It’s hard to imagine that Agricola has existed since I was in high school. The things I would have done to have known about Agricola’s existence during the years when I was living with my primary gaming buddy. I can guarantee you, we would have been playing Agricola over and over again, as it feels like the kind of game that you can replay endlessly and just get better and better at.
Agricola (or Misery Farm as many have dubbed it) is a worker placement game about building up your farm and family. You can build fences and stables, expand your home, have kids (cough cheap labour cough), collect wood, stone, reed, and raise sheep, boar, and cows. Just in case you were worried there wasn’t enough to do, you can also work the land and grow grain and vegetables as well.
The end game scoring in Agricola awards you points for how much of each object you’ve acquired over the course of the game, and punishes you with negative points if you ignore them. Being a jack of all trades is key on a farm.
Agricola begins with a small selection of key action spaces, with a new action space getting revealed every round. Each player has 2 workers in their farm. From the start, you are tasked with generating enough food to feed your family at the end of every harvest. The first harvest is 5 turns away from the start, giving you a bit of runway. The subsequent harvests come progressively quicker. By the time you get past the halfway point of the game and the harvest start happening every other turn, you better have some kind of food generating engine rolling, and/or be producing a surplus of food. If you can’t feed your people during a harvest round, you need to beg, which is more negative points. Keep in mind an average score in Agricola is around the mid to low thirties, negative 3 points could represent 10% of your total score, all for failing to generate enough food during a harvest.
Almost half of the worker placement action spots in Agricola generate some kind of resource: wood, clay, stone, reed, grain, vegetable, sheep, boar, or cow. A major component to Agricola is that every round, each of those spaces generate and stockpile their resource. If those resources don’t get picked up by someone, they continue to generate goods, making those spots even more attractive in the next round. It can be agonizing trying to decide if you want to take the juicy 9 wood that have built up over 3 rounds, or if you really need to play a new occupation card before someone locks that spot down. Can you do both? Will someone steal all that wood out from under you?
Another component to this game that makes it amazing replayable are the two types of cards that are either dealt out or drafted at the start of each game. There are more than 100 of each of the minor improvement cards and occupation cards, and both give your family special bonuses and powers once they’ve been built or claim. The minor improvements are tools that players are using to gain extra resources or to break the rules of the game. The occupation cards generally cost food to play (except the first one’s free), but these give you persistent powers, with things like “Every time you go fishing, get an extra food” or “any time you take wood from an action space, you may leave one wood behind and take two food instead” or “Your people can eat rocks.”
I understand the theme here is that you’re trading your rock sculptures for food, but I choose to believe that I’m feeding my family a plate full of rocks.
Each player receives 7 of each type of card at the beginning of the game, and it’s up to them to separate the wheat from the chaff. Each player needs to figure out their own synergies and make the occupations and improvements they were dealt work for them, as there’s absolutely no way that any player can play all their cards. When just dealing out 7 of each type of card to each player, there is the chance that someone will be dealt some amazing combo that allows them to become the king of the swamp. I find that the draft variant is more satisfying, in that all players get to see more cards, and have more opportunity to build towards something, rather than trying to make sense of the lot they were dealt.
Now, Agricola is called misery farm for a reason, and the first half of the game is tense as you’re trying to get your farm up and running from scratch. Gain and Vegetables grow every harvest, and having more than one animal after feeding your family will result in getting more animals, so it’s in your best interest to invest in these industries early to reap the rewards over several harvests.
The challenge is that everyone is trying to get their farms running in the same way. And you’ll be damned if your neighbour gets those 3 sheep one turn before the harvest. Likewise, everyone is contesting for the limited number of resources that are being generated each round. Sure, you got the sheep, but did you get the wood you needed to build a fence to keep them?
Agricola does still make me bury my head in my hands as I try to map out how to get an engine started from nothing. Trying to optimize and maximize my few turns in the early game to set myself up for success in the late game is crucial and difficult but satisfying. It’s a tense game, with the penalty for playing poorly utterly punishing. With all this tension and misery, when you manage to come out the other side victorious, it’s blissful. You feel like you’ve overcome a significant challenge, you earned a victory, not stumbled into one.
I could ramble on and on about how much I adore Agricola. It sits as #8 on my favourite games of all time list for a reason. It’s utterly satisfying to play, it’s engaging, and exciting, even 17 years after its original release. I highly recommend Agricola, for multiple plays. Uwe Rosenberg crafted a brilliant modern classic board game that stands the test of time. There is always room on my table for another game of Agricola.
