In Viticulture, the players find themselves in the roles of people in rustic, pre-modern Tuscany who have inherited meager vineyards. They have a few plots of land, an old crushpad, a tiny cellar, and three workers. They each have a dream of being the first to call their winery a true success.
The players are in the position of determining how they want to allocate their workers throughout the year. Every season is different on a vineyard, so the workers have different tasks they can take care of in the summer and winter. There's competition over those tasks, and often the first worker to get to the job has an advantage over subsequent workers.
Fortunately for the players, people love to visit wineries, and it just so happens that many of those visitors are willing to help out around the vineyard when they visit as long as you assign a worker to take care of them. Their visits (in the form of cards) are brief but can be very helpful.
Using those workers and visitors, players can expand their vineyards by building structures, planting vines (vine cards), and filling wine orders (wine order cards). Players work towards the goal of running the most successful winery in Tuscany.
- deep engine with meaningful choices
- strong thematic integration and tension across seasons
- great with a second-chance run after first exposure
- initially felt heavy or work-intensive
- a bit daunting for first-time players
- winemaking and vineyard management
- A vineyard in a temperate wine country through seasonal cycles
- elegant, strategy-forward
Mechanics (from transcript analysis)
- engine-building — Developing the vineyard over rounds to optimize wine production.
- hand management — Managing cards and resources to fulfill vineyard tasks and production.
- worker placement — Players assign workers to seasonal actions to cultivate vines and manage their winery.
Video topics + discussion points
Quotes (from this video)
- every game deserves a second chance
- it's a good game, it's a middleweight game
- the components are cheap
- we're not fans of real time games though but you know what we're going to try it
- we always have fun and try to play with family
References (from this video)
- Can be streamlined for children
- Nostalgic lemonade stand connection
- Simple ownership and selling concept
- Business management and agriculture
- Wine production business
- economic simulation
- Lemonade Stand (computer game)
- My Little Scythe
Mechanics (from transcript analysis)
- Production and trading — Creating and selling wine products
- Resource management — Managing vineyard operations
Video topics + discussion points
Quotes (from this video)
- the most fun part is building the castle itself
- kids love hearing the same stories over and over
- a giant space exploration game with ships like this I doubt I would have left the house for at least a year
- the vicious politics of 18th century New York translated exceedingly well to the average American high school
- if any game out there needs a kid-friendly version its Kingdom death monster
- a wonderfully wholesome game already but a kids version of this game would be amazing
References (from this video)
- Beautiful packaging that reinforces the wine-theme (sleeve and box design)
- High-quality components (custom meeples, wine tokens, and themed cards)
- Accessible core rules with enough depth to reward thoughtful planning
- Thematic integration between mechanics and setting feels coherent and immersive
- Good replayability with seasonal cards and variable card effects across years
- Setup can appear intimidating at first glance due to components and season tracks
- Longer play sessions (up to about two hours for larger groups or new players)
- Art style may not appeal to all players depending on taste
- Wine production, vineyard management, and seasonal labor scheduling.
- A winery estate with seasonal cycles, vineyards, and production of wine and related goods.
- Tasting-note-inspired, thematically tight with recurring wine-production motifs.
- Pandemic
- Splendor
Mechanics (from transcript analysis)
- Card-driven effects (summer/winter visitors, cottage option) — Visitors and cottage choices alter available actions and end-of-year scoring opportunities.
- Order fulfillment / sale mechanism — Convert grapes into wine tokens and use them to complete orders for points.
- Resource management — Managing grapes, wine tokens, money, and workers to optimize production and fulfill orders.
- Seasonal/round structure — Gameplay unfolds over multiple years, each divided into Spring, Summer, Fall, and Winter with season-specific actions.
- set collection / hand management — Acquiring vines, visitors, and other cards to build a productive hand and flexible options.
- worker placement — Players place workers on seasonal actions across four seasons to perform tasks like planting, harvesting, and producing wine.
Video topics + discussion points
Quotes (from this video)
- Viticulture is a worker placement game for two to six players that usually plays anywhere between 45 minutes and about two hours depending on who you're playing with.
- a big mechanic of this game is how you harvest grapes crush them turn it into wine and turn those wines into orders.
- Viticulture has a lot of elements that feel really familiar.
- on your turn in Viticulture you know exactly what actions you can take.
- the game is a game of simple choices but as the game progresses you can see how those choices become harder to decide.
- any player that's able to stay nimble and adapt their strategy accordingly usually ends up winning the game.
- when you play the game it really feels like you're doing that thing in real life.
References (from this video)
- strong thematic alignment with winemaking that rewards long-term planning
- multiple viable paths (basic engine with Tuscany expansion) offer strategic depth
- setup and rule complexity can be off-putting to new players
- theme is sometimes perceived as secondary to the mechanics by some players
- winemaking business and vineyard management
- Tuscan wine country; seasonal work cycles across years
- econographic, process-driven with thematic wine production
- Vino (themed wine games), Agricola, Lucre (or other worker-placement economic games with tableau elements)
Mechanics (from transcript analysis)
- Card drafting / upgrading vines and workers — cards influence actions, worker efficiency, and production options
- Resource management / production chain — produce grapes and wine, convert to points via structures and facilities
- Seasonal/time-track integration — season progression and order of play influence timing and scoring paths
- worker placement — placing workers to take representative vineyard actions and assign resources across seasons
Video topics + discussion points
Quotes (from this video)
- This is a top 10 list that we're roasting here, and yes, it's tongue-in-cheek but we actually like a lot of these games.
