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Canals of Windcrest box art

Canals of Windcrest

Game ID: GID0452676
Game Info
Year
2026
Players
1-4
Age
10+
Playtime
45 min
Complexity
2.5/5
Collection
Rating
Mechanic profile
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Description

Strategic game where flying whales ferry citizens and cargo around the growing city of Windcrest for prestige

Description

Strategic game where flying whales ferry citizens and cargo around the growing city of Windcrest for prestige

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Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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Overall sentiment (raw)
positive
Pros
  • Satisfying turns
  • Ramps up significantly
  • Encourages focus on scoring
  • Multiple scoring paths
  • Challenging but rewarding
  • Tight economy
  • Good for people who liked Mistwind
Cons
none
Thematic elements
  • Mistwind universe
Comparison games
  • Mistwind
Mechanics (from transcript analysis)
  • Action leveling — Each one of these actions has a level. As you do certain things in the game, as you move across this runell or as you deliver some of these export goods, you'll be able to level up these actions. And as you do, you'll get to do a better and better version.
  • action programming — The order that you play the cards really does matter because like I said they kind of build on on each other. Maybe you want to play a card early that gives you resources that you'll use later because after you play a card, you're going to get to take one of the four primary actions in the game.
  • action selection — You'll be able to take one of the four primary actions in the game. [...] You're always moving this disc. You can never take the same action twice in a row.
  • Area Control — When you build a bridge out of the board, you're adding a citizen onto it. [...] once you build a bridge, you put a citizen on it, that's yours. He's waiting for your taxis. No one else can come mess with that.
  • card crafting — There's a light almost like card crafting mechanic that's happening here. [...] When you build these buildings, they're going to come out onto the board. [...] slot it in, and now everyone that drafts this card in the future is going to get whatever was printed there plus the new action that you just added.
  • card drafting — So, at the beginning of every round, you're dealing out these cards to everyone's hand. You're choosing the ones you want to keep. You're going to end up with a hand of five, of which you're going to play four over the course of the round.
  • Multi-purpose cards — Multi-purpose means that when you play it or more importantly when you draft it, you want to pay attention to not just the one thing, but also the other thing because a lot of these actions or like Ryan said, a lot of the resources that you just get to collect can be very appealing.
  • Pick-up and deliver — You're moving around your whales trying to pick up passengers and deliver them. And at the same time, you're moving your supervisors over these bridges so they can come to different areas and collect goods.
  • Route Building — It's kind of like a route building game to an extent because what you're really doing is you're moving around your whales trying to pick up passengers and deliver them.
  • set collection — If you can match it up to like, for example, I want to deliver somebody that's this dark blue color, you know, right now because I'll get the bump on the Rondell if I do that and I'll get to cash them in. When you cash them in, you get to place them on some of these spots that are going to increase multipliers for in-game scoring.
  • worker placement — You're moving your supervisors over these bridges so they can come to different areas and collect goods.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • spoiler alert, flying whales.
  • It's definitely north of medium and uh I want to be specific about that. It's not heavy in terms of mechanically how you play it.
  • It's giant. It's a giant. I would say we talked about this whether it's multiuse. I'd rather say that it's multi-purpose because multi-use generally implies that you're going to use a card, but then you're not going to use it for something else.
  • You have to very systematically go, so for instance, I'm right here. If I wanted to move up two spaces on this, I'd need to move my whales.
  • Everything is kind of a process that moves slowly at first and then really, really ramps up.
  • So many different ways to get resources, but yet the game feels tight because building stuff just requires so many resources, too.
  • If you're looking for a medium plus euro and if you liked Mistwind or those kind of games, I think this game is something you'll want to check out.
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