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Foxglove Farm

Game ID: GID0452408
Game Info
Year
2026
Players
1-4
Age
10+
Playtime
60 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Cozy tile-laying game where fox-town founders construct buildings lay paths and manage wheelbarrow logistics

Description

Cozy tile-laying game where fox-town founders construct buildings lay paths and manage wheelbarrow logistics

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 3 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–4 of 4
Video fe3HWZ0Ypbk Discussion at 47:57 sentiment: neutral
video_pk 66985 · mention_pk 162890
Foxglove Farm video thumbnail
Click to watch at 47:57 · YouTube ↗
Overall sentiment (raw)
neutral
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)
  • the algorithm has changed to a to a kind of thing where you can't do series of videos easily. It doesn't like that. You need to do long form content in one video.
  • If you can't fit it on the shelf, it's not in the collection. And if you have to fit it on the shelf, someone else is leaving.
  • It's like, why? You know, it's bad enough to be doing the whole logging plays to say like, 'Oh, I played this at this time. I played this at this time.' I could not care less who won what game and when.
  • You do not have to meet a minimum prerequisite. It's just it does get on my wick that.
  • It's like there are two people that sort of get on my wick with this or say that try to get out of the idea of helping to pack a game away. Smokers [...] and then the ones doing the BG stats...
References (from this video)
No references stored for this video.
Video _vVGj7nzPOc Playthrough at 0:00 sentiment: positive
video_pk 66785 · mention_pk 162591
Foxglove Farm video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The solo game uses almost the exact same rules as the multiplayer game.
  • Offers predetermined setups for solo play, like 'Bountiful Harvest'.
  • Buildings can be placed orthogonally adjacent to existing town elements.
  • Trails are crucial for transporting goods.
  • The Wheat Market offers a high point conversion.
  • The Scrapyard provides building materials.
  • The Tavern can convert wheat and sheep into points.
  • The Hot Spring provides coal and sheep.
  • The Factory provides points every round if connected properly.
  • The Town Square scores points based on surrounding unique goods types.
  • The Pond can be built for points.
  • The Well scores points and provides a point per production.
  • The Trading Post can provide multiple goods based on surrounding tiles.
  • The General Goods store provides wheat and sheep.
  • The game meets the solo objective of 60 points, reaching 100 points.
  • Multiplayer is similar to solo, with players taking tiles instead of them being discarded.
Cons
  • Discarding buildings from the display when new ones are constructed.
  • Solo game requires sacrifices in building replacement.
  • Some desired buildings like the Granary can be discarded before being built.
  • The 'marketplace' building was a misstep and not utilized effectively.
  • The need for multiple trail upgrades and T-junctions can be expensive.
  • Some resources can be wasted due to poor planning or late-game decisions.
  • The 'marketplace' is difficult to activate efficiently due to resource constraints and tile availability.
  • The well was built too late to be highly effective.
  • The lack of wood prevented activating the marketplace.
  • The ranch could only be used for one sheep, yielding fewer points than expected.
Thematic elements
  • constructing buildings, connecting them with trails, and moving goods to score points
  • a brand new Fox Town
Comparison games
none
Mechanics (from transcript analysis)
  • Resource conversion — Goods are converted into other goods or points.
  • Route Building — Players build trails to connect buildings and transport goods.
  • set collection — Certain buildings require specific combinations of goods for points.
  • tableau building — Players build up their town with various buildings that provide production and conversion abilities.
  • tile placement — Players construct buildings by placing tiles on the board.
  • worker placement — Implied by the production phase where buildings resolve effects, suggesting a form of action selection tied to developed infrastructure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am the founder of a brand new Fox Town.
  • Goods cubes can only move along trails.
  • The wheat market out here will let you turn five wheat into 16 points.
  • Despite that misstep, for bountiful harvest, 100 points puts you on the third tier.
  • I hope this has given you a good idea of what Foxglove Farm is like to play, how it works solo.
References (from this video)
No references stored for this video.
Video e-qtkG_Wz8A Rules Teach at 0:02 sentiment: positive
video_pk 66783 · mention_pk 162589
Foxglove Farm video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Sharp little game that allows a lot to be done in a short time frame.
  • Focuses on logistics of goods transportation, making roads crucial.
  • Offers strategic flexibility and freedom despite feeling constricted.
  • The final turn provides an epic feeling with the potential for a 'mega turn'.
  • Requires smart integration of roads and buildings for maximum efficiency.
  • Gorgeous artwork and production.
  • Faster than Timber Town and offers more mental challenge than Tiny Towns.
  • Hidden depths that reveal themselves with more plays.
Cons
  • Hard to play right, requiring players to unlearn city-building lessons due to the focus on roads.
  • Can be easy to waste roads by building intersections too early.
  • The core puzzle of roads and buildings requires a specific 'chessboard' layout for efficiency, which is not intuitive.
  • Players can be forced to build buildings in suboptimal spots if a desired tile is taken by an opponent.
Thematic elements
  • Building up burrows to score points
Comparison games
  • Timber Town
  • Tiny Towns
  • Carcassonne
  • Age of Steam
  • Railways of the World
  • Brass
  • Oh My Goods
Mechanics (from transcript analysis)
  • engine building — Players build a resource generating points conversion engine.
  • Resource management — Players manage resources like stone, lumber, coal, wheat, and sheep.
  • Route Building — Players build and upgrade roads to connect buildings for transportation.
  • set collection — Collecting specific combinations of goods or resources to score points.
  • Simultaneous action selection — Many steps in the round happen simultaneously for all players.
  • tile laying — Players build up their burrows by placing tiles.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a game more about almost more about the roads than it is about the buildings because you've got to get them, you know, architected in such a way that these roads can, you know, soup up your production and provide pathways for different types of goods going to completely different areas.
  • It requires you to literally throw away years worth of learned lessons about how to smartly design a city because of the focus of roads.
  • This is a game that you will definitely grow and get better at.
  • It is a surprisingly strategic game.
  • This makes my brain burn more than Tiny Towns.
  • The final turn kind of feels like an epic It gives the same feel as a as a boss battle at the end of, you know, of an adventure game.
References (from this video)
No references stored for this video.
Video AOG43CaWjII Rules Teach at 0:01 sentiment: positive
video_pk 66581 · mention_pk 162249
Foxglove Farm video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The core gameplay involves constructing buildings and connecting them with trails to create a profitable settlement.
Cons
none
Thematic elements
  • Founders of a new fox town, constructing buildings and connecting them with trails to create the most profitable settlement.
Comparison games
none
Mechanics (from transcript analysis)
  • End game scoring — Certain buildings provide bonus points at the end of the game based on specific conditions.
  • Resource conversion — Some tiles allow players to spend goods on the left to earn goods or points on the right.
  • Route Building — Trail tiles are used to connect adjacent building tiles, allowing goods to be moved around the town.
  • set collection — The game involves collecting resources (goods cubes) to fulfill processing requirements.
  • tile placement — Buildings are placed orthogonally adjacent to existing tiles to expand the town.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In this game, we are the founders of a new fox town, constructing buildings and connecting them with trails to create the most profitable settlement.
  • The buildings you choose can create goods or convert them into points. Pick wisely and connect them efficiently to move your goods around your town to earn the most points.
  • If you see this yellow lightning bolt, that's immediately.
  • If you see this white flag, that means the effect takes place at the end of the game.
  • The rules for placing trail tiles, they need to be placed orthogonally just like the building tiles do, and you're not allowed to cut off a pre-existing connection.
References (from this video)
No references stored for this video.
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