- Viticulture without Tuscany is basically nothing for me.
- This is a multiplayer solitaire in many sessions, but with blocking and interaction that can still feel brutal.
- The theme rocks it for me; mechanics are the engine, but a strong theme makes me want to replay.
- Pursuit of Happiness is one of those games where the life narrative matters as much as the mechanics.
References (from this video)
- Classic, well-loved engine
- Strong theme integration
- Setup and rules may be dense for newcomers
- seasonal worker placement
- Wine production in Tuscany
- agricultural enterprise
Mechanics (from transcript analysis)
- worker placement — Assign workers to vineyard actions to produce goods
Video topics + discussion points
Quotes (from this video)
- it's not too late to pick up a badge
- I'm really looking forward to grubbing and gaming at the same time
- this stuff that really gets me going
- I can't wait for Tantrum Con 2022
- let's get into it
- this has been a minor suggested game production and I'm Alex, your board game sommelier, signing off
References (from this video)
- Favorite worker placement game
- Favorite game of designer's
- Most played Stone Maier game
- Chill and relaxed
- Thematic
- Wine production and selling
- Vineyard farming
- Themed worker placement
Mechanics (from transcript analysis)
- Season mechanics — Summer and winter placement decisions
- Wine Production — Grow grapes and make wine
- worker placement — Place workers to build vineyards
Video topics + discussion points
Quotes (from this video)
- Agricola is one of those games that you just got to have in your collection if you like euro style games
- Porta is one of my favorite underrated games
- Broom service I absolutely love food service one of the coolest mechanics in board games 100 percent recommend this game it is a hoot
- Barron Park is my favorite polyomino Tetris in a board game game
- Orleans is a top 5 game for me period just one of my favorite games to play ever
- Power grid this was the game that got me into board gaming y'all
- Seven wonders this is a modern-day classic
- Betrayal at house on the hill every game is different
- King of Tokyo one of those games that you have to have in your collection
- If you like board games one or percent recommend this game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- stats don't lie
- we love this game
- it's the perfect game to introduce people to worker placement
- the stats don't lie
References (from this video)
- Worker-aging system can create cumulative effects akin to engine growth
- Dominant worker-placement focus may override engine feel
- Village
- Lorenzo Magnifico
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- furnace hits the my definition of an engine builder.
- it's a feeling not a mechanism.
- Terraforming Mars as being like a quintessential engine building game to me.
- Concordia... your hand in and of itself is an engine that you are building towards.
- Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
- Golem is where you stack the cards and then you keep reactivating them.
- Darwin's Journey comes to mind.
- Dominion is deck builders but can build engines; it sits in a spectrum.
- Villages, vineyards, and aging workers can feel engine-like but not always.
- income is not an engine.
References (from this video)
- highly thematic and satisfying engine
- beautiful production components
- teaching can be lengthy for new players
- interaction is limited between players
- seasonal planning and grape production
- Tuscany vineyard management
- tableau-building with engine-building flavor
- Stegmaier’s tare of similar engine builders
Mechanics (from transcript analysis)
- engine-building — chain actions across seasons to maximize production
- worker placement — assign workers to actions to grow a vineyard, crush grapes, and harvest
Video topics + discussion points
Quotes (from this video)
- this is the a to z board game challenge
- we love to challenge ourselves and each other
- there's no timer this isn't speed round because there's going to be some where it's going to be harder
- you should definitely do this at home it was super fun
- that is not easy that is so much harder than you would think
References (from this video)
- simple to learn, quick turns
- punchy decisions with a strong solo variant
- some cards interactions can feel repetitive
- tuscany expansion adds complexity
- wine production and seasonal worker placement
- Tuscan wine country
- short, tight seasonal decisions with automation
Mechanics (from transcript analysis)
- area_control — Control board areas through workers and visitors.
- seasonal_rounds — Seven years/years across the game; yearly rhythm shapes strategy.
- worker placement — Place workers to trigger seasonal actions and harvests.
