Tindaya is set at the dawn of the 15th century on the paradise known today as the Canary Islands. The conquistadors have just set eyes on it. Each player must lead an aboriginal tribe to survival in a world ruled by gods and shaped by natural disasters.
Tindaya is a theme-driven survival adventure with the soul of a eurogame. This environmentally conscious game offers two play modes to please any group: Cooperative (including solo) & Competitive, in addition to the Traitor variant for players avid of some old fashioned throat-cutting. Difficulty can be graded, and less experienced gamers can learn to play through a 3 game mini-campaign.
During 3 phases, natives will settle, progress, and battle invaders, all within a mythological setting ruled by two gods, Acoran & Moneiba. They will demand specific goods at each stage of the game. If the natives are unable or unwilling to provide them, their godly rage will be unleashed. But players are not alone; two seers will make predictions by reading the smoke of their bonfires. Tibiabin will see the disasters to come. Tamonante will predict where they will happen. Disaster markers will be placed on the board to signal what is to come.
End of the Game: In Cooperative mode, players will check if their collective mission has been achieved. If so, the gods will be happy, and all natives win the game. In Competitive mode, solidarity points will be granted to players that have given more to the community, used fewer resources, or achieved both collective and personal objectives. The player with more points will win the game.
—description from the designer
- Hands-on, multi-location gameplay with meaningful decisions
- Clever day-by-day timing and simultaneous reveal create tension and planning depth
- Deep engine-building through apprentices and journeymen adds long-term payoff
- Clear path between forest gathering, village training, and pharmacy production supports varied strategies
- Prototype copy; rules and components may change before final release
- Complex system with multiple tracks and interactions may require a learning period
- pharmacists building a practice through hands-on crafting of tinctures, ointments, and medicines while training assistants
- 18th- to 19th-century European foraging and pharmacy, with forest, village, and urban apothecary life
- hands-on, competitive engine-building with day-by-day progression
Mechanics (from transcript analysis)
- action drafting and simultaneous reveal — Players privately plan a set of actions for each day, then reveal simultaneously, creating a tense, initiative-driven sequence.
- area-based worker placement — Actions are taken in three main areas—the pharmacy, the forest, and the village—with a shared day clock and area-specific options.
- character progression and worker upgrades — Train skills, recruit apprentices, and upgrade them to journeymen to gain bonuses and access new capabilities.
- End Game Bonuses — Endgame points come from botany progression, journeyman sets, skills, and remaining patients; varied endgame scoring channels.
- endgame scoring and tracks — Endgame points come from botany progression, journeyman sets, skills, and remaining patients; varied endgame scoring channels.
- initiative and pacing — Turn order interacts with simultaneous reveals; choosing the same area raises stakes as the first mover can influence outcomes.
- market and merchant timing — Market slots open at specific times and can be purchased for resources, with discounts later in the day and scarcity influencing decisions.
- patient drafting and treatment — Draft patients and fulfill their medicine needs by tight deadlines to earn points, with penalties for unmet demands.
- resource foraging and management — Forage for herbs, mushrooms, and other ingredients in the forest to craft medicines and tinctures.
- Resource Management — Forage for herbs, mushrooms, and other ingredients in the forest to craft medicines and tinctures.
- Worker Placement — Actions are taken in three main areas—the pharmacy, the forest, and the village—with a shared day clock and area-specific options.
Video topics + discussion points
Quotes (from this video)
- This is a sponsored preview and this is also a prototype copy in front of me so all rules, components and things like that are subject to change.
- Tinctura is going to be a competitive game for two to four players where you are in the 18th to 19th century and you are playing as different pharmacists.
- The entire thing is going to be very hands-on where you're very focused on being the best pharmacist and really trying to heal these different patients.
- Not only are you healing patients but you're balancing apprentices and hoping to train them to help these different patients as well for different bonuses.
- The player with the most points at the end of the game is going to win.
References (from this video)
- Vibrant, thematic presentation with accessible humor
- Engaging simultaneous-action mechanism balanced by time constraints
- Clear, thematic engine-building paths and meaningful decisions
- Solid end-game depth with multiple scoring levers
- Complexity may overwhelm newcomers
- Apprentice management can slow rounds and require careful planning
- End-game scoring requires consistent tracking of multiple interdependent tracks
- botany, apothecary, patient care
- 18th- to 19th-century forest and town; herbal medicine clinic
- humorous, approachable overview with a live-playthrough
Mechanics (from transcript analysis)
- Apprentice system — Players hire apprentices, train them, and gain benefits; untrained apprentices impose a time penalty at round end.
- Area Movement — Three zones on the board (Forest, Pharmacy, Village) govern where actions take place and what resources are gained.
- Area-based actions — Three zones on the board (Forest, Pharmacy, Village) govern where actions take place and what resources are gained.
- Card Crafting — Remedies (pills, teas, tinctures) are crafted using resources; special recipes and tokens influence progression and end-game bonuses.
- Clock/time-based actions — Actions are tied to specific times (8:00, 9:00, etc.), affecting timing and availability; a teapot mechanic helps determine turn order when actions collide.
- Crafting and crafting tokens — Remedies (pills, teas, tinctures) are crafted using resources; special recipes and tokens influence progression and end-game bonuses.
- End-game scoring and reputation — Points come from cured patients, skill levels, apprentice status, and multiple tracks; the weakest track also influences final score.
- Engine Building — Botany, pills/healing, tinctures, heating, and related tracks advance as players perform actions and acquire resources.
- Engine-building tracks — Botany, pills/healing, tinctures, heating, and related tracks advance as players perform actions and acquire resources.
- foraging and resource collection — Foraging yields plant resources (berries, mushrooms, roots) that advance botany and enable crafting remedies.
- Merchant actions — A merchant visits periodically; players purchase items (mortars, furnishings) at a resource cost to accelerate progress.
- Patient healing and reputation — Patients arrive with ailments and must be cured within a time window; failure reduces reputation and scoring potential.
- Simultaneous action selection — Players choose actions at the start of a round; actions are resolved hour-by-hour with foraging, pharmacy, and village actions happening in parallel.
- Simultaneous Actions — Players choose actions at the start of a round; actions are resolved hour-by-hour with foraging, pharmacy, and village actions happening in parallel.
Video topics + discussion points
Quotes (from this video)
- This is a mid euro game and there's a lot of programming a lot of things can go absolutely wrong
- It's a game of trying to work out what is the right time to do the right action
- This game should be called tea smashing
- This is a game about not dying
- I roll the dice and oh, I've learned something about funneling
- I gain one skill in funneling