Set in ancient Rome, Trajan is a development game in which players try to increase their influence and power in various areas of Roman life such as political influence, trading, military dominion and other important parts of Roman culture.
The central mechanism of the game uses a system similar to that in Mancala or pit-and-pebbles games. In Trajan, a player has six possible actions: building, trading, taking tiles from the forum, using the military, influencing the Senate, and placing Trajan tiles on his tableau.
At the start of the game, each player has two differently colored pieces in each of the six sections (bowls) of his tableau. On a turn, the player picks up all the pieces in one bowl and distributes them one-by-one in bowls in a clockwise order. Wherever the final piece is placed, the player takes the action associated with that bowl; in addition, if the colored pieces in that bowl match the colors shown on a Trajan tile next to the bowl (with tiles being placed at the start of the game and through later actions), then the player takes the additional action shown on that tile.
What are you trying to do with these actions? Acquire victory points (VPs) in whatever ways are available to you – and since this is a Feld design, you try to avoid being punished, too. At the Forum you try to anticipate the demands of the public so that you can supply them what they want and not suffer a penalty. In the Senate you acquire influence which translates into votes on VP-related laws, ideally snagging a law that fits your long-term plans. With the military, you take control of regions in Europe, earning more points for those regions far from Rome.
All game components are language neutral, and the playing time is 30 minutes per player.
- highly strategic, a true brain burner
- flexible but dense scoring with many routes to points
- heavy, not for casual players
- mancala-like action selection on an individual rondel
- ancient Rome strategy game
- brain-burner, highly strategic
- krieber
Mechanics (from transcript analysis)
- color/round bonuses — landing on spaces aligns color tokens for bonuses
- mancala-style token movement — players pick up tokens and distribute them across action spaces to take actions
Video topics + discussion points
Quotes (from this video)
- I think Concordia is one of the best games ever made, full stop
- two players it works extremely well because the downtime is gone
- it's a brain burner game
- the tension in the two-player game is great
- loads of content to explore, tons of replayability
References (from this video)
- polished mechanics
- variety of strategic paths
- not the most accessible for new players
- rule, senate influence, control
- ancient Rome, politics and military
- grand euro strategy
Mechanics (from transcript analysis)
- area_control_and_power — Influence across Roma-related domains to score.
- mancala_action_selection — Action selection based on distributing stones through bowls.
- resource_management — Managing influence, money, and actions.
Video topics + discussion points
Quotes (from this video)
- Rising Sun is absolutely fantastic.
- La Havre broke the cycle of Agricola clones and gave us something brand new.
- Ra was given a deluxe reprint not that long ago.
- The Voyages of Marco Polo is a dice placement game.
References (from this video)
- Genius orchestration of multiple mini-games under a single mana system
- Very satisfying planning and control for experienced players
- Highly rewarding for forward planning and optimization
- Very complex; steep learning curve
- Not forgiving for rule mistakes
- mini-games and mana-driven action economy
- Imperial Roman governance and exploration
- mythic-roman power politics
Mechanics (from transcript analysis)
- mana/ bowls-driven action selection — Six action bowls determine which mini-game you perform based on token placement.
- set collection and endgame scoring — Collect cards and track progress to unlock endgame bonuses.
- time-related resource management — Plan ahead to deploy best actions when tokens align optimally.
Video topics + discussion points
Quotes (from this video)
- I love the sense of urgency when it comes to rushing to these islands and getting them populated as quickly as you can.
- This game is the absolute best of the best. You know, the top 1% of the top 1% of the games that I've played.
- I could not speak more highly of this design.
- The dice-driven twist, the engine-building, the tension—this is why I play board games.
References (from this video)
- Elegant, compact action selection mechanic with a strong timer tension
- Varied actions across shipping, military, construction, and politics
- Memorable and iconic pacing that reinforces historical flavor
- Can feel heavy and imposing for new players
- Timing pressure may be stressful for some groups
- prestige through military, trade, politics, and culture
- Rome, AD 100
- monaly action selection via bowls and markers
Mechanics (from transcript analysis)
- bowl bonuses and color matching — placing markers into bowls can trigger bonuses if color combinations match on the bonus tile
- monaly action selection — six bowls with actions; players pick markers and place them into bowls to determine actions
- timer-based era progression — each bowl action advances a timer; end-of-era demands must be met to score
Video topics + discussion points
Quotes (from this video)
- This is first class all aboard the R& Express.
- I love that rondelle with that aging worker.
- Two main reasons this game is on my list. First is just that dice drafting mechanism.
- The top and bottom action of the cards need to be weighed along with the region that they're in.
- The decisions ... every worker placement matters.
- This is my number one game of all time.
- The timer of the game ... end of era scoring is a key feature.
References (from this video)
- highly polished, precise design by a master of euros
- deep strategic planning with meaningful choices
- great sense of inevitability and feedback when you optimize
- very dense, brain-burning for some players
- not forgiving for beginners; long learning curve
- color-coded dice-driven engine with array of actions
- ancient Rome-inspired empire building and resource management
- calculated, strategic, deterministic
Mechanics (from transcript analysis)
- dice_drafting — Color-coded dice determine actions; dice color matters for outcomes.