Video topics + discussion points
Quotes (from this video)
- the response was huge guys
- three types of games that work well solo
- it's a sandbox like terraforming Mars
References (from this video)
- thematic and elegant
- solid strategic depth for its weight
- grape cultivation and winemaking
- winery production in Tuscany
- worker-placement with seasonal timing
Mechanics (from transcript analysis)
- engine-building — develop a winery through workers and structure
- worker placement — place workers to perform seasonal actions
Video topics + discussion points
Quotes (from this video)
- this is the sort of game that should be in just about every starting collection and that's sushi go
- a well-designed simple game is a thing of beauty and I think we should appreciate
- designing a good gateway game anyone can pick up and play is an art form in some ways
References (from this video)
- Really like the mechanisms
- Good worker placement game
- Nice twists
- Great production quality
- Wine theme works well
- Dislikes sudden end race mechanic
- Uncertain timing of game end
- Wine production and vineyard management
- Wine-making regions
- Thematic
Mechanics (from transcript analysis)
- Race mechanic — First to reach 20 victory points wins
- worker placement — Placing workers to perform actions
Video topics + discussion points
Quotes (from this video)
- It wasn't just the hundred sort of best designed games this was the hundred games that I feel that I'm particularly sort of connected to
- The games that have a place in my heart really games that I've got a lot of nostalgia for
- It felt a bit like doing a roll and write game but without all of the sort of convenience
- I wish I still had castles of burgundy and notre dame
- The main thing that got in the way for me was all the iconography
- I do use board games as an escape from screens and technology
- I really like the production of cockroach poker
- I found it was a game where I could see the ending coming and then someone would just go and there we go we've got another 20 minutes now
- It feels like something other than a board game
- The decisions you make in the game are very very slight
- Right up my alley
- I do really like push your luck
- That's my favorite game
- Abyss is my second favorite game
- I love pekka pig
- I just think it's ugly
References (from this video)
- Thematic and strategic depth
- Good fit for families and more experienced players
- wine production and seasonal planning
- Tuscan vineyard
Mechanics (from transcript analysis)
- worker placement — Players assign workers to harvest, process, and fulfill vineyard actions.
Video topics + discussion points
Quotes (from this video)
- remove cards that add a take that element to an otherwise not take that kind of game.
- It is. And I use the word empowering.
- don't be afraid to remove that card
- pairing people up because when you think about it
- the 3D printing community is very open and sharing
References (from this video)
- Rich engine-building through worker placement with resource management
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "Fantastic game. Not going anywhere."
- "Oracle of Deli? I do like Oracle of Deli. It is one that I probably should get rid of."
- "Viticulture still safe. Rouge never going anywhere. Love this game."
- "Convert the cave farmers. I probably should get rid of it. It's so good though. It's really, really good."
- "Feast for Odin"
- "Glass Road versus Black Forest where I said I'm going to keep both."
- "I think I'm going to keep Black Forest for the gameplay that that gives. This is a new choice. I'm making these choices up on the fly."
- "Dominion is amazing. I absolutely adore Dominion. I think it's one of the best deck builders out there."
- "Lord of the Rings, Fellowship. This is totally safe. I love the experience that this gives me."
- "Sentinels of the Multiverse. That's another one where I like it a lot. I don't play it as much as I'd like to. It's a really satisfying game."
References (from this video)
- Atmospheric theme
- Solid engine-building
- Can be heavy for new players
- Seasonal setup can be long
- Wine production and vineyard management
- Tuscany wine country, seasonal viticulture
- Eurogame flavor with thematic depth
Mechanics (from transcript analysis)
- engine-building — Seasonal actions build efficiency over time
- worker placement — Place workers to perform actions like planting, harvesting, and aging wine
Video topics + discussion points
Quotes (from this video)
- I'm Tom Bassel.
- We're in new territory here.
- The highest score I've ever seen in this game.
- Don't worry about it, Tom. It's fine. He said asphalt.
- THAT'S RIGHT.
- The safety net which prevents suction related safety issues.
References (from this video)
- Wine production
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Stonemaier games is 10 out of 10, would definitely recommend
- I'd much rather talk about a publisher who I really like to work with
References (from this video)
- Interesting Grande worker implementation
- Good thematic concept
- Not unique in worker placement mechanics
- Too much focus on card draws
- Becomes a race to find good cards instead of making wine
- Doesn't feel like you're actually making wine
- Only need to fulfill one contract per seven rounds
- Theme doesn't match mechanics
- Should use money as victory condition instead of points
- Tuscany expansion helps but game still flawed
- Better as deck-building game than wine-making game
- Running a wine business
- Vineyard management
- Economic engine-building worker placement
- Scythe
Mechanics (from transcript analysis)
- Card draw — Heavy reliance on drawing vine and visitor cards
- contract fulfillment — Fulfill wine orders/contracts for points
- Grande worker — Special larger worker piece for unique implementation
- worker placement — Place workers on action spaces to take actions
Video topics + discussion points
Quotes (from this video)
- Overrated has a very negative connotation but if i say something's overrated it means to me this game is ranked something on bgg and i think it's higher than what it should be
- Raiders of the north seas is just like has a really unique work replacement mechanism but all the actions are pretty boring
- The crew is not necessarily like a heinous game i don't think it's a 0 out of 10. i just i'm shocked that it's in the top 50
- Azul is the perfect entry-level game it's very easy to teach it's beautiful it's very quick to play
- Viticulture should be about making the wine right you should be making wine you should be fulfilling wine contracts to to win the game
- Gloomhaven is a dungeon crawler that was kind of a first adopter but it's almost been surpassed
- Losing gloomhaven sucks it sucks so hard because if you lose you gotta replay that mission if you lose you just spent four hours
- I think brass does things so well it's complex but it's not so complex that everybody can learn it
- This is maybe more of a me problem but i get kind of quarterback-y in gloomhaven because i don't want to lose
References (from this video)
- Strong theme with wine-making concept
- Streamlined and smooth gameplay
- Dynamic seasonal gameplay
- Multiple paths to victory through structures
- Theme is intuitive to players
- Tuscany expansion is one of the best expansions ever
- Grapes lasting multiple years is abstracted away
- Requires expansion for full medium-weight experience
- Wine making and vineyard management
- Wine country vineyard
- Process-driven with strategic choices
Mechanics (from transcript analysis)
- Seasonal actions — Four seasons with four action spaces per season, choose to take bonus or skip to next season
- Structure system — Build various structures that provide paths to victory including restaurants and cafes
- Tasting room — Invite tourists through tasting room actions
- Vineyard building — Build and manage your vineyard
- Wine Production — Grow grapes, make wine, and sell wine in sequence
Video topics + discussion points
Quotes (from this video)
- It's the lower end of middle weight but I still think it's a solid game
- Medium and heavy weight doesn't mean that it has to be the most complicated fiddly thing to get through
- I love it when a game is just smooth streamlined gorgeousness
- This is a fantastic laugh out loud euro game
- This is definitely my definitive space game
- How dare you not play this game sooner
- The variety in this game is off the friggin scale
- This game just ticks all the boxes for me
- It seems like this game was designed for me
- Regardless of what's light medium or heavy as long as you're playing at the right stage for you it's only a game
References (from this video)
- Beautiful sunset vineyard art; thematic alignment with the game
- Can be table-heavy and plan-intensive
- Viticulture, winemaking, seasonal labor
- Italian vineyard landscape
- Wingspan
Mechanics (from transcript analysis)
- worker placement — Players manage a vineyard by placing workers to perform tasks in a seasonal cycle.
