Description from the publisher:
THE BEAUTIFUL WILDERNESS
Sometimes you need to get off the beaten path to find a beautiful landscape to paint. Wake up early, hike deep into nature, and find your perfect spot. Some paintings sell for commissions, others you’ll keep for yourself, but you’re always going that extra mile to find inspiration.
OBJECTIVE
Over six days, players gain Renown by hiking to beautiful locations to paint landscapes, which they’ll later sell. Each day, players choose a Planning Card, which allows them to travel through the Wilderness and paint (i.e., pick up Landscape Cards). At day’s end, they can sell paintings to earn Renown (i.e., turn in Landscape Cards to gain Commission cards worth Renown). Players also earn Renown by completing Daily Goals and by possessing Landscape Paintings at game’s end.
GENERAL PLAY
Each day starts with a simultaneous Planning Phase, followed by individual Trek Phases, and ends with a Clean Up Phase. After the sixth day, a final Scoring Phase occurs.
Planning Phase: Players draw three Planning Cards and select one for the day. This sets the time they'll leave (initiative) how far they can move, and how many paintings they can paint.
Trek Phase: Based on when players started their hike, each player completes their Trek Phase. During their Trek phase, they'll move through the Wilderness, paint landscapes, and sell as commissions for Renown. There is also an end of turn check for the Daily Goal.
Clean Up Phase: Once all players have taken their Trek Phase, the Wilderness, Commission Cards, and Daily Goal are updated, and then the next day begins.
- thematic depth in a short game
- accessible to casual players
- some may find it light compared to heavier fillers
- artistic pursuit and scheduling
- countryside painter’s day, landscape commissions
- light, breezy filler with depth
- Welcome To
- Sushi Go
Mechanics (from transcript analysis)
- card drafting — cards represent daily plans, times, and painting opportunities
- timed/directional choices — players plan routes and painting directions to score
Video topics + discussion points
Quotes (from this video)
- you can't move cards around in your hand
- the outer sides of your hand
- you finally coordinate adventurers to pick up the artifact you wanted
- the grey sports Almanac Marty you know how these peacocks McFly except there's one page missing
- cooperative games are great for making you feel things
- this Zen focus like you're all holding your breath
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- zia is chaotic it's exciting it's cruel it's beautiful and it's everything in between
- if you want to make the most out of your four and a half hour gaming window and you want a robust deep space experience
- it's labeling it a green legacy game and promising a full reset at campaign end
- this has been a mind at suggested game production and i'm alex your board game sommelier signing off
- Sonora is a combination of a dexterity and a roll and write game
References (from this video)
- Solid two-player filler in a series
- Careful planning and efficient execution
- Navigation and contract fulfillment
- Two-player grid movement with contracts
- Polished, grid-based euro
- Floriferous
- Delicious
Mechanics (from transcript analysis)
- grid movement with contract drafting — Move on grid to collect contracts and complete objectives
Video topics + discussion points
Quotes (from this video)
- one of the coolest initiative mechanisms that I've ever seen
- this is like an essential because it is that good
- an absolute blast playing these couple of games
- the two-player card game on the market
- Mandala is absolutely smooth as silk
References (from this video)
- Accessible weight and quick play time (~20 minutes)
- Aesthetics and packaging consistent with Pencil First line
- Clear potential for a deeper look in a future ranking/review
- Some fiddly bits and parts aren’t always intuitive
- Urban grid movement and initiative
- Grid-based set collection in a small box footprint
- Lightweight, approachable strategy
- Pencil First catalog (companion context)
Mechanics (from transcript analysis)
- grid movement — Move around a small grid to collect cards and form sets
- initiative — An initiative mechanism influences turn order and strategic decisions
- set collection — Accumulate cards to complete sets for points
Video topics + discussion points
Quotes (from this video)
- I'm going unwrap this one and read the rules later
- hopefully the card play is going to be good in that one
- this is a brand new 2023 release
- it's a very simple card game and doesn't have this kind of Civ style gameplay
- I do like the way that works
References (from this video)
- Beautiful artwork similar to Parks