That Time You Killed Me is an abstract strategy game for 2 players, designed by Peter C. Hayward and released in 2021. It’s kind of like chess, but with more murder. Murder by squishing. Squishy murder.
As the story goes, you’ve invented time travel! Yay! Except someone else is claiming that they also invented time travel. And they’re going to kill you to keep you silent. Unless you kill them first to silence their claims. Unfortunately, because time is all wibbly wobbly, there are several copies spread out amongst the timelines, so you’re gonna have to do a lot of murdering before the job is truly complete.
There are 3 zones of play, the past, the present, and the future. Each player starts with one pawn in each zone. The goal is to manoeuvre your pawns and push your opponent into the wall until you’re the last pawn standing on two of the three zones of time. Players can only focus on one zone at a time, and only one pawn be active during a turn. Each turn, a single active pawn can take two actions. Those actions include moving orthogonally in their current zone, or jumping forward and backward through time, popping up on other zones and creating copies of themselves.
That Time You Killed Me has 4 chapters in the box, and we have so far only played with a single chapter. The first box introduces seeds which can planted for an action. When a seed is planted, it grows over time. From a seed grows a pointy murder bush that is immovable and kills all who are pressed against it. Moving forward in time it blossoms into a mighty tree that is felled with the slightest touch and crushes anyone on the other side.
The other side of the creation coin, is un-creation. For an action, you can unplant a seed and remove the bush and tree from the next two timelines. With a limited number of seeds in the game, you may find yourself hording seeds on your side of the board to prevent your opponent from erecting a murder bush right in the path of future you. Time is fickle like that.
That Time You Killed Me has all the things that make an abstract strategy game great. The feeling of being smart when you lay a trap and lure an opponent in, the mental stress as you puzzle out several permutations before deciding on which one would be best to progress. But the game also greatly benefits from the fact that designer Peter C. Hayward is an actual author, and he flexes his narrative muscle to great effect here. That Time You Killed Me is a delight to behold, from the story and context given in the rule book, to just how the game has this emergent narrative as your clones fall backwards in time to suddenly squash an unsuspecting pawn.
Seriously, the narrative element is strong, and gives flavour to the entire game. I so enjoy this over other abstracts like Hive or Santorini where there is a theme, but it’s fairly pasted on. Here, the theme works with the mechanics, even if sometimes it’s a bit weird.
I’m incredibly excited to check out the other boxes to see what the game has in store for us. On one hand, it’s already fairly mind bendy when you are considering all the moves you can make on one board, plus the time travel element of jumping boards. Adding more complexity on top of 3d chess will make my brain hurt, but it’s a hurt that I’m so looking forward to.
The real challenge for me will be finding more opportunities to play two player games.
Apparently 2024 is the year that I dive into Valdimr Suchy games. In the last 6 months I’ve played Pulsar 2849, Praga Caput Regni,Evacuation, and now, Woodcraft gets added to that pile as well. With this experience, I’m starting to get a feel for Valdimr’s designs. Medium-heavy euros with tight a tight economy, and an interesting action selection mechanism, and Woodcraft fits that definition incredibly well.
Learning Woodcraft isn’t terrible. I used both the rule book and the Game in a Nutshell How to Play video. Between the two, it wasn’t hard getting started. There were a few non-intuitive things, like the helpers all have production on them, but production doesn’t produce during an income phase. We all expected that would have been the case just due to the terminology, but no. gaining production is completely separate from income. There are a few other tedious rules, such as when you plant wood into your pots, you can take a free cutting action. This isn’t represented anywhere on the boards in a helpful manner, and I completely missed the rule in my excursion to learn the game.
In Woodcraft, players take on forest sprites who love to build beautiful creations out of wood. During the game you’ll buy and sell lumber, grow your own trees, hire assistants, collect tools to store in your attic, improve your workshop, and fulfill contracts. With only 14 rounds (13 in a 4 player game), your real task is to make every action count.
The contacts to fulfill generally have various wood requirements (3 different types of wood in the game, represented by green, yellow, and brown dice), and each wood has a pip value requirement that has to be met exactly. To do this, you’ll probably use the saw to cut a die into two, maintaining the sum of the original die, splice scrap wood to increment the pip value, and even glue two dice together to form a larger die.
It’s surprisingly fun to cleave dice into two, or stitch them back together to fulfill the contracts. Many of the contracts reward you with various goodies, sometimes even including more dice. There’s a great feedback loop of spending money to get resources, using the resources to fulfill contracts, which give you more money. Money in this context is blueberries.
