It worked for me. When playing in a group, the choosing whether to go for the links is part of the choices you need to make. Thought it was an interesting twist to worker placement.
Fun competitive strategy game, played with a couple friends and enjoyed it. The art work in particular looked very well done and engaging. Thanks for this review Tom.
We did enjoy the game a lot. There is a take that element with the links but it was ok. This is actually the first game where first player is actually super important and we chalanged that spot a lot.
This is a good worker placement with very tight game play. It's not the best worker placement ever, but it's a good one which I can happily play. It's also quite a bit shorter than most worker placements. Once you play it couple of times the mean nature of the game comes through. You are at the same time trying to prevent others for getting the links they need and get some decent links for yourself. Also the KS has some nice upgraded components like shaped mushrooms and double layer player boards.
For the most part I agree with the review, however I don't think diversifying is absolutely necessary. I've won with 4 tents, a totem and some stuff, but I've also had games where someone won with just a gigantic totem. I do think the winter board pushes you more thoward diversifying.
To me, it's first an area control control game and then a resource gathering one, as stated in other comments. It's also before everything else a matter of ever-shifting balance, and brings interesting twists to traditional worker placement in that you need to think about sometimes helping others for you own (later) good. You try having good combos, but without letting your opponents guess too quickly the ones you are aiming for in the current round (or they will block you too early), and while trying to block them without sacrificing too much of your initial plans by spending workers on actions of little interest to you. But I may be biased by the fact that I only played with 2 players. In this configuration we have each 2 worker colors, and no link can happen between workers of different colors, so there is always the underlying question of which color to use to block the other player (i.e. will I want to be able to do a link here later on?). Sometimes you also need to jump on an unexpected opportunity (first player did not pick a great action you saw and you may not have such a second chance in a later round), or do as best as you can with what you may have. Throughout the game, you constantly adjust your strategy every turn by never being too much off on one of the objectives (totem, tents, feeding ground, manufacturing) while not diversifying too much either. Finding the right balance is key, and although there is an element of "take that", it is very subtle. Also balance is key between being generous to everyone (e.g. harvesting or hunting, which will enable following players to gain the resources you produce if they place a worker in the right spot), which also gives you tokens you can trade for points or resources, and being a selfish jerk with less flexibility later in the game (no new resources produced at all on rounds where other players have enough resources already, less trade options). The objective cards are not worth enough points IMO and are too much trying to drive you in one direction rather than go with the flow. It also feels too much unbalanced with the totem bonus, which goes up to 8 points. We would often leave them unfulfilled. We have had a hard time, however, to introduce it to other players, as there was always another game with more "aha" moments or which was easier to grasp (you have to think here about all the options plus the links plus the order in which you will place and resolve your actions, plus the special placement rules (1, 2, all workers admitted, worker will have to go to other spot next turn etc)).
Haven't played but it looks like the round marker triggers some event too. Maybe that's why they have that and the cards, but I understand what you are saying.
Man, do i disagree with Mr. Vasel! 😎 This came is really cool. It is a Gateway+ game. not to complicated, interesting theme that draws people in and great presentation. We played it today and we didn’t do a little bit of everything, there were clear strategies and it was a thight race. And the links are not always better then four or three (in a 4p game) individual actions. I like it a lot and it will hit the table regularly.
I was just looking at some Knizia games last night since I am new to the hobby and wanted to get an idea of what earlier games were like. They seem so streamlined compared to modern games like this one, but still intersting. It's almost like people have short attention spans now and have to have a bunch of things going on. This game looks too busy to me and not really interesting. The designer's earlier Shakespeare looks better.
This game fell flat as hell at my table. But I will point out something about those mission cards. They work like the objective cards in Lisboa (not the decrees). They give new players something to aim for in the beginning in a rather sandboxy game. I would play without them next time, but there's not going to be a next time. This game is boring.
If a game would let you everything that you want, it would be boring. These kind of games are called multi solo games. I do not see any reason to play more than one in these games. This one is the opposite. For me the fun comes from the interaction between player. The joy is blocking other players and stop their plans. It is a kind of area control game.
It worked for me. When playing in a group, the choosing whether to go for the links is part of the choices you need to make. Thought it was an interesting twist to worker placement.
Fun competitive strategy game, played with a couple friends and enjoyed it. The art work in particular looked very well done and engaging. Thanks for this review Tom.
We did enjoy the game a lot. There is a take that element with the links but it was ok. This is actually the first game where first player is actually super important and we chalanged that spot a lot.
This is a good worker placement with very tight game play. It's not the best worker placement ever, but it's a good one which I can happily play. It's also quite a bit shorter than most worker placements.
Once you play it couple of times the mean nature of the game comes through. You are at the same time trying to prevent others for getting the links they need and get some decent links for yourself.
