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Vinhos box art

Vinhos

Game ID: GID0378409
Game Info
Year
2010
Players
1-4
Age
14+
Playtime
135 min
Collection
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Description

Vinhos (Portuguese word for "wines") is a trading and economic game about wine making.

Despite its small size, Portugal is one of the world’s leading wine producers. Why not get to know the country around a table? Over six years of harvests, cultivate your vines, choose the best varieties, hire the best oenologists, take part in trade fairs, and show your opponents you are the best winemaker in the game.

The players, winemakers in Portugal, will develop their vineyards and produce wine to achieve maximum profit.
The object of the game is to produce quality wines that can be exchanged for money or victory points.
The best wines are then sent to a wine fair in order to achieve fame and win awards.

Awake your senses and have fun making and selling your own wine.

From back of Box Cover:

In Vinhos (a Portuguese word meaning “Wines”) you will play the role of wine producers in Portugal.

Over a period of 6 years, you will expand your business by establishing Estates in the different regions of Portugal, buying vineyards and building wineries. Skilled enologists will help you increase the quality of your wine, while top Wine Experts will enhance its features at the "Feira Nacional do Vinho Português", the Wine Tasting Fair.

Selling your wines to Portuguese local hangouts will establish a market presence for your company, help you secure the funds to expand your company, and to pay your enologists’ salaries.

But, as everyone knows, prestige cannot come from money alone. To ensure a good reputation on international markets you must meet the requirements of various Countries, by consistently exporting high-quality wines.

Periodically, a Wine Tasting Fair will be held. It is up to you to decide the best time to announce which wine you intend to present. The choice of the best wine by value and features is essential to the prestige of your company and will definitely make all the difference!

It is suggested that players do not play their first game with the maximum number of players.

Vinhos was previously known as Vinícola

Description

Vinhos (Portuguese word for "wines") is a trading and economic game about wine making.

Despite its small size, Portugal is one of the world’s leading wine producers. Why not get to know the country around a table? Over six years of harvests, cultivate your vines, choose the best varieties, hire the best oenologists, take part in trade fairs, and show your opponents you are the best winemaker in the game.

The players, winemakers in Portugal, will develop their vineyards and produce wine to achieve maximum profit.
The object of the game is to produce quality wines that can be exchanged for money or victory points.
The best wines are then sent to a wine fair in order to achieve fame and win awards.

Awake your senses and have fun making and selling your own wine.

From back of Box Cover:

In Vinhos (a Portuguese word meaning “Wines”) you will play the role of wine producers in Portugal.

Over a period of 6 years, you will expand your business by establishing Estates in the different regions of Portugal, buying vineyards and building wineries. Skilled enologists will help you increase the quality of your wine, while top Wine Experts will enhance its features at the "Feira Nacional do Vinho Português", the Wine Tasting Fair.

Selling your wines to Portuguese local hangouts will establish a market presence for your company, help you secure the funds to expand your company, and to pay your enologists’ salaries.

But, as everyone knows, prestige cannot come from money alone. To ensure a good reputation on international markets you must meet the requirements of various Countries, by consistently exporting high-quality wines.

Periodically, a Wine Tasting Fair will be held. It is up to you to decide the best time to announce which wine you intend to present. The choice of the best wine by value and features is essential to the prestige of your company and will definitely make all the difference!

It is suggested that players do not play their first game with the maximum number of players.