Video topics + discussion points
Quotes (from this video)
- it's a web store only and you can buy direct from their store
- it's only a game
- hopefully a couple of them will appear in some of the detailed top 10 videos
References (from this video)
- Accessible gateway to worker placement
- Elegant seasonal structure
- Strong theme integration
- Rules can be dense for beginners
- Card system can feel opaque at times
- winemaking and vineyard management
- Wine country, vineyard setting
- seasonal/resource-management with thematic integration
- Agricola
- Dinosaur Island
Mechanics (from transcript analysis)
- Card-driven actions — Wine cards and bonuses provide additional actions and bonuses each round.
- season track — Yearly progression with seasons that unlock different actions and phases.
- worker placement — Assign workers to action spaces to plant vines, harvest grapes, make wine, and build facilities.
Video topics + discussion points
Quotes (from this video)
- one of my favorite worker placement games is Viticulture
- it's so good
- Viticulture as a first-time worker experience
- Viticulture is colorful I love the theme
- it's fun
- looks like the 80s explorer exploded on a cardboard table
References (from this video)
- Engaging worker placement
- Well-known and popular
- Wine Making
- Vineyard Management
- Business
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- If Jamie wins a game the first time we play it is an asterisk win if I win a game the first time we play it it is not an asterisk win
- I absolutely love this game
- We understand why everyone loves this game, in our playthroughs it just did not work for us
- Instant love for me
- Jason dominated our January
- He's an undercover competitive person and he's just really good at games
- We are even stevens
- If one of us have no chance of winning and I'm hell-bent on making sure Jamie doesn't win
- You should see us play ping pong
- I feel like you were surprised that I liked this game
References (from this video)
- deep strategy, strong engine-building
- beautiful essential edition
- two-player efficiency is not ideal without variants
- expansion Tuscany changes may shift balance
- winemaking and seasonal production
- Tuscan vineyard management
- strategy-focused with seasonal pacing
- Quacks of Quedlinburg
- Quest for Viticulture
Mechanics (from transcript analysis)
- engine-building via cards — cards influence actions and yields to optimize production.
- set-collection / resource management — manage wine resources and cellar to maximize points.
- worker placement — players place workers to perform vineyard actions.
Video topics + discussion points
Quotes (from this video)
- i love this game i love this game it's number 20
- we just bought our own copy of this i'm so excited to play this at two with jamie
- sleeping gods has invoked so much of the things i love about not only board games but video games
- it's endlessly fun to pull things out of the bag
- i'm very excited to try out each one
References (from this video)
- Still really loved by Luke
- Excellent design
- Wine
- Vineyards
- Business
- Scythe
- Wingspan
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game - remember this is just a game
- you're listening to the broken meeple show a podcast that speaks passionately about board games for the benefit of those who play them
- I'm quite busy at the moment but in a good way
- Norway in alter in the Arctic Circle is basically just yeah it's nearly Perpetual Darkness everything is caked in snow
- I much need needed break much needed break from gaming in general frankly
- I want them to go back to that level of greatness but lately they just haven't been doing it
- this could have easily just been called its own thing
References (from this video)
- engaging engine-building and thematic flavor
- varied choices in aging and fulfillment
- race-style ending can feel abrupt and punishing
- card randomness can feel impactful in late game
- economic engine-building around growing grapes and aging wine
- Tuscany wine production
- industrial-themed farming/production with card-driven actions
Mechanics (from transcript analysis)
- Card-driven actions — cards influence actions and potential points, with some randomness
- race-to-20 style pacing with aging mechanics — players grow grapes into wine across multiple rounds; timing of aging and fulfillment matters
Video topics + discussion points
Quotes (from this video)
- I think Great Western Trail is the game for me, but this one could be the one I want to own.
- this is a game that a lot of people hail as a modern classic.
- the decision space in Whistle Mountain is an ocean.
