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Tinctura box art

Tinctura

Game Info
Year
2026
Players
2-4
Age
10+
Playtime
105 min
Publisher
Skellig Games
Complexity
3.5/5
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

A worker-placement game where competing 18th-century pharmacies gather forest ingredients and craft medicines to fill patient contracts

Description

A worker-placement game where competing 18th-century pharmacies gather forest ingredients and craft medicines to fill patient contracts

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 4 · mix 0 · neu 0 · neg 1
Mentions per page
Showing 1–5 of 5
Video dZ0sbFFBFHQ Meeple University Analysis at 23:08 sentiment: positive
video_pk 161087 · mention_pk 438558
Meeple University - Tinctura video thumbnail
Click to watch at 23:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging programming and risk management
  • Straightforward individual actions
  • Good for players who like to anticipate opponent actions
Cons
  • Can be complex due to timing
Thematic elements
  • pharmacist, healing patients
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players select actions from general areas, with timing and availability playing a role.
  • Programming — Players program a sequence of actions, planning which of the general areas they will visit each hour of the day.
  • Resource Management — Collecting and cashing in resources is key to healing patients.
  • Worker Placement — Players take actions by placing workers, with turn order being a factor.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Trial of Forests available for purchase designed by Jean Carlos Finelli.
  • This is kind of a cozy-ish like you can have a look at this like it's really cozy stuff. Looks cozy, it is kind of like cozy going to the forest and then completing quests kind of like contract fulfillment-ish.
  • I like the part that where you actually do engine building and it's also scoring for you. So, you build up that tableau and then it's also scoring.
  • It's not a not a heavy game by any stretch. The actions are very straightforward. But if you like that programming and you like to worry what other players are going to do, this is a good game for you.
  • There's certainly a good level of that old school interaction here, which is what you expect from Danny.
  • Yes, available to buy. This is a big card tableau kind of game with a worker placement element in it.
  • I like that there's a lot of things that you can do with the cards. Like it sometimes it it's expensive to get the cards so you really need to use it to its full capacity for a certain action not the others.
References (from this video)
No references stored for this video.
Video -XKzi3OyxCY The Board Game Garden Discussion at 3:46 sentiment: negative
video_pk 81836 · mention_pk 309723
The Board Game Garden - Tinctura video thumbnail
Click to watch at 3:46 · YouTube ↗
Overall sentiment (raw)
negative
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)
  • Remember, you are somebody's reason to smile.
References (from this video)
No references stored for this video.
Video beLVmjh3hps BoardGameCo Discussion at 0:00 sentiment: positive
video_pk 37574 · mention_pk 112857
BoardGameCo - Tinctura video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Hands-on, multi-location gameplay with meaningful decisions
  • Clever day-by-day timing and simultaneous reveal create tension and planning depth
  • Deep engine-building through apprentices and journeymen adds long-term payoff
  • Clear path between forest gathering, village training, and pharmacy production supports varied strategies
Cons
  • Prototype copy; rules and components may change before final release
  • Complex system with multiple tracks and interactions may require a learning period
Thematic elements
  • pharmacists building a practice through hands-on crafting of tinctures, ointments, and medicines while training assistants
  • 18th- to 19th-century European foraging and pharmacy, with forest, village, and urban apothecary life
  • hands-on, competitive engine-building with day-by-day progression
Comparison games
none
Mechanics (from transcript analysis)
  • action drafting and simultaneous reveal — Players privately plan a set of actions for each day, then reveal simultaneously, creating a tense, initiative-driven sequence.
  • area-based worker placement — Actions are taken in three main areas—the pharmacy, the forest, and the village—with a shared day clock and area-specific options.
  • character progression and worker upgrades — Train skills, recruit apprentices, and upgrade them to journeymen to gain bonuses and access new capabilities.
  • End Game Bonuses — Endgame points come from botany progression, journeyman sets, skills, and remaining patients; varied endgame scoring channels.
  • endgame scoring and tracks — Endgame points come from botany progression, journeyman sets, skills, and remaining patients; varied endgame scoring channels.
  • initiative and pacing — Turn order interacts with simultaneous reveals; choosing the same area raises stakes as the first mover can influence outcomes.
  • market and merchant timing — Market slots open at specific times and can be purchased for resources, with discounts later in the day and scarcity influencing decisions.
  • patient drafting and treatment — Draft patients and fulfill their medicine needs by tight deadlines to earn points, with penalties for unmet demands.