Vinhos was previously known as Vinícola

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 16
This page: 16
Sentiment: pos 12 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–16 of 16
Video BycpOekQ0Sk Meeple University Rules Teach at 16:15
video_pk 91188 · mention_pk 244456
Meeple University - Vinhos video thumbnail
Click to watch at 16:15 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
  • Food Chain Magnate
  • Key flour
  • Kanban Goodman
  • Vltava
  • Mars
  • Cult Express
Mechanics (from transcript analysis)
  • alternative scoring method — Scoring by a different means, similar to the discussion about Vltava.
  • Compound Scoring — Scoring by a different means, similar to the discussion about Vltava.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the food chain magnate falls under that example
  • one other game that I would highlight for being a memorable or notable game to teach is key flour
  • Kanban Goodman has got a pretty complex scoring system which we have a video for
  • Cult Express it's a lie party game
References (from this video)
No references stored for this video.
Video irtRWvvLIyU Meeple University Analysis at 2:51 sentiment: positive
video_pk 91078 · mention_pk 244077
Meeple University - Vinhos video thumbnail
Click to watch at 2:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful components and artwork
  • Engaging, visually appealing design
  • Strong sense of depth and replay potential (desire to play again)
Cons
  • Not the easiest game to teach; lengthy instruction time
  • Complexity can be intimidating for newcomers
Thematic elements
Comparison games
  • Kanban
  • Gallerist
  • Lisboa
Mechanics (from transcript analysis)
  • bank mechanic — Discussed as a notable feature in the 2010 version (present then removed in 2016), shaping how money works in the game.
  • Engine Building — Described through notes like 'extra engine building in the middle' and the way money/resources feed production.
  • engine/production loop — Described through notes like 'extra engine building in the middle' and the way money/resources feed production.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's the perfect entry game because it has the most familiar mechanics
  • the bank mechanic it was something I've never seen before
  • cooperative mode as well as the normal multiplayer against each other mode
  • the Neapolitan maples in the middle
  • it's puzzle cooperative… more puzzling than other co-ops
References (from this video)
No references stored for this video.
Video xeCOsdh-YLs Getting Games Discussion at 29:07 sentiment: positive
video_pk 90625 · mention_pk 242320
Getting Games - Vinhos video thumbnail
Click to watch at 29:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • don't buy too many games all at once unless you love that part of it
  • there's no such thing as hearing about a video too soon
  • i plan out as far ahead as i can realistically
  • i adore lost runes of arnac
  • anno 1800 legacy thanks for putting that idea into my head
  • on mars is right there at the top
References (from this video)
No references stored for this video.
Video znnSEHE5ubM Drive Thru Games Analysis at 22:20 sentiment: positive
video_pk 89500 · mention_pk 237765
Drive Thru Games - Vinhos video thumbnail
Click to watch at 22:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great game.
  • Really crunchy game.
  • Has smart little nuances.
  • Has had multiple editions.
Cons
none
Thematic elements
  • Winemaking
  • Portugal
Comparison games
  • On Mars
  • The Gallerist
Mechanics (from transcript analysis)
  • market mechanics — Involves complex market interactions.
  • Winemaking Simulation — A game centered around the process of making wine.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I played a lot with this expansion for dominion I think this was probably the third expansion for dominion
  • Ascension was kind of my jam I actually played Ascension right around the same time as dominion because Ascension really what kind of brought me back into the hobby like full full steam ahead
  • Rune Wars this is a game I played once and I really liked it and we played it four player and one of my friends absolutely hated it
  • This big bulky fantasy flight game which they just don't really make anymore at all these days
  • I will say for me Race for the Galaxy I like it with the first two expansions probably once you add in some of this other stuff like scoring prestige and stuff it's cool but I just haven't played it enough with that extra stuff and there's already a lot going on
  • there's something about cards I think that are really kind of interesting thing that was very present in this time period
  • so this is what people are excited about so I'm just gonna kind of extrapolate my theory onto that
References (from this video)
No references stored for this video.
Video 16D-njd0Z7I Drive Thru Games Top List at 32:21 sentiment: positive
video_pk 88916 · mention_pk 235329
Drive Thru Games - Vinhos video thumbnail
Click to watch at 32:21 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Strong theme integration
  • Tight economic gameplay
  • Good for 2-4 players
  • Second edition offers component and design improvements
Cons
  • Can be a bit dry for some