Generally for a first play, I try to dip my toes into every mechanic. That said, Woodcraft is the kind of game where there are 5 different things you want to do, but you only have time to focus on 1 or 2 of them. You cannot do everything in Woodcraft, and the winner is probably going to be the person who does their one thing the best. At the end of our first game, one player managed to earn 3 tools, despite the attic having like, 12 spots to hold tools. Perhaps the next time I play, I’ll really try to focus on the attic and see how well it goes.
Woodcraft feels like a solo game. The interaction comes from someone taking contracts or helper cards before you, claiming public objectives before you, and selecting actions on the action wheel. The further back the action is on the wheel, the better the benefits you’ll receive for taking that action. It’s frustrating when the player right before you takes the action you wanted, gets the bonus benefits for it, then moves it up into the segment of the action wheel that doesn’t give you any benefits for playing it. Beyond that, you’re pretty free to run your own game.
I made a critical blunder in the middle of the game that probably cost me 2 whole turns to fix (representing about 15% of my entire game), which put me squarely into last place. As with most of Suchy’s games, the economy is tight. Every blueberry can be used, and taking an inefficient action can cause a terrible bottleneck that you need to dig yourself out from.
There’s a definite puzzle in the game of Woodcraft, that action efficiency challenge has me wanting to go back and get better. It’s not really a game that you can appreciate at a single play. I feel like the more you understand the levers and consequences at play in this game system, the more you’ll be rewarded with those sweet, sweet chestnuts (Points. Chestnuts are points). And that’s really why this is a first impressions post and not a full review. I have thoughts on Woodcraft, conflicted feelings, but I know there’s a lot more depth to plumb. I just don’t know if I’m going to put forth that investment to get good and find the joy in this tight puzzle.
Last week I talked about 6 Nimmt!, which is a great little card game that needs nothing other than to shuffle the cards, deal them out, and play. Following up on that post, I want to talk about No Thanks, which I have been enjoying immensely lately.
No Thanks, designed by Thorsten Gimmler and first published in 2004 is a single deck of 33 cards, numbered from 3 to 35. The game begins by distributing the tokens to each player, burning 9 cards off the deck, then a single card is turned over. The start player has a choice. To either take the card and any chips that may be on the table, or, say “No Thanks”, and place a chip onto the table, passing play to the next player. Round and round it goes until someone takes the card and all the chips.
The game ends when the deck runs out of cards. Players earn points based on the face value of all their cards, then subtract a point for every chip they have in their supply. The catch is if someone has a sequence of numbers (like 25, 26, 26, and 28), only the lowest card in that sequence is scored. The player with the lowest score is the winner.
And that’s all you need to know to play No Thanks. Another game that can go from being in the box to playing in less than 5 minutes, and can support a wide range of players (from 3 to 7). I love games where each players turn is so small. Everyone stays in engaged as they’re constantly making decisions and evaluating the game state.
What separates No Thanks from a game like 6 Nimmt, is that in No Thanks, Everyone has access to the same information. There’s no hands of cards, or hiding how many chips everyone has, or trying to remember who took which card, everything is face up on the table. This makes significant room for goading your friends into making bad decisions. “Come on Otter, take the 33. You already have the 35, once the 34 comes up, you’ll be golden!”
While the excitement in 6 Nimmt is in the reveal of the card everyone chose each round, No Thanks revels in the excitement of the push-your-luck of letting the pot of chips grow and grow as the cards go around and around the table. It’s subtle, but a card that you initially dismissed and tossed a chip in becomes more and more tempting as that pot grows. Not only are the chips worth negative points at the end, they represent a significant amount of power. If you can drain someone of all their chips, suddenly they’ve lost the ability to pass, and you can stick them with a series of terrible cards, driving them into the ground.
Image Credit: Jose Luis Zapata De Santiago (@zapata131) via BGG
Of course, that situation is rare. Thoughtful players won’t allow that situation to happen to them, but it does give No Thanks the feeling of good strategy. When a player wins, it’s not because of blind, dumb luck. It’s because they played well. Whether they made good decisions on which cards to take, or if they just played the other players better, it remains to be seen.
Because a game of No Thanks is so fast, It’s real easy to play over and over again. It’s the kind of game that accompanies good conversation, or just an activity to engage with while you’re spending time with your favourite people. No Thanks is an absolute winner in my book. It’s more approachable than 6 Nimmt, which means it gets played with a wider variety of people. I find that it particularly shines during late nights at the campsite with a big bowl of snacks and some adult beverages as it’s effortless to teach and play. Any game that’s this approachable, and still exciting and fun to play is an easy recommend from me!
