@9:23 what a great great design thought! That seems like a great way to offer a nice deluxe board, with the ability to slide in the variability without having to increase production costs - brilliant! thanks for the coverage - this is now on my radar!!
Do you think that perhaps people with spacial sort of difficulties might be put off by the rotating board and where the meeples point? Perhaps that was Jenn's issue? In my case, my wife and close friend both are not as crazy about polyomino games because they struggle to "visualize" where a polyomino would go on a board while in my head I can easily process the various directions it could turn and where it would fit without picking up the piece. So I imagine for them it may be problematic to visualize where a meeple would point in a few turns as it sort of would require turning the board physically to see if they cannot visualize it in their head.
i think you might be on to something there. jen REALLY struggled with stars of akarios last year because of the "asteroids" problem where you have to mentally track how an item will rotate... easy to do when it's facing away from you, harder for her when it's facing towards her (and which is why she struggled with astroids back in the early 80s). so yeah, that might be the underlying cause for her
that said, the devs have smartly set it up so that you don't NEED to translate how things will rotate, if you simply think in terms of "face right/get it quick, face left/won't see it for awhile" and i think that's something that will become second nature very quickly.
It also seems like gold spaces always take 3 turns to get the worker back, silver spaces take 2 turns to get it back, and bronze spaces take 1 turn to get it back. Similarly the number of resources you take tell you the same number of turns to get your worker back. So you don’t really need to look at the direction if you just look at the color or number of the space you’re placing your worker on.
Thinking as well in the future, as an expansion, swap out the french map and a set of new cards and you could change the country you are making cheese in 🤔
After watching your video I thought "wow what a fantastic game!" But at the same time I had stumbled upon Jenn's struggle with planning her moves. At this point I was reminded to chocolate factory in which the production of the chocolate products needed to be planned wisely in order to fulfill any orders. Now I am wondering whether the comparison does any justice to fromage or I am totally on the wrong track. If it was like chocolate factory where your brain is squeezed in order to do everything to the right, fromage might not be the right game for me 😅
the planning requirements of chocolate factory are a good reference i think. i would say this game rewards that planning & timing in a similar way, but this game is MUCH less "hard core" about it and more forgiving if your meeples are slightly out of sync.
hard to say. it's definitely a mid 8, so in my top 250. i only got to see some of the game with the prototype, so i'd want to get access to the full game before i'd get more specific than that :)
@@rahdo I love the "simultaneous worker placement" thing, it is very novel and definitely eye-catching. But it seems the game is quite lacking in player interactions, do you think it will fall to the "each players do their own things" category?
the bistro has one player finishing what other players start. the countryside is an area control game. i think ther'es plenty in the game where you're directly impacted by what your opponents do :)
I have an impression that you did not play this 2 player game right. You should be sitting opposite to each other. When you played sitting next to each other you Rahdo had more opportunities to block Alex with yours cheese workers. Alex did not have any opportunity to block Rahdo as Rahdo was sitting three turns away from Alex so each cheese worker came back to Alex before wheel turned to Rahdo. Moreover I believe 3p game is be corrupted for the same reason but there is no way how to fix that.
@9:23 what a great great design thought! That seems like a great way to offer a nice deluxe board, with the ability to slide in the variability without having to increase production costs - brilliant!
thanks for the coverage - this is now on my radar!!
Really liking this format. Would have liked to hear more from Alex on his thoughts on higher player counts though.
Very excited for this game. The artwork was enough to drag me in but cheese is a great theme too😂
Great review with a lot of details and different perspectives and opinions! Thank you!
I like that it's simultaneous play without being multiplayer solitaire! So much
So this does look fun, but all I can think of while you talk about it is the ProzD skits.
I want it! 😅
Looks beautiful, id love it if instead of a tick on the meeples they had maybe an apron, that'd look cool.
Love that idea. I'll work on mocking up some concepts!
@@r2igamesI'll expect royalties 😂😉
Do you think that perhaps people with spacial sort of difficulties might be put off by the rotating board and where the meeples point? Perhaps that was Jenn's issue?
In my case, my wife and close friend both are not as crazy about polyomino games because they struggle to "visualize" where a polyomino would go on a board while in my head I can easily process the various directions it could turn and where it would fit without picking up the piece. So I imagine for them it may be problematic to visualize where a meeple would point in a few turns as it sort of would require turning the board physically to see if they cannot visualize it in their head.
i think you might be on to something there. jen REALLY struggled with stars of akarios last year because of the "asteroids" problem where you have to mentally track how an item will rotate... easy to do when it's facing away from you, harder for her when it's facing towards her (and which is why she struggled with astroids back in the early 80s). so yeah, that might be the underlying cause for her
that said, the devs have smartly set it up so that you don't NEED to translate how things will rotate, if you simply think in terms of "face right/get it quick, face left/won't see it for awhile" and i think that's something that will become second nature very quickly.
It also seems like gold spaces always take 3 turns to get the worker back, silver spaces take 2 turns to get it back, and bronze spaces take 1 turn to get it back. Similarly the number of resources you take tell you the same number of turns to get your worker back. So you don’t really need to look at the direction if you just look at the color or number of the space you’re placing your worker on.
Is it difficult to see where the meeple is pointing to? Looks small
irl we didn't find it to be a problem :)
Thinking as well in the future, as an expansion, swap out the french map and a set of new cards and you could change the country you are making cheese in 🤔
that would be awesome
After watching your video I thought "wow what a fantastic game!" But at the same time I had stumbled upon Jenn's struggle with planning her moves. At this point I was reminded to chocolate factory in which the production of the chocolate products needed to be planned wisely in order to fulfill any orders. Now I am wondering whether the comparison does any justice to fromage or I am totally on the wrong track. If it was like chocolate factory where your brain is squeezed in order to do everything to the right, fromage might not be the right game for me 😅
the planning requirements of chocolate factory are a good reference i think. i would say this game rewards that planning & timing in a similar way, but this game is MUCH less "hard core" about it and more forgiving if your meeples are slightly out of sync.
I wonder where Fromage would end up in your rankings?
hard to say. it's definitely a mid 8, so in my top 250. i only got to see some of the game with the prototype, so i'd want to get access to the full game before i'd get more specific than that :)
@@rahdo I love the "simultaneous worker placement" thing, it is very novel and definitely eye-catching. But it seems the game is quite lacking in player interactions, do you think it will fall to the "each players do their own things" category?
the bistro has one player finishing what other players start. the countryside is an area control game. i think ther'es plenty in the game where you're directly impacted by what your opponents do :)
@@rahdo Nice!!
Does the game work well at 2
definitely :)
I have an impression that you did not play this 2 player game right. You should be sitting opposite to each other. When you played sitting next to each other you Rahdo had more opportunities to block Alex with yours cheese workers. Alex did not have any opportunity to block Rahdo as Rahdo was sitting three turns away from Alex so each cheese worker came back to Alex before wheel turned to Rahdo. Moreover I believe 3p game is be corrupted for the same reason but there is no way how to fix that.