It’s the late 19th century, and more than 9000 windmills dot the landscape of the Netherlands, some of them purpose-built to dry the lowlands, called polders. In the polders between these windmills are fields filled with colorful tulips—the flower that once was a part of the turbulent history of the first financial bubble but is now simply a quintessential part of the Dutch landscape, especially on the famous Bloemen Route (or “Flower Route”).
In Windmill Valley , a game inspired by the Bloemen Route, you and up to three players take on the role of tulip farmers and entrepreneurs. You will build and enhance your windmills, look for new tulip bulbs in foreign trades or among local vendors to buy and plant, and try to get an edge with hired help and lucrative contracts. Let your blooming fields make your competitors green with envy!
During their turn, players choose the action by rotating the wheels on their windmill board. During the game they can:
Enhance their wheels, by adding enhancements, to build their engine
Plant tulips in their fields, which will score VP at the end of the game
Build windmills on the main board to activate rewards from adjacent fields
Hire helpers that provide bonuses for certain actions
Get contracts for endgame scoring
Visit the local market and conduct a foreign trade
All in all, Windmill Valley is a lightweight game with quick turns, a smart action-selection mechanism, multiple options to build your engine, and a lovely setting.
—description from the publisher
- deep strategic depth with brassy feel
- strong interdependence and timing of actions
- can feel clunky or dense to new players
- high cognitive load and setup complexity
- windmills, markets, and production chains
- historical brass-meets-brinkmanship euro vibe; tulip-era economics
- dense, ambitious
- Brass
Mechanics (from transcript analysis)
- area control/route planning — building routes and managing distribution to unlock bonuses
- interlocking cog action wheels — two rotating cogs drive actions and player choices
- tulip-market style resource management — production, storage, and market timing based on tulip-like resources
Video topics + discussion points
Quotes (from this video)
- this is right now my game of the year just of Robin Hood
- it's a cat and mouse game
- the base game is strong; Leaders expansion can be excellent but problematic
- the deck building piece in the app is really cool it's really easy to use
- it syncs up to board game arena
- Fromage is 100% going to get a review for me at some point
References (from this video)
- Colorful artwork and meaty decisions
- Two interacting action wheels create interesting synergy
- Engaging euro mechanics with multiple paths to score
- The map can feel oversized for some setups
- Resource management and tulip trade in a stylized European setting
- A tulip-farming euro with a flood-plain landscape and a prominent windmill-themed map
- Abstract Euro-style with light thematic flavor
- Karuka
Mechanics (from transcript analysis)
- Action wheels — Two rotating action wheels interact to determine available actions per turn
- Building/placement — Players place windmills on the board to unlock points and effects
- Tulip planting and contracts — Plant tulips and complete contracts to score
Video topics + discussion points
Quotes (from this video)
- two action wheels and they interact together
- the best racing game that's been released this year
- hands down the best game that we have played in 2024
References (from this video)
- Beautiful components and table presence
- Deep and heavy, with significant strategic planning
- Multiple strategies with windmills and tulips
- Heavy; can be hard to teach
- Score track may be insufficient for very long games
- economic engine-building with windmills
- Tulip farming and windmill entrepreneurship
- heavy strategy, multi-use cards
- Suburbia
- Cottage Garden
Mechanics (from transcript analysis)
- Market and windmill placement — Place windmills and manage a market to generate goods and score points.
- Rundale and multi-use cards — Each player has individual rundale and uses multi-use cards to generate resources.
Video topics + discussion points
Quotes (from this video)
- it's a Gateway game it doesn't gate hard to Lear it's beautiful
- OMG yes love City building games
- it's a fun game I mean puzzly game puzzle yeah put these
- the pets look sad y'all
- Windmill Valley betrayed me
References (from this video)
- Unique action cog mechanism
- Variability builds over time
- Feels empowering
- Farming
- Tulip farm
Mechanics (from transcript analysis)
- action selection — Players use action cogs that can be upgraded over time
Video topics + discussion points
Quotes (from this video)
- It's been a year of heavy games, it's been a year of light games
- Always try before you buy, be smart with your money
References (from this video)
- digestible and easy to teach
- visually appealing
- fits core Euro expectations in a mid-weight package
- not revolutionary
- may be less appealing to heavy crunch seekers
- engine-building and resource optimization through rotating boards
- Windmill-based agricultural European countryside with tulips
Mechanics (from transcript analysis)
- Engine upgrading and end-game objectives — Players improve their engine and pursue end-game objectives for victory points.