- Meditative experience
- Safe and calming
- Nature contemplation
- Water and sunset scenery
- Meditative landscape experience
- Parks
Mechanics (from transcript analysis)
- Beautiful Artwork — Aesthetic visual experience as core mechanic
Video topics + discussion points
Quotes (from this video)
- change your mind you can change the world
- there's a tool for every task
- 95 percent of therapy is building relationship
- the opposite of anxiety is not calmness it's actually trust
- games are vehicles for emotion
- i'm a mood doctor
- failure you the winner you learn
- there is no such thing as a purely rational logical gaming experience
- every single aspect of your life is emotional
- grades are fine but like the way we use grades to evaluate people that is violence
- it's all contextual and it's all what i'm doing it's all what the person is responding to
- games are part of the human experience
References (from this video)
- Warm, inviting setting
- Supportive, humorous playgroup dynamics
- Mechanics may feel repetitive over long sessions
- Cozy crafts and gentle competition
- Waterfront, coastal studio vibes with warm lighting
- Calm, friendly, with playful banter
- Calico
- Sunrise at the Studio
Mechanics (from transcript analysis)
- Public/private objectives — Objectives drive scoring and interaction
- resource drafting — Acquire resources to complete themed projects.
Video topics + discussion points
Quotes (from this video)
- it's cozy
- it's exactly like making donuts
- cozy game
- the initiative order... the lowest number is going to be the person to pick first
- these showpieces are very artsy
- it's not a heavyweight game, it's cozy and calm
- this is a showpiece
References (from this video)
- Engaging solo puzzle with meaningful planning and timing
- Beautiful, compact design and approachable rules explanations
- Clear path to scoring through symbol matching and commissions
- Satisfying pacing with wake-up timing decisions
- Rules and iconography can be fiddly for new players
- Requires careful management of planning cards and decks
- Limited direct interaction in solo mode may feel slow for some
- Artwork, commissions, and scoring through symbolic painting cards; a gentle, contemplative artistic pursuit rather than direct conflict.
- A painter's landscape world where players draft and complete landscape paintings on a 5x5 board, navigating discrete locations, timing actions, and chasing commissions on a solo path to score. The game emphasizes a serene outdoor aesthetic, with the player building a portfolio of works to fulfill high-value commissions while managing limited resources.
- Tutorial-oriented exposition that walks the player through setup, ongoing actions, how to fulfill commissions, and end-game scoring, with an emphasis on strategic pacing and planning rather than surprise twists.
Mechanics (from transcript analysis)
- deck management / replenishment — The painting deck is replenished in a controlled way, with timing driven by wake-up actions and ranger stations; replenishment drives key pacing decisions.
- ranger stations / end-of-turn effects — Ranger stations influence when and how landscapes are replenished; crossing stations or acquiring certain wake-up timings can alter the deck and scoring opportunities.
- scoring via commissions and symbols — Points are earned for completed commissions; additional points are gained from symbols like lakes, which can grant end-game bonuses.
- set collection / symbol matching — Players acquire paintings whose top-left symbols must align with the symbols demanded by their commissions; matching multiple paintings fulfills commissions for points.
- solo mode: wake-up time triggers — In solo play, wake-up cards trigger specific board actions, shaping round structure and which tasks are prioritized during each turn.
- worker movement / planning cards — A single painter moves on the board using planning cards that specify distance and direction; movement choices determine which paintings are reachable and which commissions can be pursued.
Video topics + discussion points
Quotes (from this video)
- sunset over water is a game about becoming a successful painter
- it's essentially a beat your score game where you are trying to get the best commissions and the best paintings
- this is a beautiful little solo game, it's very engaging in place very quickly
- I hope it helped you make a decision about whether you want to try it yourself
References (from this video)
- artistic landscape painter theme
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we are having a giveaway yes yes from inside up games yes yes summit
- Summit is so thematic
- it's a gateway game
- we're going to meet people at the Cardboard Caucus