  • First edition components are not as good as the second
Thematic elements
  • Managing a winery, producing and selling wine
  • Wine production and selling
Comparison games
  • The Gallerist
Mechanics (from transcript analysis)
  • economic simulation — tight economic games
  • Worker Placement — managing a winery, producing and selling wine
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • these are my favorite games these may not be like the best quality games in some cases
  • it's a really really cool mechanic and then it has all the fun scoring stuff of the original Seven Wonders game
  • it's a two-player game two-player game only there's not really anything else to talk about player count wise with this one
  • it's just a really cool tight experience great production all this stuff
  • there's been tons tons of stuff for it and it has been like six starter sets and then all this little like packs of uh you know different War bands and stuff that you can buy
  • yes that bugs me I really like the game that really bugs me
  • artistically graphic design wise is my favorite just because there is just a lot going on on this game
  • I just prefer it mechanically just that much better
  • galors and venos bear like a nice perfect marriage of theme and mechanics
  • and gosh if it ain't thematic I'm telling you it's thematic
References (from this video)
No references stored for this video.
Video tzN7N9WJpuk Gaming Rules! Discussion at 6:33 sentiment: positive
video_pk 84991 · mention_pk 216890
Gaming Rules! - Vinhos video thumbnail
Click to watch at 6:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • wine production
  • Portugal
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Endeavor Deep Sea is very, very high to the top of the list.
  • I am 90% sure they would say yes.
  • My current three favorite games that don't have any kind of space or science fantasy whatever uh element to them is through the ages feast roadin and Maraca.
  • So, yeah, it's very much a multiplayer solitaire game, but it's very good.
  • I believe it's a much improve a much better version of Hrien's Wall and I love the way that the combat works against the actual the the puzzle of trying to defend yourself against the different forces that are attacking you. I really like it. So yeah, Anarchy gets a big thumbs up for me.
  • Flam Rouge, fantastic game. Definitely Flam Rouge.
  • I personally don't feel it's right for me to do them at the end of the year because most of the games I will have only played once and some of them I won't have even played.
  • I personally prefer Flam Rouge to heat.
  • Anything that wins Spiel Dejars will go on to sell way more copies, especially in the family category if it gets that Spiel Dejars award on it, which they have to pay for. They have to pay to have that award put on there, which is how Spiel Dejares makes its money. But it will sell many, many copies of the game.
References (from this video)
No references stored for this video.
Video kySA2qMk7vQ Gaming Rules! Discussion at 1:07:58
video_pk 83753 · mention_pk 211636
Gaming Rules! - Vinhos video thumbnail
Click to watch at 1:07:58 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It looks visually amazing. I personally like the color palette of the game, and I think it does look really good.
  • The game is a heavy game. It's a Some people will call it a medium game, right? It's a 45-minute teach.
  • Agemonia, still fantastic, still really good.
  • It's all three of our number one games of all time.
  • Does it fit with the Marvel theme? Absolutely. It it really does.
  • I
  • Magnate: The First City designed by James Naylor and I'm going to be doing a giveaway for it.
  • So, good luck for that and I'll announce the winner next month.
  • all of my advertising revenue from all of my videos every month goes to charity.
  • So yeah, Solar Titans is going to get three play throughs on the channel in December.
  • It's going to be January and February. In fact, February's looking like a good month for me at the moment.
  • Talisman Nemesis is the latest expansion for fifth edition that turns the game into a one versus many game.
  • And me and Rick on a Tuesday night we're starting playing the Arnak cooperative campaign. So that is another series of play throughs, Lost Ruins of Arnak the cooperative campaign.
References (from this video)
No references stored for this video.
Video L5rjxZDs-oc Zilla Blitz Review at 0:56 sentiment: positive
video_pk 81383 · mention_pk 201688
Zilla Blitz - Vinhos video thumbnail
Click to watch at 0:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • pirate survival and base building
  • soft story that winds its way through the game
Comparison games
none
Mechanics (from transcript analysis)
  • Base Building — Trying to survive and build your base at the same time.
  • Survival — Combines survival mechanics with being a pirate.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This was a very difficult month because I went to Circle DC in Washington DC where I got a chance to play board games for 3 days.
  • Masher feels like in particular for for me, Masher is where this really comes together.
  • It's so much fun just learning into this game because everything you're trying to do is so well integrated into the theme of the game.