I wonder if every gamer experiences an overcorrection in their hobby life. When I first got really into the board game hobby, I wanted to play the biggest, most complex game. The drier and crunchier the game, the more excited I got. But over time, I found myself pulling back. A game having a 4-hour play time is a significant barrier. When the rule book passes 20 pages, I start to shudder and feel exhausted, before a single deck of cards is even shuffled.
Lately, I’ve been quite keen on really light games. The kinds of games that are basically just a deck of cards. Set up is little more than shuffle the deck and deal them out. The one I want to focus on today is 6 Nimmt! by Wolfgang Kramer, and first published in 1994!
6 Nimmt is a single deck of 104 cards. All the cards have a number of bulls on them, which are the points in the game. The dealer gives each player (up to 10 players) 10 cards each, then places 4 face up onto the table, starting 4 rows. Each round, every player will choose a card from their hand, and reveal it simultaneously. The rest is automatic, the lowest played card moves into position first, and the position it takes depends on what’s in the rows. It will sidle next to the card that it’s closest to, keeping true to the rules that the card must be in ascending order, and it is next to the card that has the lowest difference. If a 33 and a 38 are in two different rows, and 37 would go next to the 33, while anything 39 and over would move in next to the 38.
If someone happens to play a card that’s lower than the last card in every row, they instead take the whole row as their ‘score’, and their played card becomes the new start for that row. If a card is being placed in the row, and it’s the 6th card for that row, the whole row is collapsed for that player’s score, and that 6th card becomes the first card in that new row.
Players play all their cards until all hands are empty, scores are tallied, and once someone has 55 points, the end of the game is triggered. At that point, the player with the lowest score is the winner!
While 6 Nimmt! is remarkable in the fact that it can accommodate between 3 and 10 seamlessly, going too big or too small a player count can turn the game into a mad scramble. Portability is a huge boon for 6 Nimmt! As it’s literally just a deck of cards. No tokens or extra bits anywhere to be found. This portability ensures that you’re prepared for impromptu game nights, even if nine unsuspecting victims appear at your campsite.
6 Nimmt’s rules are so straightforward, it takes almost no time to teach a complete novice. The speed at which you get people playing is perfect for those who don’t play many games, and just want to get into the action quickly. The shorter the teach, the less likely people are going to get distracted by idle conversation when I’m trying to impart the rules.
This was a good day
Both strategy and randomness are present in 6 Nimmt. There’s enough luck to smooth out the playing field a bit, but enough strategic depth to give serious players meat to chew on. What really attracts me to 6 Nimmt is the chaos and excitement that is found in the reveal. When players flop over their card and find they managed to avoid a huge number of points by a narrow margin, the whole table gets excited. The last time we played, the #100 card was on the board, and we all were holding our final cards. One player revealed they had the 104 card, another showed their 103. They both exclaimed, one breathing a sigh of relief, and the other groaning at their bad luck. Then I revealed my 102 card, making all the players erupt with laughter as I took the row of points. It may seem small, but unexpected moments like this create memories.
30 years later, 6 Nimmt! remains a masterpiece. It flawlessly blends simplicity with depth, and accessibility with excitement. It never fails to deliver fun, no matter who happens to play, and it does so with an elegance that’s hard to find in the world of tabletop games. 6 Nimmt! is an absolute joy, I recommend it without reservation. And if you ever find me in a pub, there’s a fairly good chance I’ll have this deck of cards nearby.
It’s difficult trying to review a game like El Grande. For one, it’s quite revered. Some of the biggest names in board games call it their favouritegame. El Grande was released in 1995, and to this day still sits in the Board Game Geek’s top 100 games list.
My problem with El Grande has nothing to do with El Grande. It’s a me problem. I generally don’t like area majority games. I struggle to find the fun in gerrymandering, and generally amassing armies and controlling plots of dirt feels more like a pissing contest than an exciting game.
With that introduction, let’s talk about El Grande specifically. El Grande, designed by Wolfgang Kramer and Richard Ulrich, is a 2 – 5 area majority game, where players are playing as Grande’s in medieval Spain. The King’s influence is sagging, and everyone is in a hurry to grow their influence in each of the regions.
