This looks amazing. I love the theme and the game mechanism. Wil be getting this when it comes to Oz. My late godfather was an apiarist and would have loved this.
8:53 I ❤ it when the game guides your strategy - rather than it leaving it up to me, with so many options - where you have no reason in particular to go for something except that you “feel” like taking X action/path. In fact, Richard, I remember watching a video of yours (I forget which one - there have been so many of them) in which you said that as a video game designer, you preferred when someone gave you constraints to define the scenario/framework for you to work around - as opposed to someone coming to you (with a sandbox) and telling you to do whatever you want. I feel the same way when it comes to gaming strategies. I prefer games which guide me in a particular direction, as opposed to those which are more like a sandbox!
Commenting on something you said in the video: Jamie said in one of his weekly chats that when they decided to go scifi with this game that he suggested the designer should read the actual book you mentioned in the video for inspiration! (Children of Time by Adrian Tchaikovsky)
Great run-thru! This does look fascinating to me and it's not a theme I would necessarily gravitate towards, but it does look beautiful and it appears to possess quite interesting game play. Despite having worked on more than a half-dozen Stonemaier Games over the past decade, this is the first one I've honestly been excited about in several years.
This one wasn't on my Essen list until just now. And yes, it was because of the strange theme. But you managed to convince me to change my mind. Let's see, if it's as good as it sounds, when I try it out.
Since you couldn't talk about this in your monthly round up, where would Apiary fall in that list retrospectively? I imagine it'll make it into October's round up.
@@2frelledminds The book series is "Children of Time" by Adrian Tchaikovsky. Jamey Stegmaier had read it, and recommended it to the designer, Connie, during development.
Then you should re-read page 7 of the rules at the top! "When you take a retrieve turn, collect ALL your workers from the board and your landing area. Then, something happens for EACH collected worker depending on its strength (...) (...) Then, increase each worker’s strength by +1 and return it to your active pool" It says "each worker" it doesn't exclude the workers that came from your landing area
the downside is that you're helping your oppoent by giving their workers back to them faster, and allowing them to hold on doing a recall action, which is much less effecient than getting bumped. so if youre bumping your opponent a lot and they're not bumping you, you're at a huge disadvantage
Bees in space is one od the reasons I am not drawn to this game. Also Teotihuacan did not have worker bumping, it really is not even worker placement. It did have the dice leveling up and it did it perfectly.
teotihuacan totally had bumping, it's just that people never do it. and i'd say that a rondel where you pull your pieces off the board from time to time is definitely a take on worker placement :)
the gameplay looks awesome! but boy oh boy! I could not be more turned off by the theme, and I normally don't care much for the theme, I am very flexible on that regard... BUT BEES IN SPACE!? 😖 , that makes no sense :/
A game about ants? Rahdo be buggin! 🥷 The bees could the develop multiversal travel and develop steam mechs and invade the Scythe universe. I now am buggin'
Thank you for taking the time to play Apiary and share your thoughts and experience with the community! Really appreciate it!
Thank you for your enthusiasm and thoughtful analysis (in this and all your videos). I was already on board for this, but now I am even more excited.
This looks amazing. I love the theme and the game mechanism. Wil be getting this when it comes to Oz. My late godfather was an apiarist and would have loved this.
8:53 I ❤ it when the game guides your strategy - rather than it leaving it up to me, with so many options - where you have no reason in particular to go for something except that you “feel” like taking X action/path.
In fact, Richard, I remember watching a video of yours (I forget which one - there have been so many of them) in which you said that as a video game designer, you preferred when someone gave you constraints to define the scenario/framework for you to work around - as opposed to someone coming to you (with a sandbox) and telling you to do whatever you want.
I feel the same way when it comes to gaming strategies. I prefer games which guide me in a particular direction, as opposed to those which are more like a sandbox!
Commenting on something you said in the video: Jamie said in one of his weekly chats that when they decided to go scifi with this game that he suggested the designer should read the actual book you mentioned in the video for inspiration! (Children of Time by Adrian Tchaikovsky)
Such a wonderful book!!! one of my top 10
I’ve been meaning to pick that book up!