  • Such a brilliant game, too.
  • April was by far the best gaming month I've had so far this year.
  • Those experiences are so hard to orchestrate in our day-to-day lives when we get busy with work and and places and time and moving around and just so many other commitments.
  • Masher. This is the Recon Series game number three in Voc's Recon Series about the Vietnam War, 1966.
  • And why was this the easy choice for this month?
  • I don't think I've had a game that's I've had so much historical enjoyment being frustrated.
  • This is the I mean this is exactly what I would expect to feel as I was playing the US side in this conflict
  • So when I was done with it, you know, you you have this battle set up and you think, "Okay, we got them." And and then the battle happens and you can't find any casualties. You're like, "Well, where did they all go?"
  • That little pieces of cardboard and a board could create that type of intellectual challenge and emotional experience. That was special.
  • If you have enjoyed this video and you maybe you are new to board war games, you might enjoy this other video uh, best beginner war games.
References (from this video)
No references stored for this video.
Video 8_kGBqsfBT8 BoardGameCo Discussion at 8:53
video_pk 81272 · mention_pk 200831
BoardGameCo - Vinhos video thumbnail
Click to watch at 8:53 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I didn't have anything particularly interesting as far as the various news sources that I try to uh keep up with.
  • people are allowed to not like a game.
  • It is okay for people not to like the game you like.
  • Although good conversation is important, but sometimes people pop up into groups and they're like, "I didn't like super popular thing." And then people really just don't react the best way in a way that's really super welcoming.
  • It's just always helpful if we do so in a way that actually fosters relevant, meaningful, helpful conversation as opposed to just simply, you know, dunking on people for not liking the thing that you like.
  • I like it probably about as much as I like Things in Rings.
  • I just prefer Vindication and they're a little too similar. I don't feel the need to own both.
  • Orléans is one of those very very classic games that's just so smooth and elegant and well done.
  • I'm sorry there wasn't a lot of news this week. Although sometimes that can be a good thing.
  • it doesn't seem to be a COVID thing to be afraid of. Like this is not COVID 2.0.
  • Hantavirus it requires significantly more work for it to spread.
  • it's not COVID-level big deal. It's a big deal for a smaller group of people, and the level of contagion is not nearly what we're talking with COVID.
References (from this video)
No references stored for this video.
Video hthACbiQ1gY Top List at 3:55 sentiment: positive
video_pk 74002 · mention_pk 177935
Vinhos video thumbnail
Click to watch at 3:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Scales well up to six players, and is recommended at that count.
  • Considered a great farming game.
  • Thematic integration of seasons is cool.
Cons
  • The base game offers variety, but further expansions can add even more.
Thematic elements
  • Farming
Comparison games
none
Mechanics (from transcript analysis)
  • Seasonal cycle — The game progresses through distinct seasons, affecting gameplay and cleanup phases.
  • Worker Placement — Players use meeples (we meeples) to take actions across different seasons (spring, summer, fall, winter).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we are going to be talking about the 10 best games in our collection but not according to us nope according to BGG these are the 10 highest ranked games in our collection
  • I feel like almost every gamer has a space for this game in their collection and that is castles of burgundy
  • it was so fun for me when I was introduced to this game to see that doesn't have to be how die rolls need to be you can use dice in really creative and interesting ways
  • AR NOA is a game where you are trying to build a zoo uh but you're also trying to support different conservation methods
  • for whatever reason she just instantly just got it just just clicked with her in a way that it was Unreal to me
  • what a great game what a great design to have that many cards to have them all kind of balanced within each other super super fun
References (from this video)
No references stored for this video.
Video sMaU3naLdxQ kovray Rules Teach at 1:36 sentiment: positive
video_pk 60311 · mention_pk 152729
kovray - Vinhos video thumbnail
Click to watch at 1:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong thematic integration of urban waste management with a tense, competitive auction/majority engine.
  • Explicit no-tie rule creates clear, decisive control dynamics on patron tracks and cubes.
  • Four distinct phases give a rhythmic, strategic cadence that rewards planning and timing.
  • Dynamic card market with flip/discount mechanics adds depth and replayability across rounds.
Cons
  • High learning curve due to dense rules, iconography, and multiple interacting systems.