- the deduction mechanics are cool, but it can drag.
- Spirit Island is the board game for people who don’t typically like cooperative games.
- the ending of Viticulture can feel abrupt in a race-to-20 structure.
References (from this video)
- classic Stonemaier euro with strong theme
- replayability through seasons and decisions
- controversy about base game vs. Tuscany expansion among fans
- winemaking / wine production
- Tuscan
Mechanics (from transcript analysis)
- resource / action economy — balance actions to maximize yields and points
- worker placement — seasonal actions to grow vineyards and produce wine
Video topics + discussion points
Quotes (from this video)
- you are a pepper farmer
- this is eclipse this is a four second dawn for the galaxy 4e game that i have actually played
- i'm teaching alex this
- i'm so excited that i now know how to play this game
- it's a tile laying game where you're laying out a map
References (from this video)
- Strong four-player pacing with meaningful player interaction
- Expansion (Tuscany) adds flavor and strategic options
- Downtime can creep in with heavier table dynamics
- Complexity can be a hurdle for new players
- Viticulture and winemaking
- Italy, vineyard/climate seasonal work
- Traditional Euro with seasonal modules
- Agricola
- Le Havre
Mechanics (from transcript analysis)
- Seasonal timing / Tuscany expansion — Seasonal track affects actions and scoring; Tuscany expands the workflow and timing.
- worker placement — Assign workers to action spaces to grow grapes, produce wine, or build infrastructure.
Video topics + discussion points
Quotes (from this video)
- this is essentially a side effect to carcassonne
- I think works best at four players
- Terra Incognita expansion which let's face it is essential for this
- you can't play Mr Nice Guy in dominant species
- Abyss just works that bit better especially much better than two
- you want four players when you're playing it
- Terra Mara is a Quined Games Edition
- the four classes of hegemony hegemony is perfectly good at threee
References (from this video)
- Strong thematic connection to nature
- Zen-like gameplay experience
- Tuscany expansion greatly improves variety
- Good mid-weight strategy
- Requires Tuscany expansion for best experience
- Base game shows repetition without expansion
- Viticulture World expansion is skippable
- Growing grapes and making wine
- Vineyard/wine estate
- Farm building with wine production
Mechanics (from transcript analysis)
- Infrastructure Building — Build structures and gain influence
- Vine Management — Plant and harvest vines
- Wine Production — Create red, white, and sparkling wines
Video topics + discussion points
Quotes (from this video)
- you just gotta play it to find out I can teach this in no time at all
- death by gorgeousness
- theming wise Wings man edges over Arc Nova to deserve the tap spot as the best nature game there is
- I'm invested I'm immersed I'm building my Zoo
- it just screams out a nature theme
- when it comes to their tasting games
- I want this game to not drag on to 90 minutes two hours to finish a four player game
References (from this video)
- Zen, elegant tableau-building with meaningful choices
- Strong integration of theme and mechanics; expansions improve balance and depth
- Setup and teach can be heavy; not great solo
- Balance often requires expansions to feel complete
- Winemaking, seasonal labor, and vineyard management
- Wine vineyard in Tuscany
- Calm, Zen-like tableau-building with thematic flavor
- Wingspan
- Wingspan Asia / Oceanana expansions
Mechanics (from transcript analysis)
- Card/board combination with expansions — Advanced setups via expansions (e.g., Tuscany, Uruguay-style cards) influence efficiency and outcome
- Tile/board upgrades (Tuscany, orange buildings, etc.) — Expanded boards and buildings add depth and alternate paths
- worker placement — Season-based worker placement to plant, harvest, and produce wine
Video topics + discussion points
Quotes (from this video)
- Different Strokes, different folks
- Marketing front with board games, they know what they're doing on that front
- Wingspan easily my number one favorite Stone Mare game
- this game was the biggest BG bait and switch I've ever seen
- the five mechs in the base game are wildly imbalanced
- I want Africa Birds; I want to see if they can do Arctic Circle and Antarctica Birds
References (from this video)
- Original foundational worker placement game
- Not overly complicated
- True blocking worker placement
- Great theme integration
- Repeatedly enjoyable
- Available on Board Game Arena
- Playable solo
- Familiar worker placement formula
- Wine production, Agriculture, Business management
- Vineyard ownership
- Economic development simulation
Mechanics (from transcript analysis)
- Vineyard management — Manage vineyards and wine production
- worker placement — True worker placement with player blocking
Video topics + discussion points
Quotes (from this video)
- Lord of the Rings a confrontation is an amazing two-player only game and it's essentially like Stratego
- Dominant species is a area control game where you are playing as different classes of animals
- Mansions of Madness second edition this I think Will Always Forever ever be one of my favorite games
- an acrony is a worker placement game with a unique twist
- Obsession is like Downton Abbey Bridgerton the board game
- I love polyaminos I love polyamino towels I think they're amazing and they're cats
- Shores of Tripoli is a two-player card event based war game
- root everybody plays a different faction of some type of Woodland creature
- dwellings of Elder Veil is a hand management worker placement game
- kanban ev is a car building game you are working in a car factory