- Rotating windmill action boards — Each round, players rotate a windmill board to expose two actions and upgrade options.
Video topics + discussion points
Quotes (from this video)
- a lovely mediumweight Euro by board and dice
- the dice has dual use
- I love the way that everything is driven here through dice
- spatial puzzle
- an instant classic
- a great example of its genre
- I instantly fell in love with it
- Kitzia at his best
- Punchy, colorful and very engaging
- top tier kitzia for me
References (from this video)
- snappy turns and high agency
- elegant, fast euro feel for a midweight game
- beautiful, thematic components
- the water-level mechanic can feel secondary and slow at times
- agriculture / craft economy
- Dutch-inspired tulip farming with windmills
- elegant, pastoral
- Minos Bronze Age
Mechanics (from transcript analysis)
- dual action wheels — two wheels offer different action options; players pair wheel positions to act
- engine-building — upgrade wheels, hire helpers, and unlock contracts for scoring
- grid-like layout / placement — place tiles to form scoring engines and combos
- rapid play with meaningful choices — snappy turns that still reward planning
- variable scoring via windmills and contracts — windmills and contracts shape end-game scoring
Video topics + discussion points
Quotes (from this video)
- it's like a summer camp where I get to play lots of games
- this is one of the coolest things about this game
- the turns are so Snappy; you're always ready to go
- it's a bigger game where you are building out and visiting villages in the Black Forest
- two things that I love in games: dice placement and engine building
- the art is fascinating; some people really did not like the art and some people really did
References (from this video)
- Engaging spinning gear mechanic with satisfying tactile feedback
- High player interaction due to water-speed decisions affecting all players
- Stunning production design and a vibrant color palette
- Deep, multi-path gameplay with a lot of strategic depth
- Strong potential to be a standout title in 2024
- gears-driven resource management and interdependent actions controlled by water flow
- historical windmill-based economy in a stylized European milieu with tulip-market flavor
- mechanical, systems-driven with multi-path strategy emphasis
- Zulan, the Mayan Calendar
Mechanics (from transcript analysis)
- area control / route-building — Players compete for control on the main board through windmill placement and connected routes.
- combo opportunities — Spoke alignment and adjacent gear interaction create powerful combos and chain effects.
- market / tulip trading — A tulip market exists with buy/sell decisions; tulips are queued for later deployment, introducing timing strategy.
- pattern-based scoring — On your own board, you score for forming patterns with tulips and routes, rewarding strategic placement.
- queueing / deferred deployment — Tulips collected are stored in a queue and deployed across multiple steps, adding timing tension and planning.
- spinning gears — Players spin windmill spokes; the number of spins each turn is governed by the water speed, which is adjustable via dams.
Video topics + discussion points
Quotes (from this video)
- Hold my beer, Zulan, because they have done the ultimate spinning gears game.
- Every turn you are spinning these gears like crazy.
- This game is so rich, so robust, so much fun.
- This might be the prettiest game board and Dice has ever produced. Its color palette is just delightful.
- Windmill Valley is my number one game of the month.
- This game stands on the shoulders of giants and destroys those giants.