  • Prototype-era components and balance may shift; players should expect rule clarifications during play.
  • Some players may find the engine heavy and the setup lengthy, especially with higher player counts.
  • No explicit rating given in the video; potential buyers may need external references to assess value.
Thematic elements
  • Rival nightilo (nightly) companies turning waste into profit while navigating city dynamics, patron influence, and city governance.
  • London, with day and night cycles, urban landscape focused on waste management and corporate competition.
  • Card-driven, city-builder/area-control flavor with murky public image and private profit. Emphasis on timing, resource flow, and territorial control across neighborhoods.
Comparison games
none
Mechanics (from transcript analysis)
  • Laborer cards and market — Laborer cards provide ongoing or flip-based abilities. Players can spend coins to acquire new laborer cards from a face-up market, refreshing the market as cards are purchased or discarded.
  • Night soil cube movement and city management — Night soil cubes move through neighborhoods via card actions. Neighborhood limits exist (three cubes in regular neighborhoods, two in royal neighborhoods). Moving cubes and cleaning neighborhoods drive income and scoring, with neighborhoods becoming clean when the last cube leaves. Tokens and coins may be claimed when neighborhoods are cleaned.
  • Patron tracks and majority — Patron tiles form tracks around the board. Players place tokens to claim patron actions and pursue majority. The player with the most tokens on a track gains the track's benefit; there are no ties for most, except for the sheriff patron tile, which is treated specially.
  • Phase-based structure (day/evening/night/morning) — Each round consists of four phases. Day phase centers on placing workers and performing actions; evening adds mele-related effects and bonuses; night moves cubes and returns resources; morning resolves income and prepares for the next round, including converting cubes to coins and determining round bonuses.
  • Variable Phase Order — Each round consists of four phases. Day phase centers on placing workers and performing actions; evening adds mele-related effects and bonuses; night moves cubes and returns resources; morning resolves income and prepares for the next round, including converting cubes to coins and determining round bonuses.
  • Worker Placement — Players place workers on action spaces to perform actions (advertise, improve assets, influence patrons, move resources). After each worker placement, a night soil cube is placed in the corresponding neighborhood, with production dependent on the size of the worker (small = 1 cube, large = 2 cubes).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In Nights, you compete as rival nightil companies, working day and night to turn waste into profit in the streets of London.
  • There are no ties. What this means is that when players are tied for most, no player will be considered to have the most and no player will gain the benefit or reward.
  • All actions are mandatory. You cannot place a worker and not take the action.
  • This icon lets you move your place tokens either anywhere on the patron track to a different space on any patron track or anywhere in a neighborhood to a different neighborhood.
References (from this video)
No references stored for this video.
Video wNg90qgVHBs Board Gaming Ramblings Top 10 List at 13:12 sentiment: positive
video_pk 34262 · mention_pk 102032
Board Gaming Ramblings - Vinhos video thumbnail
Click to watch at 13:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clever money flow and banking variant
  • fun implementation of money as a constraint
Cons
  • some players may find it mathy
Thematic elements
  • wine production, banking mechanics
  • Portuguese wine industry
  • economic with a strong banking layer
Comparison games
  • Power Grid
  • Nippon
Mechanics (from transcript analysis)
  • banking / money management — money affects actions and potential purchases
  • resource development and planning — players manage funds to advance their winery and production
  • Resource Management — players manage funds to advance their winery and production
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a very subjective list to make
  • money is a resource
  • it's the best introduction to economic games
  • we want to discuss board games not just one way but two ways
References (from this video)
No references stored for this video.
Video 2nvtKRXpPxg Totally Tabled Top List at 7:05 sentiment: positive
video_pk 28681 · mention_pk 84122
Totally Tabled - Vinhos video thumbnail
Click to watch at 7:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight action economy
  • interesting competition mechanic
  • great visuals
Cons
  • heavy for casual players
Thematic elements
  • wine competition and scoring
  • wine production with regions and weather
  • compact, strategic
Comparison games
none
Mechanics (from transcript analysis)
  • 3x3 action matrix — movement to adjacent actions with cost
  • multi-region vineyard building — build vineyard regions for abilities
  • Weather system — weather affects wine production
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • one of my absolute favorite cooperative games of all time