- we just like love this game it comes with us when we travel
- Rise of Fenris is still one of the best board gaming experiences I've ever had
- Unmatched is a head-to-head battle game where you are playing as a character
- the Simplicity of it it gives so much depth but it's so easy to play
- Twilight's struggle is a game I'm still continuing to explore
- I don't drink wine but I love viticulture
- Wonderland's War gives me everything that I enjoy in board games
- Scout is a small box card game I love it
- Star Wars Imperial assault this is the highest campaign game currently on my list
References (from this video)
- Strong wine-themed flavor and thematic cohesion
- Seasonal structure adds planning tension
- Support for multiple players interacting in shared spaces
- Relatively dense rules for new players
- Not the easiest teach due to the seasonal engine
- wine production, seasonal planning
- vineyard management in a wine region
- engine-building with seasonal phases
- Alchemists
- Wingspan
- Robinson Crusoe: Adventures on the Cursed Island
Mechanics (from transcript analysis)
- engine-building — develop vineyard operations, produce wine, and upgrade structures
- Seasonal phases — game divided into summer and winter phases affecting available actions
- worker placement — place workers in seasonal spaces, with yellow (summer) and blue (winter) constraints
Video topics + discussion points
Quotes (from this video)
- they're easily the most dominant form of proper board games in the hobby
- we've covered some fantastic heavier euros and past lists like Alchemists Wingspan and Robertson Crusoe so just for the sake of an all-new list we're putting those as honorable mentions
- this is a collection starter and here are the 10 best euro games for experienced gamers
References (from this video)
- Early influential game for channel
- Smart design
- Theme matches mechanics
- Intuitive gameplay flow
- Great wakeup track mechanism
- Dropped from #13 last year
- Not played physically in 2-3 years
- Plays less frequently on Board Game Arena
- Other games competing in genre
- wine making
- grape farming
- vineyard management
- Distilled
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I do think it's a masterpiece of a board game
- We have played villainous so much so much that we now see all of the flaws within it
- The more I play tapestry The More I Love It
- You can play Shakespeare versus a T-Rex and there's something hilarious about that
- I very much enjoy it and I think it's going to sit right where it needs to be
- Every time I play it I get so angry at it because there is an element of luck but it's a masterpiece
- It's probably the best produced board game I've ever seen
References (from this video)
- excellent theme and mechanics integration
- wine-making theme enhances worker placement
- mama-papa cards and bonus systems
- renewed appreciation after recent BGA plays
- needs more plays to increase ranking
- wine making
- vineyard management
- agriculture
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- These are our list our list not yours don't worry about it
- Eagles fly alone everybody knows that about eagles
- Sometimes the cats fall a little
- Yo ho ho and everyone's like looking at us and being like what are they playing
- I fully appreciate and love the Simplicity of this game
- Theme and mechanisms intertwining and meshing perfectly
- It's like a badge of honor to win this game
- Scythe was one of my propellants into the hobby
- Heat is a racing game that comes with so much freaking content
- These are the best games in the entire world it's not even our opinion it's objective
- I really thought undaunted was going to be in my top 20 for sure
- The problem is our dog is terrified of this game
References (from this video)
- Relaxing and chill gameplay
- Thematically rich with vineyard simulation
- Works at 2-4 players
- Very popular classic game
- Tuscany expansion available
- Wine making and agriculture
- Vineyard management
Mechanics (from transcript analysis)
- hand management — Manage Mama and Papa cards
- worker placement — Place workers for vineyard tasks
Video topics + discussion points
Quotes (from this video)
- These go to 11 - just like in Spinal Tap
- I literally started this video by saying everything will be cute and animal related, and the first one is murder war counts
- You're basically Bilbo Baggins trying to steal Smaug's treasures
- The only reason this game is on your list is because you always win
- It's like clue but cooler and more dynamic
- I love space... love space theme games... any space related games I'm in love with
- I have Disney tattoos all over my arms
- 1v1 all day, give me that
- It is uncanny how lucky Jamie is
- Mansions of Madness is so good like I love it
- Jaws of the Lion was a great compromise where Gloomhaven is super heavy
References (from this video)
- gives a great, calm, bucolic feeling
- emotionally satisfying beyond puzzle
- can feel slow or heavy for some players
- seasonal worker management and wine production
- Tuscan countryside vineyard life
- pastoral / bucolic
Mechanics (from transcript analysis)
- Resource management — manage grapes, products, and seasonal actions to optimize score
- worker placement — place workers to carry out seasonal actions and produce wine
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 planning
- high thematic immersion
- long playtime
- complex rule set for new players
- ecological and infrastructure development
- colonization of Mars
- grand strategy with terraforming arc
- Power Grid
- Agricola
- Through the Ages
Mechanics (from transcript analysis)
- engine-building — Players grow their corporations by playing cards and projects.
- set-collection / resource management — Gather and convert resources toward terraforming goals.