References (from this video)
- Visually striking and colorful components; standout artwork
- Smooth, accessible rules for a midweight euro
- Deep engine-building potential via upgrade and wheel customization
- Strong solo mode with satisfying puzzle and pacing
- Fast, snappy turns with high replayability via contracts and upgrades
- Luck factor in contract/public card draws can swing outcomes
- Market interaction is limited; player interaction is minimal beyond competition for shared resources
- Rulebook gaps on some niche rules; reference card omits critical constraint about water level and flood gates
- Endgame length can vary significantly with player speed, potentially dragging or rushing games
- Can feel linear in tulip patterns once optimal route is identified
- agriculture, tulip trading, windmill bonuses
- Dutch farmland with windmills and tulip fields
- abstract, puzzle-like economic engine-building
- Lords of Waterdeep
- Barcelona
- Talum
- Tium
Mechanics (from transcript analysis)
- action_wheel — turning a central action wheel to reveal top options; upgrading wheel to improve actions
- contract_and_objective_cards — slotting contracts and helper cards to score points; varying strategies
- engine_building — collect upgrades and tools to power faster wheel actions and additional effects
- resource_management — managing money, water level, and tulip stock to optimize actions
- set_collection_and_combo_turns — combining multiple actions in a turn for combos and chaining effects
- tile_placement_and_pattern_scoring — placing tulips on a grid to align colors and rows for points; windmills grant bonuses to color rows
- variable_endgame_and_calendar_tracking — game ends when someone reaches fourth calendar section; endgame duration varies by pace
Video topics + discussion points
Quotes (from this video)
- windmill valley is following some of the tropes we've seen in Board&Dice's games but it's also trying to separate itself from the range
- it's kind of like a point salad game
- windmills do not work that way
- the Cornerstone of your engine
- this is their new lightweight euro game
- it's a fairly decent rule book
References (from this video)
- Ultimate spinning gears game
- Personal windmill with satisfying gear rotation
- Every turn features gear spinning
- Water speed affects gear rotation
- Multiple paths to victory
- Rich and robust gameplay
- Beautiful color palette and art
- Designer Danny Garcia rising star
- Stands on shoulders of giants like Zulan
- windmills
- tulips
- water management
- Dutch Golden Age
- nature
- Zulan the Mayan Calendar
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This extra twist of uh extra objectives to chase after if you build these is such a cool leveling up for the game
- This game is very mean-spirited oh the aggressive moves you can make really messing with your opponent
- This game is freaking brilliant
- This core idea is so brilliant one of the coolest new ideas I've seen in worker placement in years
- This is one of the best card drafting closed hand card drafting games of all time
- I would play this over seven wonders quite frankly because it adds so much depth and variety and control
- This game blew me and Jen away
- Jeffrey CCH might before too long make it into my top 10 favorite designers
- They have done the ultimate spinning gears game
- This is going to make a lot of top 10 of the years for 2024 when it comes out later this year
References (from this video)
- Amazing implementation of spinning gears
- Brilliant design
- Guaranteed top 10 of 2024
- Both Roto and Jen love it
- Tulip farming
- Netherlands
- Holland
- Water management
- Zulk
- Mayan County
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is literally you will find no better example in all of board gamedom the idea of board games actually changing lives
- This game is absolutely phenomenal
- This might be my game of the year
- The best game I have played so far in 2024
- I have not found a tile lane game this tension filled since Calico
- Board games are about living good happy fulfilling lives
- Elf Creek games has consistently the highest quality production board game period in the industry
References (from this video)
- beautiful presentation and art
- solid production values from Board & Dice
- engaging balance between planning and execution
- may be slightly lighter than other high-weight titles from Board & Dice
- requires careful spatial planning to maximize points
- resource management and worker-driven actions
- windmill valley with a pastoral, harvest/production flavor
- elegant, cover-driven presentation that hints at a calm village economy
- Barcelona (publisher as context for style)
- other euro-designs by Board & Dice
Mechanics (from transcript analysis)
- action drafting / tile-like planning — players choose actions to optimize resource flow and scoring opportunities
- area scoring / set collection — regions provide points when controlled or optimized by players
Video topics + discussion points
Quotes (from this video)
- "bubble wrap... that's amazing"
- "it's like an area control type of game but everybody plays as an asymmetrical character"
- "two-player only game... sneaky fun"
- "I freaking loved it"
- "it's quick to play but it's really strategic"
References (from this video)
- not described yet
- Upcoming title mentioned in the video
- n/a
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the market is manipulated because you have these cards that are sat between you and one of your neighbors
- the rules are so thin
- it's fantastic I think it's criminally underrated
- the rich and the good definitely one of the highlights of the period
References (from this video)
- Unique gear-based action selection adds tactile novelty.