  • this is another time travel themed game
  • it's a ton of fun
  • the solo mode is so quick and simple
  • it's just a great worker placement Deck Builder
  • the theme really works
References (from this video)
No references stored for this video.
Video VoX0FLDtPBM Gaming Rules! Rules Teach at 0:12 sentiment: neutral
video_pk 10787 · mention_pk 126927
Gaming Rules! - Vinhos video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Strong thematic integration of wine production, regional strategy, and global competition.
  • Multiple interlocking systems provide deep strategic decisions (production, value management, fairs, and exports).
  • High replayability due to dynamic vintages, regional bonuses, and magnate interactions.
  • Satisfying for players who enjoy heavy euro-style engine-building with thematic flavor.
Cons
  • Significant rules complexity and a steep learning curve for new players.
  • Long playtime and heavy components management may deter casual players.
  • Some players may find the central action mechanic fiddly or dense during setup and play.
Thematic elements
  • Winery management, regional economies, and reputation building through domestic sales and international exports
  • Portugal, across multiple wine regions, pursuing production and prestige with vineyards, wineries, sellers, and fairs
  • Eurogame economic simulation with heavy thematic phrasing around wine quality vs. value, vintages, and market prestige
Comparison games
none
Mechanics (from transcript analysis)
  • Action spaces and movement — The game uses a central action-board where players have to move their meeple (or 'MLE') to one of nine action spaces each round. Players perform two actions per round and must update their position relative to the round marker. Moving costs money depending on destination: non-adjacent moves cost, moving to the space with the round marker costs money, and landing on a space occupied by another player costs each rival one money. The central action space is special—moving there costs nothing to the bank or to other players. The start position is central, and players rearrange turn order via a separate track mechanism.
  • End Game Bonuses — After each round, maintenance occurs (barrels are returned, etc.), then production. At the end of rounds three, five, and six, wine tasting fairs award points based on wine value and magnate interactions. End-game scoring considers money left, remaining wine tiles, majority control of barrels in export columns, and purple magnate tiles with barrels. The winner is the player with the most victory points after final scoring.
  • end-of-round and end-of-game scoring — After each round, maintenance occurs (barrels are returned, etc.), then production. At the end of rounds three, five, and six, wine tasting fairs award points based on wine value and magnate interactions. End-game scoring considers money left, remaining wine tiles, majority control of barrels in export columns, and purple magnate tiles with barrels. The winner is the player with the most victory points after final scoring.
  • Estate, vineyard, winery, and seller management — Players manage Estates that host Vineyards, Wineries, and Sellers. Vineyards must be region- and color-consistent when expanding or creating estates; new estates grant bonuses (e.g., a free seller). Each estate accumulates components that determine wine quality and how it can be improved. Vineyards and Winery tiles increase wine quality, while Sellers hold wine and transfer wine when purchased to boost immediate value. Regions provide Renown Cubes that can be spent to raise the value of wines and to unlock regional bonuses.
  • Export vs. local sales and barrel management — Wines can be sold to local establishments for money or exported for victory points. Each sale or export requires placing a barrel on the corresponding slot (red wine on red slots, white on white). The slot’s minimum value defines the cash or points gained, and barrels from established regions can be enhanced by spending Renown Cubes. Barrels contribute to end-game scoring and are essential for exporting to gain points while contributing to the eventual majority calculations in the export area.
  • Magnates, booths, and action tiles — Magnate action tiles provide special end-game or mid-game bonuses. Players can discard wine tiles to take action tiles, which can be used on their turns in addition to normal actions. Action tiles may be flipped after use and reset after the first two fairs. Purple tiles grant extra end-game points, but to take a purple tile you must place a spare barrel on it and must have space to do so. Refill of tiles happens at the end of each fair, and tiles may be reassigned or removed as rounds progress.
  • Production and weather influences — Production occurs at the end of each round, where wines produced by Estates are computed based on Vineyards, Farmers, Wineries, Enologists, and a weather modifier drawn from the Vintage tile. The formula yields a wine's final value for sale or scoring: two points per Vineyard, one per Farmer, one per Winery, two per Enologist, plus a weather-based adjustment between -2 and +2 depending on the current year. If the end quality is zero, no wine is produced from that estate. Weather, shown on the Vintage tile, adds strategic variability each round.