Video topics + discussion points
Quotes (from this video)
- gloomhaven well everybody knows that right
- pandemic season one is a cooperative game
- it's the crew
- code names
- magic maze
- the correct answer is sheriff of Nottingham
- subscribe like and comment on this video
- time stories isn't it but time stories isn't as well so one point for you
- you don't know board games
- Terraforming Mars
References (from this video)
- agriculture
- wine_making
- economic
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- everybody game your abc's start with a and end with z
- arkham horror that's a fright
- b is for battle or there's monsters to fight
- cosmic encounter that's right
- fury of dracula he turns into mist she is gone
- shown clever you'll feel so smart
- hogwarts battle defend against the dark arts
- jabberwocky you can't play it alone
- in that runner they don't make it anymore
- on mars get a galactic high score
- paladins for the kingdom
- quellenberg proportions the best
- space space if you like your sci-fi
- viticulture watch those wine grapes get smashed
- welcome to build a neighborhood
References (from this video)
- Scales exceptionally well from 1 to 6 players
- Board blocking system works well for different player counts
- Maintains worker placement tension at all player counts
- Creates meaningful decision-making through action blocking
- Mike's former number one favorite game
- Thematic and fun production chain
- Running a vineyard and making wine
- Vineyard/wine country
- Economic simulation with thematic flavor
Mechanics (from transcript analysis)
- Action Blocking — At different player counts, certain spots block off to scale the board tightness
- Production Chain — Growing grapes, harvesting, processing into juice, fermenting, aging in cellar, selling
- Spatial Strategy — Limited board spaces create competition for key actions
- worker placement — Placing workers on various vineyard actions
Video topics + discussion points
Quotes (from this video)
- Let's be honest board game publishers be lying sometimes
- Most people would consider most games to not play really well at all of those player counts
- That's something you can contribute to the site. We recommend you do that
- I think the world is too small and so we got to fight over that land
- The AI on this is super easy to run and they are really competitive and difficult to beat frankly
- I forgot how much I really, really enjoy this game
- Something I want to see more of in the future
- It's one of those games where you are all building up this kind of like modern eco city
- The gameplay is just really, really elegant
- We really have... they're really really outstanding games
References (from this video)
- Universal house rule can be applied to many games
- Mitigates card draw luck effectively
- Works well in Viticulture
- Visitor cards can be too swingy
- Card draw luck can be problematic
- Building and growing a wine business
- Wine vineyard management
- Tableau building with card draw luck
Mechanics (from transcript analysis)
- Draw Two Keep One — House rule to draw two cards and choose which one to use
- Visitor Cards — Cards with special effects that players draw from a deck
Video topics + discussion points
Quotes (from this video)
- no game is Flawless everything can be improved there is no such thing as a flawless game
- I don't like to say to other people like look I do it with a house rule you should use it no no no that's not the way I'm talking here
- it's this artificial way to try and introduce humor into a game that's not how you do humor
- everything can be improved
- these little tweaks make it better but that's a personal thing it's always subjective when it comes to house rules
- this is a house rule that basically is so good it needs to be in more games
- I don't get why it has to go in sequence
- the designer still did a lot of great stuff it's not like I'm saying Your Design sucks I'm just saying that I think your design is great because I love your game but maybe just this one little tweak
- padding out the content by ways of grinding is annoying
- I will actively take measures to try and convince the person teaching wingspan that it should be in the game
References (from this video)
- Elegant, thematic worker-placement gardening with a strong end-game scoring path
- Flavorful guest cards add variety and strategy
- Can feel repetitious after several plays without expansions
- Baseline game can be tight without the Tuscany expansion
- Seasonal labor, terroir, and hospitality in a viticultural economy
- Vineyard management and wine production in a picturesque rural setting
- Long-term engine-building with seasonal cycles
- Terraforming Mars
Mechanics (from transcript analysis)
- engine-building — build up vineyards and facilities to improve production and scoring
- set collection / resource allocation — collect grapes and wine to fulfill orders and earn points
- worker placement — place workers to activate actions like planting, aging, and producing
Video topics + discussion points
Quotes (from this video)
- this game is just fantastic
- it's a brain burner
- it's a top-notch game
- the betrayer card in there
- this thing is Scott ohms masterpiece I love love love love tiny epic galaxies
- Terraforming Mars is a game about terraforming Mars
- I could play this game forever
- it's the game that keeps on giving
References (from this video)
- Strong thematic integration with wine production
- Expansions (e.g., Tuscany) add depth and replayability
- Relatively heavy setup and learning curve
- Can be daunting for casual players
- Wine production and vineyard management
- Tuscan vineyard region
- Resource-driven strategy with economic planning
- Kingsburg
Mechanics (from transcript analysis)
- Resource management — Manage wine goods, money, and other resources to optimize scoring.
- worker placement — Assign workers to actions to plant vines, harvest, produce wine, and advance income/victory points.
Video topics + discussion points
Quotes (from this video)
- This is a gun to our head situation.
- The fate of board games hinges on our decisions.
- Gloomhaven gets lives to fight another day.
- Unlock is evolving; Exit is gone for now, but Unlock lives on.
- Terraforming Mars is the quintessential modern classic.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The two by the way was Kingdoms for Lauren which is actually I think liked by others but I felt that you had to break your teeth on the rules to get to a game that was a whole lot of messiness.
- I really did not love Kingdoms for Lauren but I respect that it's a game that will work for others.
- The highest the highest individual score given out in 2022. So that's the 3.5 is the most common rating given.