- First-time setup and tactile components may require careful handling.
Mechanics (from transcript analysis)
- Gear rotation / action selection — Rotate gears to select actions and slot tiles for enhanced effects.
Video topics + discussion points
Quotes (from this video)
- I love the card game I designed and she made the game.
- Spring cleaning is officially up for pre-order.
- Not a whole lot of views on these things obviously because they are exclusives but that doesn't matter.
- Ten years later, I designed a game and you could go out and buy it right now.
- Is this going to be a thing I continue to do for another ten years? Time will tell.
- I could have a whole lot more views if I changed things around to target getting a lot more views, but I would have stopped this channel years ago.
References (from this video)
- Colorful and visually appealing
- Smooth gameplay with few rules
- Good depth for midweight game
- Interesting gear/wheel mechanic
- Combo-focused design
- Solo mode available
- Requires multiple plays to fully evaluate
- Dutch landscape
- tulips
- windmills
- agriculture
- Terra Cotta Army
- Titanium
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I just acquire a couple of games that I was interested in a couple of review copies here and there
- the Expo was still good fun but they do need to work on utilizing the space and getting those costs down
- a game that I kind of have a hit and miss relationship with you know some of it I like
- I immediately decided it was the first one I was going to gun for on the Friday
- when it gets released later in the year at Essen I believe oh man do I want this game fast
- Shut Up And Take My Money
- it's kind of on the levels of something like lost ruines of arac for me
References (from this video)
- Accessible Euro with approachable rules
- Strong action synergy and chaining
- Theme and components feel thematic and appealing
- May lack depth for heavy euro players
- Depends on player group for long-term appeal
- windmills, upgrading presence on a map, action synergy
- Map-based Euro with windmills and regional development
- Euro-style engine-building
Mechanics (from transcript analysis)
- action rotation — actions are accessed via a rotating wheel that changes each turn
- engine building / combos — synergizing actions to create scoring/combo opportunities
- Resource management — upgrading capabilities and managing board presence
- tile/area placement — placing windmills to expand control and gain benefits
Video topics + discussion points
Quotes (from this video)
- this is the newest board and dice game at least one of the newest
- a very straightforward Euro definitely on the lighter end of the medium
- I'm glad I did
- these are the kind of Euros I tend to really get along with
- the old ones are normally the best ones
- this is a stripped back Euro
- no bloat to the rules or anything like that
- it's so easy to table
- two to four players 40 minutes just sounds like it's taking all those boxes for me
References (from this video)
- Intriguing theme; worth picking up according to the speaker
- High anticipation for a future release
- Not available at the event
- Demo access limited; pre-order only
- Resource management / agricultural setting
- Rural windmill valley; farm/land management vibe
- imaginative, aspirational
Mechanics (from transcript analysis)
- unknown — Mentioned as a title they aimed to buy; no mechanics described in the transcript.
Video topics + discussion points
Quotes (from this video)
- this was our first Convention of this type and we had an absolute blast
- it's an essential weekend if you are into ball games
- the cost of literally everything at a venue was daylight robbery
- thank you very much to every single one of you that had the courage to come up to me and say hello
- we traveled out to Birmingham in my wife's motor
- this is a channel where we give you reviews sometimes playthroughs but we don't do unboxings
- we basically like to talk a load of bollocks
References (from this video)
- family-friendly
- simple to learn
- limited theme depth
- agriculture and community
- rural valley with windmills
- family-friendly
Mechanics (from transcript analysis)
- Area Control — players compete for control of regions
- set collection — collect cards/resources to score
Video topics + discussion points
Quotes (from this video)
- We are back live and excited to talk with you all!
