a ship delivery.
- card drafting — Players draft cards from a central offer or from opponents' cards, often having to declare their value.
- contract fulfillment — Players fulfill public and private contracts by delivering specific goods to score points and gain upgrades.
- Down Payment/Delayed Purchase — Players can play a card face down to apply it to any column, effectively making a down payment and activating cards in that column, with the card then becoming part of their operation.
- engine building — Players build up their operation by adding cards, which then activate other cards of the same color, creating chains and combos.
- Push Your Luck — Declaring a card's value is a push-your-luck element, as setting it too low might allow an opponent to buy it, while setting it too high might be unaffordable.
- Resource management — Players manage various goods (e.g., eggs, wool, flowers, grain, power stones) to fulfill deliveries and purchase cards.
- set collection — Completing rows of different card types provides bonuses, such as five points or activating all cards in the row.
- Set Collection (Row Completion) — Completing a row of one of each card type grants a significant bonus, either points or activation of the entire row.
- Variable player powers — Each player has a unique farmer power that influences their gameplay, such as activating specific color production cards during ship deliveries.
Video topics + discussion points
Quotes (from this video)
- This game is phenomenal.
- It's just so satisfying to stack them and trigger these big huge massive chains, it just it does not get old.
- It's not an aggressive back and forth between players. It's a symbiotic one.
- This is a really wonderful collection of mechanisms from some of the all-time greats, but most notably Key Harvest and Deus.
References (from this video)
- A lot more beneath the surface than one might think
- Centralized interaction of deciding where to get cards from and setting prices is particularly interesting
- Cascading feeling to it
- Everything in this game is integrated
- Resource harvesting and contract fulfillment
- Near future with lush, green planet and steampunk technology
- Planter Nubo
Mechanics (from transcript analysis)
- Area Control — Players race against each other to fulfill public deliveries, placing barrels on scoring spaces and unlocking parts of their board.
- contract fulfillment — Players fulfill various contracts using harvested resources.
- engine building — Unlocking gates on the board progresses players up tech tracks, which can unlock tiles, provide stone resources, or act as multipliers.
- market — Players can buy cards from a common market, their own player board market, or their opponent's player board market, setting prices with resources.
- Resource management — Resources must be stored in specific crate symbols, and excess resources are returned to the supply if there's no space.
- tableau building — Players build columns of cards on their player board.
- Variable player powers — Bot tiles can be unlocked, providing ongoing abilities.
Video topics + discussion points
Quotes (from this video)
- The combination of all these multi-use unique cards, each card has like three different ways you can use it and then this restriction of the resources and the funneling of the resources into converting them into recipes feels immensely satisfying.
- If you love interesting card combos, card plays, this game has it all all condensed in a really minuscule two-player only game experience.
- The centralized interaction of deciding where you're going to get your cards from and setting the prices for those cards is particularly interesting.
References (from this video)
- Deep, satisfying two-player engine-building feel
- Dynamic card acquisition from multiple displays
- Rewarding payoff when activating rows/columns
- Potentially complex for new players
- Resource storage mechanics can add bookkeeping overhead
- Resource management, farming, and village logistics
- A two-player farm-building game across three eras in a stylized world with settlers and bots.
- Abstract, mechanical with thematic touches like village festivals and ship orders
Mechanics (from transcript analysis)
- card drafting — Players acquire cards from village, personal, or opponent displays and add them to their tableau.
- Card drafting / selection — Players acquire cards from village, personal, or opponent displays and add them to their tableau.
- Column activation cascade — Activating a column triggers a cascade of resource production.
- Discoveries column & energy stones — Discoveries yield energy stones and revenue from deliveries and bot tracking.
- Festival and ship orders — Village festival triggers and ship-order fulfillment add strategic variety.
- Resource management — Three columns generate resources; some resources cannot be stored in the same column.
- Resource production columns — Three columns generate resources; some resources cannot be stored in the same column.
- Row activation condition — Activating a row requires having one of each card type in your tableau.
- tableau building — Purchased cards are placed face up into columns corresponding to card types (farms).
- Tableau building by type into columns — Purchased cards are placed face up into columns corresponding to card types (farms).
- Transport dock and drones — Activating the transport dock enables drones to perform deliveries.
Video topics + discussion points
Quotes (from this video)
- This is strictly a two-player game that's going to be played across three eras.
- It's a strong two-player game that feels deep and yet incredibly satisfying.