References (from this video)
- strong thematic integration with wine production
- deep engine with meaningful decisions
- aesthetically appealing production
- steeper teaching curve for newcomers
- setup and table space considerations can be nontrivial
- wine production and vineyard management
- Tuscan countryside with vineyards and winery operations
- Eurogame expression of seasonal winery work
- Scythe
- Expeditions
- Wingspan
Mechanics (from transcript analysis)
- resource_management — manage grapes, wine, money, and orders to maximize income
- seasonal_progression — game unfolds across seasons influencing available actions and production
- worker_placement — players assign workers to seasonal actions (planting, harvesting, aging, selling) to develop their winery
Video topics + discussion points
Quotes (from this video)
- Vidiculture makes money on its own. I don't have to do anything for Vid Culture to make money.
- The joy that you had talking about the things that you were working on.
- Everything's subject to change because Jamie obviously is not in control of everything in terms of production.
References (from this video)
- Strong thematic integration with winery setting
- Accessible entry point with engine-building depth
- Potential for scalable production and campaigns
- Steep learning curve for newcomers
- Historical references to early print misprints
- winemaking, vineyard management
- Tuscany winery during harvest seasons
- economic simulation with thematic flavor
- Scythe
- Wingspan
- Euphoria
- Robo Mine
Mechanics (from transcript analysis)
- engine-building — Developing vineyards and winery capabilities across seasons.
- Resource management — Managing grapes, wine, money, and facilities to maximize production.
- worker placement — Players assign workers to action spaces to perform vineyard tasks.
Video topics + discussion points
Quotes (from this video)
- live like no one else so that you can give like no one else
References (from this video)
- engaging theme
- balanced depth with accessibility
- strong solo and expansion options
- expansions can add complexity
- winemaking and villa production
- Tuscany wine country
- seasonal engine-building progression
Mechanics (from transcript analysis)
- engine-building — develop production to fulfill customer orders
- order fulfillment / scoring — complete orders to gain points
- worker placement — assign workers to actions to grow vines and produce wine
Video topics + discussion points
Quotes (from this video)
- probably my favorite race game of all time
- the most gorgeous games to ever grace a table
- i adore castles of burgundy it's so good
- spirit island is my favorite game of all time
References (from this video)
- deep thematic integration with mechanics
- strong engine-building feel with meaningful choices
- robust player interaction through action selection and competition for favorable spaces
- steep initial learning curve for newcomers
- scoring complexity can be daunting without reference aids
- winemaking, agriculture, and vineyard management with a seasonal rhythm
- Tuscany, Italy; a growing vineyard seeking to optimize seasonal actions
- romanticized yet practical view of vineyard life
- Everdale
- Bunny Kingdom
- Libertalia
Mechanics (from transcript analysis)
- engine_building — players develop their vineyard infrastructure and capabilities to improve efficiency over the course of the game
- resource_management — managing grapes, wine, and other resources to maximize scoring opportunities and production
- worker_placement — players place workers each season to perform actions such as planting vines, harvesting, and producing wine
Video topics + discussion points
Quotes (from this video)
- This is very much my Hall of Fame you know what to expect
- What are the Evergreen titles and how did they achieve that status
- three criteria for entry into the game design Hall of Fame
- I think it's one of the most influential games in the hobby right now
- Sushi Go is a proven seller, a massive hit, and a great game to boot
- This is a modern classic
- If you haven't played it you've probably heard of it
- Everdale is a newer title it only released in 2018 but it's already received five big box expansions
References (from this video)
- Clear seasonal rhythm and productive tension
- Introduced distinctive worker with power to break rules
- Greater complexity with expansions may overwhelm new players
- Seasonal work rhythm and vineyard production
- Viticulture/vineyard management
- Economic/simulation flavor with seasonal pacing
- Everdale
- Architects of the West Kingdom
Mechanics (from transcript analysis)
- Grande worker / season mechanics — New workers and season-based actions influence capabilities and timing.
Video topics + discussion points
Quotes (from this video)
- I'm Adam Porter I'm a game designer from Wales and I've been fascinated by worker placement games for a decade
- Five criteria immersion interaction tension feedback and decisions
- worker placement is a thematic description... describes a narrative of sending our little in-game avatars out to take actions
- the simple Act of placing such a token denies other players access to that action for the rest of the round
References (from this video)
- easy-to-learn, streamlined worker placement
- widely loved with a cooperative expansion (Viticulture World)
- can feel light for some heavy gamers
- expansions can add complexity
- seasonal resource planning with visitor cards
- grape-growing and winemaking across seasons
- elegant, vineyard-focused narrative
- Tuscany
- Viticulture World
Mechanics (from transcript analysis)
- occupation cards and visitor cards — cards modify actions and scoring opportunities
- seasonal worker placement — place workers across spring/summer/autumn/winter actions
Video topics + discussion points
Quotes (from this video)
- i haven't gone back and looked at all the video i watched about five seconds of it and then i was sick in my mouth because it was that bad
- if your top 10 worker placement game ain't on this list that's because a [__] or b probably ain't played it
- bollocks
- there is literally no luck in this game
References (from this video)
- winemaking and resource management
- Tuscan vineyard life
- elegant and thematic with robust mekanics
Mechanics (from transcript analysis)
- worker placement — seasonal action selection to optimize harvest and production
Video topics + discussion points
Quotes (from this video)
- I've been jack and I'll see you next year
- this is one of the best looking games in the biz
- thank you so much for supporting the cardboard Herald