- Lego is entering the board game space with Monkey Palace.
- DEI panels are important for enlightenment and inclusion.
- World Wonders is a memorable highlight from Grand Con.
- Massive convention energy and community at Grand Con.
References (from this video)
- beautiful art and components
- deep strategic routes
- heavy components may slow setup
- resource engine-building
- agricultural valley with windmills
- heavy Euro with strong visuals
Mechanics (from transcript analysis)
- engine-builder — optimize windmill-based actions to generate points
- tile/area optimization — place tiles to maximize scoring opportunities
Video topics + discussion points
Quotes (from this video)
- "it's Mad Max on steroids where you just killing up folk in your car"
- "this is the addiction show"
- "Stone Age is my favorite worker placement game"
- "it's a trick taking game"
- "Unmatched Slings and Arrows... Shakespeare going to war"
- "be sure to check out moving out"
References (from this video)
- Novel action-selection mechanism that requires planning and forethought.
- Solid integration of floodgate and water level into decision-making.
- Flexibility to place upgrades on either cog enhances strategic diversity.
- Encourages balancing immediate rewards with longer-term strategy.
- Strong thematic flavor with tulips and windmills.
- Map footprint is very large, potentially dominating the table space.
- Water level mechanism may feel marginal in strategic depth and more balancing.
- End-game can be swayed by late-card draws or random luck.
- Table size requirements may be impractical for smaller play areas.
- Resource management, area control, and production optimization in a high-tension point salad framework.
- A fictional Dutch-inspired countryside where players manage windmills and tulip production, set around a calendar-like scoring scheme.
- Eurogame with tongue-in-cheek humor and thematic garnish to reinforce the windmill and tulip motif.
- Allon
Mechanics (from transcript analysis)
- Action selection wheels — Each player uses a pair of interlocking wheels on their board that rotate to select actions. The wheels constrain choices and drive forward planning as you align floodgate, water level, and action slots.
- Calendar track and rewards — Advancing on a central calendar track yields rewards and triggers end-game conditions. The track creates a tempo for planning and endgame timing.
- End-game scoring and constraints — Score based on completed tulip rows and columns while penalizing color duplicates in columns, which creates strategic color diversity goals.
- Farm enhancements — Add farm-oriented upgrades to your farm track that improve tulip production or scoring potential during endgame evaluation.
- Floodgate management — Players can open, increase, decrease, or maintain floodgates. Each option advances along a track and interacts with the calendar-based rewards, creating a push-pull between immediate gains and future potential.
- Foreign trade and tulip placement — Move a tulip from storage to a foreign trade card, scoring rewards on adjacent areas. This creates positioning tension and competition for scarce card slots.
- Market action — Move a colored marker around the market board and collect the corresponding reward. Spatial proximity and timing matter as the market shifts with other players’ moves.
- Plant action — You pull tulips from storage and place them into the farm or market rows, triggering rewards when matching icons are covered on the board.
- Queen's wish and special scoring — A special trigger where satisfying a 'Queen's wish' unlocks an additional scoring opportunity, providing a potential end-game swing.
- Water level mechanics — The water level on the floodgate tracks influences how far you rotate wheels, how many spaces you can move, and which rewards you unlock. It adds a dynamic parameter to action execution.
- Wheel and board enhancements — Acquire wheel enhancements (free, cheap, or costly) and apply them to your two cogs, altering future rotation outcomes and action potency.
- Windmill purchase — Buy windmills that must be connected to the market by a contiguous path. You pay costs and then trace a path to gain victory points for each windmill you pass along the path.