- engine_building — Players build a multi-step engine to unlock more powerful actions.
- multi_action_planning — Plan sequences many turns ahead; many options to optimize scoring.
Video topics + discussion points
Quotes (from this video)
- this game does a great job of mashing together the hybrid systems of like euro games and american games
- the engine building is so satisfying
- turns in this game are extremely fast
- you can be extremely creative and clever with the way you link these clues together
- the familiarity of a game like charades is gonna instantly help other people understand the rules
- an underrated and under-appreciated family-friendly puzzle-style game
- a wonderfully put together game
- the dice being used in weird and wonderful ways
- this is a dry euro, one of the most mechanical and most mathematical games out there
- weathering the storm and overcoming all the obstacles
References (from this video)
- By Stefan Feld
- Host liked Castell
- Highly rated by designer
- Likely out of print
- Worker placement
- Ancient Rome
- Castell
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
- this is mostly work like this is just a backload of things I probably should get to
- people will still be looking for it
- it doesn't matter if the game is like 20 years old people will still be looking for it
- I've painted this one and I spent a lot of time doing it
- there's no point putting them on the channel I think both of them have been out of print for like a decade
- one of the worst kickstarters by one of the worst studios in board gaming history
- Golden Bell Studios did everything wrong you could possibly think of
- purely toxic company run by incredibly terrible people
- it would be kind of a joke that I'd be able to do a three minute video of feudum
- this game has a tutorial video online that's like 40 minutes long
- The Rose explanation video feels like a parody but it's actually how the game is played
- nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
- stop making me spend hours assembling your damn games
- this is an uncontrollable mess right now
- I'm a full-time dad and I'm really doing this in the evenings
- I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
- I'm going to do a big cull
- I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
- I am a sucker for cute animal games like I really am
References (from this video)
- Elegant integration of several subsystems into one coherent engine
- High strategic depth with meaningful tension between players
- Steep learning curve, heavy setup, and long first plays
- political strategy, resource planning, and action economy
- Roman-era governance and conquest with card-driven decisions
- abstract strategic
- Caverna: The Cave Farmers
- Gaia Project
Mechanics (from transcript analysis)
- mancala-style action selection — Tokens are placed into bowls to activate actions; color matching grants bonuses
- Multi-use cards and linked actions — Cards interact with actions and bonuses across turns for scoring and tempo
Video topics + discussion points
Quotes (from this video)
- this is a really strong episode with some classic Euro games
- Trajan back to the table, a Stefan Feld classic
- one of the best games of all time
- I love the card drafting, I love the art, I love the production, and I love the gameplay
- a great hybrid between Euro mechanisms with some heavier trashy elements
References (from this video)
- deep strategic payoff
- engaging action economy
- steep learning curve for new players
- strategic action selection
- Roman-themed governance and empire building
- engine-building with rondel mechanics
Mechanics (from transcript analysis)
- engine-building — build an efficient engine through card/board interactions
- roundel / action selection — select actions via a circular rondel to optimize scoring opportunities
Video topics + discussion points
Quotes (from this video)
- I'm all for getting rid of board game boxes when needed.
- The more this has happened, the more I think I should do it to all my games.
- I feel like an assassin. The first one's hard, but then it gets easier.
- Keyside is it's the heaviest installment in this series. I think it's a masterpiece.
- Ticket to Ride is one of my all-time favorites.
References (from this video)
- Deep strategic payoff
- Interlocking systems reward forward planning
- Point-salad / engine-building
- Ancient Rome
Mechanics (from transcript analysis)
- Round-based action selection — Multiple minigames in a single board allowing scoring in many ways
Video topics + discussion points
Quotes (from this video)
- card drafting to the forefront of gaming mechanisms
- it's very difficult but again if you especially love the Lord of the Rings this is one to definitely sink your teeth into
- this really is a family weight game you can play this one with just about anybody
References (from this video)
- Elegant puzzle and feedback loop,
- Good abstract feel with thematic veneer
- Can be punishing for new players who don't grasp rondel
- roles in Senate, trade, and governance
- Ancient Rome economic and political influence
- Gloomhaven
Mechanics (from transcript analysis)
- area control / bidding — Conquest and resource allocation through a rondel-style action selection
- Resource management — Careful scheduling and planning to maximize efficiency
Video topics + discussion points
Quotes (from this video)
- it's a wonderful wonderful game
- it's one of our favorite worker placement games of all time
- Carnival Zombie is a fantastic tower defense game
- the turn order bidding system really does elevate the game
- it's the quintessential cooperative zombie experience
- everybody loves this
- if you like these sort of what people like to call point salads then you all love Trajan
- it's a cycling racing game
- we really really like glam Bruges
- it's our Legends of a Drift System
- it's actually a really really good game
- one of his best games of all time