What a very clever and intuitive game. Connie is shaping up to be an incredible designer! Looking forward to her future games~!
Your excitement has sold me! :)
Thx so much for this video. Your enthusiasm alone would get me to buy this. I'm visiting the SM stand at Essen to check it out hopefully.
Then influencer's Mission accomplished.
Great run-thru! This does look fascinating to me and it's not a theme I would necessarily gravitate towards, but it does look beautiful and it appears to possess quite interesting game play. Despite having worked on more than a half-dozen Stonemaier Games over the past decade, this is the first one I've honestly been excited about in several years.
This one wasn't on my Essen list until just now. And yes, it was because of the strange theme. But you managed to convince me to change my mind. Let's see, if it's as good as it sounds, when I try it out.
Viticulture actually has an upgraded worker that can bump! Expansion occupations.
I'm looking forward to playing this game.
The first time I saw this game, I wanted to play it.
This game looks so crazy in the best way of it's meaning. Can't wait for the german version in 2024
Woo The embargo finally ended!
Since it was excluded for the embargo,where did it fit in your top games of September?
The aging Roman’s game is Preator 👍
The theme reminds me of Cyberfrog... It's about a frog that battles bees from space.
Since you couldn't talk about this in your monthly round up, where would Apiary fall in that list retrospectively? I imagine it'll make it into October's round up.
it would probably have taken the #4 spot, with ezra & nehimiah, shipyard 2nd ed and white castle coming it above it.
Hi Rahdo, the rome game you mentioned is Praetor I think.
YES, that's the one!
What is the series of books you mentioned about hyper intelligent spiders called?
Also, I would have been disappointed if you didn't throw in Beees! In! Spaaace! at some point.
@@2frelledminds The book series is "Children of Time" by Adrian Tchaikovsky. Jamey Stegmaier had read it, and recommended it to the designer, Connie, during development.
Children of Time by Tchaikovsky
Looks awesome and most likely another Stonemaier hit
Im pretty sure the bees in your landing zone don't get their stength upgrade when recalled
Then you should re-read page 7 of the rules at the top!
"When you take a retrieve turn, collect ALL your
workers from the board and your landing area.
Then, something happens for EACH collected worker
depending on its strength (...)
(...) Then, increase each worker’s strength by +1
and return it to your active pool"
It says "each worker" it doesn't exclude the workers that came from your landing area
Subscribed to the game.
This has got a lot of buzz.
Yeesh, tough crowd 😉
Whoa that’s the first time I’ve heard this joke! Can you bee-lieve it?
@@shortydancerNow I due!
For the win.
They upgrade when they recall anyway so there is really no downside to bumping anyone.
the downside is that you're helping your oppoent by giving their workers back to them faster, and allowing them to hold on doing a recall action, which is much less effecient than getting bumped. so if youre bumping your opponent a lot and they're not bumping you, you're at a huge disadvantage
Bees in space is one od the reasons I am not drawn to this game. Also Teotihuacan did not have worker bumping, it really is not even worker placement. It did have the dice leveling up and it did it perfectly.
teotihuacan totally had bumping, it's just that people never do it. and i'd say that a rondel where you pull your pieces off the board from time to time is definitely a take on worker placement :)
@@rahdo Ok I guess you meant in the praying part of the board and not the main action.
yup :)
Was this a review copy?
yup
Beeeeeeeees iiiiiiiiiiin spaaaaaaaaaaaaaaaaace.
Numeric rating?!
thanks for reminding me. done now: 8.51876 (putting it in spot 148 in my overall collection) :)
A game all about bum-p-lebees; sounds great!
why didn't i think of that!?
teotihuacan has the same mechanisms
yup, not done as well though :)
the gameplay looks awesome! but boy oh boy! I could not be more turned off by the theme, and I normally don't care much for the theme, I am very flexible on that regard... BUT BEES IN SPACE!? 😖 , that makes no sense :/
A game about ants? Rahdo be buggin! 🥷
The bees could the develop multiversal travel and develop steam mechs and invade the Scythe universe. I now am buggin'