Video topics + discussion points
Quotes (from this video)
- the action selection mechanism in this game is actually quite novel
- the upgrades can be placed on either of the two cogs
- passing early gives you a decent reward
- Windmill Valley is worth your time and bother today and in the future
- Windmill Valley is an intriguing take on the point salad Euro game
- the map is firstly too big and it's sort of largely pointless
- the water level mechanism doesn't seem to have much strategic relevance
- we very much enjoyed windmill Valley
- could well be the best Euro Style game that has been released this year this far
References (from this video)
- Accessible to new players
- Visually appealing and table-friendly
- Offers multiple win-paths and strategies
- Depth may be limited for heavy gamers
- Subject to AP in some playgroups due to option density
- Architects of the West Kingdom
- Paladins of the West Kingdom
Mechanics (from transcript analysis)
- area control / resource management — players place and optimize actions to maximize windmill and tulip resources and score through achieving objectives
- easy teach / accessible euro — light, smooth euro experience with clear paths to victory and multiple routes to win
Video topics + discussion points
Quotes (from this video)
- It's only a game.
- Windmill Valley is a solid game from Bard & Dice, easy to teach and with nice table presence.
- Black Forest was a standout session, potentially game of the year material.
- Ezra and Nehemiah is mostly non-existent on theme, but it's Garfield, so I was curious to try it.
- Ark Nova has satisfying core mechanics, but it is a long, heavy ride.
- Setti is a solid but forgettable experience; it does the job but lacks a memorable hook.
References (from this video)
- family-friendly feel
- good for game days and conventions
- not detailed in talk
- cooperative/competitive resource management
- windmill-themed farm-building world
- light and rustic
Mechanics (from transcript analysis)
- hatch/rebuild mechanic — players build and manage windmill components
Video topics + discussion points
Quotes (from this video)
- we ain't good good but we still good
- the world needs good humans
- voices is on hiatus for now
- we want to pay our content creators
- we're going to bring that show back when we can finance it
References (from this video)
- colorful and smooth
- streamlined with depth
- nice for both gamers and casual players
- AP-prone at higher player counts
- longer at four players
- Farming with wind-powered machinery
- Colorful farming/valley ecosystem
- Bright and accessible
- Wingspan
Mechanics (from transcript analysis)
- engine_building_puzzle — strategy evolves through combos and planning
- wheel_action_selection — action wheel guides strategy with multiple paths
Video topics + discussion points
Quotes (from this video)
- I gave an 8 out of 10 for Fractured Sky.
- This turned out to actually be a good bit of fun.
- it's a funkier version of Splendor.
- I would rather play Wingspan.
- the theme is really good and gameplay was excellent.
- it's Glass Road with resource dials.
References (from this video)
- beautiful art and tactile components
- engaging engine-building with tangible decisions
- strong for experienced gamers
- price point $45–$60
- not a gateway game
- engine-building and tulip cultivation
- Dutch-inspired tulip farming landscape
- elegant, colorful
- Reef Project
- MinnoS
- Cities USA expansion
Mechanics (from transcript analysis)
- engine-building / rondel-style wheel — use a rotating wheel to take actions and optimize production
- set collection / tile placement — plant tulips, harvest, and manage actions to maximize engine output
Video topics + discussion points
Quotes (from this video)
- it's the cutest little game with these cute oversized Rocap bars
- Green Team always wins
- Endeavor Deep Sea... due to problematic slavery mechanic
- Windmill Valley is beautiful to look at
- I love cities
- Arcs is hot
- Cities USA coming soon
- Telestrations was hilarious
References (from this video)
- combo-heavy with upgrade wheels
- easy to keep each game feeling new
- engaging and rewarding identity-building
- none stated beyond personal opinion
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this one gets an easy S tier rank
- it's a freaking nightmare setup
- four players is definitely the sweet spot
- This is 100% an S tier game
References (from this video)
- stunning visuals
- deep but approachable strategy
- can be gear-heavy and brain-bending
- agriculture and wind-energy style farming
- Tulip farming valley with windmills
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's fun, but it's not too hard to learn; there's a lot to do.
- The donuts look very realistic; they really pop on the display.
- Cities from de Games and it's a fun citybuilding game on your little player board.
- It's a simple game but strategically all it's not simple.
- Rockard is thematically so strong; you feel like you’re managing a rock career.
- Windmill Valley is beautiful and ambitious; the tulip-windmill combo looks fantastic.
- The candy is D and now we know the candy is dandy.