  • resource foraging and management — Forage for herbs, mushrooms, and other ingredients in the forest to craft medicines and tinctures.
  • Resource Management — Forage for herbs, mushrooms, and other ingredients in the forest to craft medicines and tinctures.
  • Worker Placement — Actions are taken in three main areas—the pharmacy, the forest, and the village—with a shared day clock and area-specific options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a sponsored preview and this is also a prototype copy in front of me so all rules, components and things like that are subject to change.
  • Tinctura is going to be a competitive game for two to four players where you are in the 18th to 19th century and you are playing as different pharmacists.
  • The entire thing is going to be very hands-on where you're very focused on being the best pharmacist and really trying to heal these different patients.
  • Not only are you healing patients but you're balancing apprentices and hoping to train them to help these different patients as well for different bonuses.
  • The player with the most points at the end of the game is going to win.
References (from this video)
No references stored for this video.
Video tj3e2g_L-j0 The Dice Tower Discussion at 8:38 sentiment: positive
video_pk 37293 · mention_pk 348640
The Dice Tower - Tinctura video thumbnail
Click to watch at 8:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • real-world foraging theme
  • potions and foraging feel
Cons
  • some players may find euro mechanics heavy
Thematic elements
  • apothecary and potion crafting
  • 18th-century European pharmacography
  • euro-style engine builder
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a mega game that's going to take you a long time to play through
  • This is a piece of crap
  • I like my last name Remington
  • Zoom Zoom Vroom is the one I'm most interested in
  • There is an audience for this
References (from this video)
No references stored for this video.
Video wTA-bHlJ218 Meeple University Playthrough at 0:00 sentiment: positive
video_pk 35631 · mention_pk 106478
Meeple University - Tinctura video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Vibrant, thematic presentation with accessible humor
  • Engaging simultaneous-action mechanism balanced by time constraints
  • Clear, thematic engine-building paths and meaningful decisions
  • Solid end-game depth with multiple scoring levers
Cons
  • Complexity may overwhelm newcomers
  • Apprentice management can slow rounds and require careful planning
  • End-game scoring requires consistent tracking of multiple interdependent tracks
Thematic elements
  • botany, apothecary, patient care
  • 18th- to 19th-century forest and town; herbal medicine clinic
  • humorous, approachable overview with a live-playthrough
Comparison games
none
Mechanics (from transcript analysis)
  • Apprentice system — Players hire apprentices, train them, and gain benefits; untrained apprentices impose a time penalty at round end.
  • Area Movement — Three zones on the board (Forest, Pharmacy, Village) govern where actions take place and what resources are gained.
  • Area-based actions — Three zones on the board (Forest, Pharmacy, Village) govern where actions take place and what resources are gained.
  • Card Crafting — Remedies (pills, teas, tinctures) are crafted using resources; special recipes and tokens influence progression and end-game bonuses.
  • Clock/time-based actions — Actions are tied to specific times (8:00, 9:00, etc.), affecting timing and availability; a teapot mechanic helps determine turn order when actions collide.
  • Crafting and crafting tokens — Remedies (pills, teas, tinctures) are crafted using resources; special recipes and tokens influence progression and end-game bonuses.
  • End-game scoring and reputation — Points come from cured patients, skill levels, apprentice status, and multiple tracks; the weakest track also influences final score.
  • Engine Building — Botany, pills/healing, tinctures, heating, and related tracks advance as players perform actions and acquire resources.
  • Engine-building tracks — Botany, pills/healing, tinctures, heating, and related tracks advance as players perform actions and acquire resources.
  • foraging and resource collection — Foraging yields plant resources (berries, mushrooms, roots) that advance botany and enable crafting remedies.
  • Merchant actions — A merchant visits periodically; players purchase items (mortars, furnishings) at a resource cost to accelerate progress.
  • Patient healing and reputation — Patients arrive with ailments and must be cured within a time window; failure reduces reputation and scoring potential.
  • Simultaneous action selection — Players choose actions at the start of a round; actions are resolved hour-by-hour with foraging, pharmacy, and village actions happening in parallel.
  • Simultaneous Actions — Players choose actions at the start of a round; actions are resolved hour-by-hour with foraging, pharmacy, and village actions happening in parallel.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a mid euro game and there's a lot of programming a lot of things can go absolutely wrong
  • It's a game of trying to work out what is the right time to do the right action
  • This game should be called tea smashing
  • This is a game about not dying
  • I roll the dice and oh, I've learned something about funneling
  • I gain one skill in funneling
References (from this video)
No references stored for this video.
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