  • Renown cubes and value modification — Renown Cubes are a resource used to boost the value of wines beyond their base quality. When you buy regions, you place Renown Cubes in those regions. You can remove up to two Renown Cubes when selling, exporting, or presenting wine to raise value by one for each cube removed. Additionally, certain regions carry explicit bonuses that increase wine value. A wine’s value (not its quality) is what matters most for selling and for fairs.
  • Wine fairs, press releases, and magnates — There are three wine fairs (rounds 3, 5, and 6) where players score additional victory points. Players may perform a press release to enter a wine in the upcoming fair, which involves determining the wine’s value, selecting a booth, using experts to boost fair points, satisfying magnate expectations, and discarding the wine tile after scoring. Press releases can be done at any time, not only in the round of a fair, and doing so early yields advantages (earlier access to booths and additional barrels for future releases). Experts and vintage tiles influence fair points via symbols, with some tiles offering extra bonuses when used.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The central space of the quadrel never costs you money to move to this space.
  • The bigger the number the better the wine.
  • This wine is currently value five.
  • Spend one Renown Cube to make it value nine.
  • Gain Fair points equal to the value of the wine.
  • The value of this wine starts off at the Quality plus any modifiers shown in a circle icon.
References (from this video)
No references stored for this video.
Video 08s7Kn_FSTE Heavy Cardboard Playthrough at 3:28 sentiment: positive
video_pk 5311 · mention_pk 15794
Heavy Cardboard - Vinhos video thumbnail
Click to watch at 3:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tight action economy with a clear core loop: acquire vineyards, age wine, and sell/export for points while juggling renown cubes and weather effects.
  • Strategic depth achieved through coupling of production, aging, and market scoring; expansions (Azores, magnates, specialists) add meaningful variety without breaking the core rhythm.
  • Balanced bank mechanism that rewards prudent liquidity and timely investments, while still pushing players to commit to ambitious plans.
  • Beautiful component design and thematic cohesion; aesthetics and art reinforce the wine-world flavor while streamlining interpretation of complex rules.
  • Teachability on stream is strong: Edward provides a structured, step-by-step walkthrough that clarifies core concepts before diving into full-player interactions.
  • Event-driven scoring via weather tiles and magnates creates dynamic scoring opportunities across rounds, encouraging adaptive strategies.
Cons
  • Inclusion of expansions significantly increases complexity and setup, which may be challenging for new players or casual streams seeking a lighter experience.
  • The production/aging phase, while conceptually elegant, can be intricate in practice due to multiple interacting modifiers (weather, enologists, farmers, ports, and regional bonuses).
  • The sheer volume of moving parts (estates, tiles, renown cubes, barrels, and magnates) can lead to information overload on first plays.
Thematic elements
  • Wine production, aging, and trade; vineyard acquisition and estate management; regional renown and prestige via wine fairs
  • Portugal, centered in the Douro Valley with outlying Azores islands; a six-year arc culminating in wine fairs where players showcase aging wines to earn points
  • Euro-style economic simulation with clear thematic anchors (regions, ports, aging, and market-based scoring); emphasis on logistics, timing, and strategic risk management
Comparison games
  • Lisboa
  • The Gallerist
  • Speak Easy
  • The Great Library
  • On Mars
  • Weather Machine
  • Inventions
  • Conbon
Mechanics (from transcript analysis)
  • action_selection — On each annual round, players take two actions, then progress the turn order via a shared, but instrumented, sequence. The base action set is augmented by expansions (magnates, enologists, farmers, and the Azores tiles) which provide additional actions or modifiers. Movement between spaces has costs (wood/bags back to the game) and adjacency rules, creating a tight optimization problem about where and when to act.
  • End Game Bonuses — Wine fairs occur in the third, fifth, and sixth years. Players automatically present wines (or can prepare with a press release in the center area to affect turn order) and then use wine experts to influence scoring according to weather-driven magnates. Ties are resolved with established rules and final scoring combines bank balance, export majorities, and magnate-driven multipliers for a final winner.
  • end_game_scoring_and_wine_fairs — Wine fairs occur in the third, fifth, and sixth years. Players automatically present wines (or can prepare with a press release in the center area to affect turn order) and then use wine experts to influence scoring according to weather-driven magnates. Ties are resolved with established rules and final scoring combines bank balance, export majorities, and magnate-driven multipliers for a final winner.