In play, Players have a hand of power cards, numbered from 1 to 13, and each card offering a vanishing number of caballeros that will be brought in from the general supply to your court, ready for deployment. In player order, each player plays one of their cards, ensuring they don’t play the same number as anyone who came before them. Then, whoever played the highest card gets to go first. They select one of the 5 action cards along the bottom of the board. Each of these power cards pull double duty. They both have an action on it, and allow you to place a number of caballeros from your court onto the board. Once each player has taken their action card, the round is over and whoever played the lowest number last round starts the next one. A scoring happens every 3 rounds, and after 3 scorings, the player with the most points, wins!
That’s literally it. It’s such a simple set of rules, it’s so clean and pure as far as games go, that if you do like area majority games, El Grande is this brilliant gem. The perfect distillation of an area majority game. It’s real easy to teach, very quick to get started, and while you’re playing, each turn is really smooth. There’s not much for players to forget and get caught up on. It’s a joy to behold!
All the actions in El Grande have consequence. Everything you place out, anything you move or influence, affects everyone else at the table. Sometimes the consequences of your actions aren’t immediately apparent. Like turning one of the lowest scoring provinces with a measly two caballeros on it into the single highest scoring region, and ultimately, drawing the attention of every other player.
This province started with 2 red cubes, then I made it lucrative.
Every decision feels impactful. The power card you put down determines both the turn order and how many caballeros move from the general supply into your court. The action cards determine both the number of caballeros you can move from your court onto the board, and what action you get to take. The province you’re allowed to place in is restricted by where the king is, but many of the actions allow you to bend that rule. Perhaps you’re tied for majority in a particularly juicy region, one of the actions could allow you to slip an extra caballero into that region, or even better, eject an opposing one back to their court.
The actions give flexibility where the placement restrictions of the game give security. I can see why people like this game, it’s really a marvel to behold! It’s so simple and yet so deep, tense and exciting, interactive and yet approachable. To this day, I haven’t seen anyone suggest there’s been an El Grande ‘killer’. It’s elegant, which is particularly spectacular, especially when modern area-majority games seem to be over-complicated and over-wrought in plastic.
And yet, I didn’t have fun. I won the most recent game we played, mostly by focusing on just getting the most caballeros around the board, got an early lead, and held onto it for dear life while the other players tried to buck me from my precious soil. El Grande feels much more tactical than strategic. The only things that REALLY matter are how your units are situated when the 3 scorings happen, everything else is just posturing for that moment.
I also think that El Grande has a run-away leader problem. Once someone has points, you can’t take them away. Someone getting away in the first scoring may paint a target on their back, but each other player still needs to overcome their lead. Something else that isn’t a problem with El Grande, is that experienced players would/should utterly crush inexperienced players. There’s very little you can do to stymie a well-thought-out move.
Unlike a lot of other area majority games, adjacency largely doesn’t matter. The caballeros enter play next to the king, and the majority of the actions give very free movement (when they give movement). Even moving units out of the Castillo is very free (aside from the taboo area of the King).
I can see the brilliance of El Grande, which really cements the fact that area majority games are just not for me. The tactility of spreading your influence across the board, biding your time to make a clutch move, the exciting reveal of who had the most units in the Castillo, AND where they’re going to provide support, creating a last minute shake-up in who controls which province. It’s easy to get excited about El Grande! It’s a great game, if you enjoy area majority games.
For me, El Grande isn’t fun. I don’t like spreading my influence around and hoping that the others players won’t take away the thing I’ve chosen to chase. I can see why some people love it, but I just do not find this game mechanic fun. I’m bored during the first two rounds Because only the scoring round matters. I’m exhausted when my whole turn is undone by someone putting the same number of callberos into the same province as me. There isn’t anything objectively bad in El Grande, but this game really isn’t for me.
There are other area majority games that I do enjoy, like Inis or Brian Boru, but in those games, area majority is only a part of the gameplay, there are other aspects for me to focus my attention. The other game that comes to mind is Hansa Tetunica, which I adore, but there’s a bit more of an action efficiency and engine building mechanic that I really enjoy, more than controlling specific areas. Also, once you have your cube or disc in a building, the only thing other players can do is place their own resources in the same spot, they can’t kick you out.
Honestly, El Grande hits like a required reading novel. The kind where educated and experienced people tell you that “it’s brilliant” and you can find dozens of essays dissecting every aspect of the book, but when a student reads it, it’s just another book. What’s so great about Animal Farm anyways? It’s just a bunch of pigs putting on clothes?
Do not take my opinion for El Grande. If you find any enjoyment in area majority games, this is THE ONE to play. A colourful new edition was just released that looks fantastic. Please seek out others who enjoy El Grande and enjoy this game. But please don’t invite me to that game night.