Also the KS has some nice upgraded components like shaped mushrooms and double layer player boards.
Played this last night, everyone had a good time playing it. Chugs along at a good pace and doesn’t overstay it’s welcome.
I'm interested to try it, as I'm a sucker for worker placement games.
For the most part I agree with the review, however I don't think diversifying is absolutely necessary. I've won with 4 tents, a totem and some stuff, but I've also had games where someone won with just a gigantic totem. I do think the winter board pushes you more thoward diversifying.
To me, it's first an area control control game and then a resource gathering one, as stated in other comments. It's also before everything else a matter of ever-shifting balance, and brings interesting twists to traditional worker placement in that you need to think about sometimes helping others for you own (later) good.
You try having good combos, but without letting your opponents guess too quickly the ones you are aiming for in the current round (or they will block you too early), and while trying to block them without sacrificing too much of your initial plans by spending workers on actions of little interest to you.
But I may be biased by the fact that I only played with 2 players. In this configuration we have each 2 worker colors, and no link can happen between workers of different colors, so there is always the underlying question of which color to use to block the other player (i.e. will I want to be able to do a link here later on?). Sometimes you also need to jump on an unexpected opportunity (first player did not pick a great action you saw and you may not have such a second chance in a later round), or do as best as you can with what you may have.
Throughout the game, you constantly adjust your strategy every turn by never being too much off on one of the objectives (totem, tents, feeding ground, manufacturing) while not diversifying too much either. Finding the right balance is key, and although there is an element of "take that", it is very subtle.
Also balance is key between being generous to everyone (e.g. harvesting or hunting, which will enable following players to gain the resources you produce if they place a worker in the right spot), which also gives you tokens you can trade for points or resources, and being a selfish jerk with less flexibility later in the game (no new resources produced at all on rounds where other players have enough resources already, less trade options).
The objective cards are not worth enough points IMO and are too much trying to drive you in one direction rather than go with the flow. It also feels too much unbalanced with the totem bonus, which goes up to 8 points. We would often leave them unfulfilled.
We have had a hard time, however, to introduce it to other players, as there was always another game with more "aha" moments or which was easier to grasp (you have to think here about all the options plus the links plus the order in which you will place and resolve your actions, plus the special placement rules (1, 2, all workers admitted, worker will have to go to other spot next turn etc)).
I hope it’s good.... got the deluxe Kickstarter version with nicer pieces ...
Haven't played but it looks like the round marker triggers some event too. Maybe that's why they have that and the cards, but I understand what you are saying.
Man, do i disagree with Mr. Vasel! 😎 This came is really cool. It is a Gateway+ game. not to complicated, interesting theme that draws people in and great presentation. We played it today and we didn’t do a little bit of everything, there were clear strategies and it was a thight race. And the links are not always better then four or three (in a 4p game) individual actions. I like it a lot and it will hit the table regularly.
Did you kickstart it?
@@Phildiculous yes I did. And 4 years later it is still in my collection and still hits the table regularly.
I, for one, totally disagree, Sir Vasel. But I like all the same 😁.
very good, very clear. I like to learn from you for our German channel
I was just looking at some Knizia games last night since I am new to the hobby and wanted to get an idea of what earlier games were like. They seem so streamlined compared to modern games like this one, but still intersting. It's almost like people have short attention spans now and have to have a bunch of things going on. This game looks too busy to me and not really interesting. The designer's earlier Shakespeare looks better.
I think you felt restricted partially because it wasn't a Feast for Odin ;)
so, this game is bad for the same reasons of Agricola and Caverna, but on this one is not fun?
Love the art on the board, but there's a zillion worker placement games out there...
That’s too bad. I really like “Shakespeare” which is from the same designer as Neta-tanka.
Atlas Films Shakespeare is so good!!
This game fell flat as hell at my table. But I will point out something about those mission cards. They work like the objective cards in Lisboa (not the decrees). They give new players something to aim for in the beginning in a rather sandboxy game.
I would play without them next time, but there's not going to be a next time. This game is boring.
The boxart looks awesome, but saw the game setup with a boring board and a bunch of wooden circles. Thanks, but no thanks...
If a game would let you everything that you want, it would be boring. These kind of games are called multi solo games. I do not see any reason to play more than one in these games. This one is the opposite. For me the fun comes from the interaction between player. The joy is blocking other players and stop their plans. It is a kind of area control game.
There is a small taste of Hansa Teutonica in this game, and this is a good thing.
stone age ?
Zman probably contributed more to the Dice tower than Leboitejeaux. Lol. No really.
Tom Vasel doesn't like it = Really good Euro. Know how to translate people. Lol
Exact same reason I burned Anachrony, Viticulture, Russian Railroads, Le Havre, and Feast For Odin. Tom really likes it = Really bad euro.
agreed, I've made some excellent purchases using that "translation". lol.