  • expansions_and_extras — Azores expansion enables more regional tiles, more flexible production tracks, and expanded vineyard placement rules; magnates and experts introduce additional tactical options such as recalling barrels, purchasing new vineyard tiles, and leveraging one-time-use abilities at the wine fair. The mixed expert deck introduces randomized, color-coded effects with both instant and deferred benefits that influence when and how you can deploy them.
  • production_and_aging — Wine is produced and aged across all estates in parallel during a production phase. Existing wines age to the next slot; aging beyond the final space is discarded. Each wine's value is calculated based on several factors (base value from vineyards, presence of farmers and enologists, weather modifiers, and whether ports or special techniques are used).
  • renown_markers_and_region_control — Renown cubes are placed in regions tied to vineyards and estates. They are used to improve wine values, unlock end-game bonuses, or shift turn order. The rule set enforces color-matching constraints (two wines of different colors in the same region cannot occupy the same estate) and allows a capped number of tiles per region to control diversification and scoring balance.
  • sales_export_and_bank_balance — Wine can be sold for cash (bank) or exported for victory points. Sales convert barrels into money, while export converts barrels into VP and potentially unlocks end-game bonuses. Renown cubes from the wine's region can modify values during sales/export, and magnates or other special actions can further alter outcomes. The bank system provides liquidity, dividends, and investment opportunities each maintenance phase.
  • Tile Placement — Vineyards are bought for regional tiles and placed into estates on a personal board. Each estate can hold one vineyard tile per region, with renown cubes attached to track prestige and affect production/market modifiers. Tiles come in red/white variants, and the Azores expansion lets players place more diverse tiles in an estate with shared limits.
  • tile_placement_and_vineyard_management — Vineyards are bought for regional tiles and placed into estates on a personal board. Each estate can hold one vineyard tile per region, with renown cubes attached to track prestige and affect production/market modifiers. Tiles come in red/white variants, and the Azores expansion lets players place more diverse tiles in an estate with shared limits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • No fluff. No fluff.
  • The bank is integral to the balance of the game.
  • The longer you let it go, the better it gets.
  • We have 12 actions and a few extra via magnates; use them wisely.
  • The weather tile can swing the numbers dramatically from year to year.
  • This is Vinhos in its prime, especially with Azores and magnates.
References (from this video)
No references stored for this video.
Video fTunmiNn3S4 BoardGameBollocks Playthrough at 0:00 sentiment: positive
video_pk 2206 · mention_pk 6421
BoardGameBollocks - Vinhos video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep thematic integration of wine production and market dynamics
  • Rich, multi-layered decision space with many strategic options
  • Engaging production and fair bidding mechanic
Cons
  • Rules-heavy and potentially opaque for new players
  • Long setup and component management
  • Numerous fiddly interactions may slow down play
Thematic elements
  • Wine production, aging, and regional strategy
  • Portugal (Lisbon, Minho, Algarve, etc.)
  • Economic simulation
Comparison games
none
Mechanics (from transcript analysis)
  • Action selection on a grid — Players move a marker on an action grid to take actions in different regions; actions are limited per round, with potential for extra actions via wine experts.
  • Banking and investments — Money management through a bank, investments, and divestments with dividends and end-game bonuses.
  • Investment — Money management through a bank, investments, and divestments with dividends and end-game bonuses.
  • Market systems — Two markets (internal and export) with different scoring and bonuses; weather and renown cubes influence sale value.
  • Renown cubes — Renown cubes provide bonuses and can boost wine values or unlock actions; cubes are drawn from regional regions.
  • Weather effects — Each year has weather that affects production value, altering the base value of wine.
  • Wine aging and cellars — Wines age in bottles or with cellars, improving value and quality; wine types cannot be mixed within an estate.
  • Wine fair and press release — Wine fair mechanics determine immediate and end-of-game scoring; press releases influence turn order and allow certain bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the weather is going to affect the quality of the wine you produce every year
  • you could get up to 20 actions
  • the production value is calculated as described
  • export market... to sell wine
  • renown cubes boost the value of your wine
References (from this video)
No references stored for this video.
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