Regarding 12:16: I think it's not in the rulebook (or I might have overlooked it) but in their blog the designers mention that the icons on the buildings are stonemason symbols from the time when Kutná Hora was built and that they use the point-scoring mechanism to encourage players to place the buildings in a way similar to how they are placed in the real city. From the blog: '“If you think about it from a historical perspective, what we are trying to do is nudge you to build the city the way Kutná Hora was built historically, because some of these symbol marks are from the inner city, and some of these marks are from outside of the city,” notes co-designer Ondřej Bystroň. “You can always put a building somewhere else, but if you can arrange into neighborhoods that are closer to how the original city was built, you will get more points.”' I think this is actually a really nice thematic touch. Of course the game will still feel pretty abstract when playing, but I like the fact that the designers seem to have put a lot of thought into bringing historical details into the mechanisms of the game.
Thank you for this great detailed explanation of the game and your experiences of its different aspects. It's really interesting and lovely to listen to you two talk like this about games.
I feel a help sheet for each player with the levels of the cards would be very useful so you don't have to guess what effects your actions will have in the economy
Another great review! I think the action selection cards are very interesting twist on action selection! I also agree that the tile art looks beautiful but seems a little mismatched with with aesthetics of the board. Thank you as always for such an honest and detailed review!
I was a bit disappointed to realize that only two of the commodities (wood and permits) need to be bought in order to do things, and the others are just a source of income. Ore and silver at least affect each other, but beer and food don't really do anything at all
The economic elements of this game remind me of a much, much simpler game--Racoon Tycoon. For those looking for a shared economy game with training wheels, I highly recommend it.
Thanks much for the video, i still consider to buy this game and i like economic game a lot. Can you tell which other economic games you would rather play instead of this one, it would help me take my decision to add it or not to my collection. Thanks
CGE released an app that is more informative on how a player's choices affect the economy prices. Is there a dynamic economy game you would recommend? I'm interested in a game where the player's actions affect the cost of goods.
Played our first game and boy was it rough. We did not catch on to the flow until late and i spent two rounds strapped for cash...we need another play to see what we think...
This was a snap buy for me because of my obsession with all things Czech, and it seeming to be in my gameplay wheelhouse. Haven’t gotten it to the table yet…
Great video! You mentioned that you are big fans of economic games that feature a supply and demand mechanism. Which games would you recommend in that category?
It's MUCH less consequential compared to Agricola in particular. Taxes are relatively low early in the game, and ignoring them altogether in the first half of the game has a fairly mild penalty (reputation loss - which has a significant number of ways to improve). Later in the game, the consequences for ignoring taxation are a little greater, with a higher reputation penalty for refusing to pay taxes, but you really never have to go very far out of your way to pay. Again, the cost is very low early in the game, but it's still a rather small percentage of your income overall later in game.
I do not feel the vibe to this game that flows from everywhere. Also art does not suits me well here. Still wish this game to be success for designer and publishers. All the best. Thanks A&M for covering it on the channel.
Feels like a lot of elements and system in this game could be re-used and implemented properly by other designers that maximize their use. I find this game rather frustrating and shallow.
Love the analysis! I don't often see this level of depth in a board-game review video.
Regarding 12:16:
I think it's not in the rulebook (or I might have overlooked it) but in their blog the designers mention that the icons on the buildings are stonemason symbols from the time when Kutná Hora was built and that they use the point-scoring mechanism to encourage players to place the buildings in a way similar to how they are placed in the real city.
From the blog: '“If you think about it from a historical perspective, what we are trying to do is nudge you to build the city the way Kutná Hora was built historically, because some of these symbol marks are from the inner city, and some of these marks are from outside of the city,” notes co-designer Ondřej Bystroň. “You can always put a building somewhere else, but if you can arrange into neighborhoods that are closer to how the original city was built, you will get more points.”'
I think this is actually a really nice thematic touch. Of course the game will still feel pretty abstract when playing, but I like the fact that the designers seem to have put a lot of thought into bringing historical details into the mechanisms of the game.
What a wonderful review. Thank you for another great video ladies!
Thank you for this great detailed explanation of the game and your experiences of its different aspects. It's really interesting and lovely to listen to you two talk like this about games.
I feel a help sheet for each player with the levels of the cards would be very useful so you don't have to guess what effects your actions will have in the economy
Another great review! I think the action selection cards are very interesting twist on action selection! I also agree that the tile art looks beautiful but seems a little mismatched with with aesthetics of the board. Thank you as always for such an honest and detailed review!
Going to be playing this one, along with Distilled in 2 weeks. Thanks for the video.
Great review! I love the idea of the "computers"... I wonder if that concept could be used in other games as well.
Thanks for another wonderful review! :)
Great review, thanks!
Thanks for another great review. Does the history discuss the “bone church” near Kutná Hora? Worth a visit :-)
I was a bit disappointed to realize that only two of the commodities (wood and permits) need to be bought in order to do things, and the others are just a source of income. Ore and silver at least affect each other, but beer and food don't really do anything at all
The economic elements of this game remind me of a much, much simpler game--Racoon Tycoon. For those looking for a shared economy game with training wheels, I highly recommend it.
the hair looks great!
Thanks much for the video, i still consider to buy this game and i like economic game a lot. Can you tell which other economic games you would rather play instead of this one, it would help me take my decision to add it or not to my collection. Thanks
CGE released an app that is more informative on how a player's choices affect the economy prices.
Is there a dynamic economy game you would recommend? I'm interested in a game where the player's actions affect the cost of goods.
Played our first game and boy was it rough. We did not catch on to the flow until late and i spent two rounds strapped for cash...we need another play to see what we think...
Ahh so this is the game you were playing at Preston, nice. It looked like there was a lot going on.
This was a snap buy for me because of my obsession with all things Czech, and it seeming to be in my gameplay wheelhouse. Haven’t gotten it to the table yet…
Great video! You mentioned that you are big fans of economic games that feature a supply and demand mechanism. Which games would you recommend in that category?
Navegador (from Mac Gerdts, same designer as Concordia) has an interesting supply/demand economy.
Is the money you need to pay taxes equivalent to the "food" you need to feed your workers in Uwe Rosenberg games? Same stress inducer it feels...
It's MUCH less consequential compared to Agricola in particular. Taxes are relatively low early in the game, and ignoring them altogether in the first half of the game has a fairly mild penalty (reputation loss - which has a significant number of ways to improve). Later in the game, the consequences for ignoring taxation are a little greater, with a higher reputation penalty for refusing to pay taxes, but you really never have to go very far out of your way to pay. Again, the cost is very low early in the game, but it's still a rather small percentage of your income overall later in game.
What games are KH's closest competitors/potential substitutes?
The computers are unfortunately hiding valuable player info. They look fun but a track would function better. I have to give this one a shot.
Try drafting the guilds to self balance
👍🏻
I do not feel the vibe to this game that flows from everywhere. Also art does not suits me well here. Still wish this game to be success for designer and publishers. All the best. Thanks A&M for covering it on the channel.
Feels like a lot of elements and system in this game could be re-used and implemented properly by other designers that maximize their use.
I find this game rather frustrating and shallow.