For the Explore action, you only chose 1 new resource to add to the planet, you don't fill all of them at once. Subsequent stops on that planet will allow additional resources to be added.
Space Bees, what a theme. I do like the push and boost worker placement system in Apiary, it's quite engaging and makes the traditional "i block this spot" of worker placement into something that's a positive interaction instead. I think over time my feeling that the cards are a little too important might end up not making this game a keeper for me, but ill keep playing it with the card play restrictions to see if that keeps that in check. Having someone dump 16 cards in one turn can get a little bananas.
My wife and I tried this one on a whim at a board game cafe and were absolutely hooked. Something about how all the game elements come together really hit a sweet spot for us, and we ended up buying it right then and there. I think you are spot on about how the game presents you with tons of options and just lets you run with them. It's very freeing, and the worker placement mechanics give you just enough competitive interaction without having to cross over to adversarial play. And we love the theme, too. I remember we were laughing as we read through the rules because it was just such outrageous fun!
2:43 Jamie from Stonemaier says it originally started out as just a beehive and instead of hibernating your bees just died. Playtesting though, introduced the space theme to the bees.
Don't disagree on cards but the expansion helps and those rules can easily be implemented. It's one of my favorite worker placement games, it's nothing super original but everything comes together nicely and I find it exceptionally easy to teach/learn which is a huge pro for me. BTW, the game started out as just bees (it was one Stonemaier's game day games) they added the space as honey buzz released during development. I actually dig the sci-fi slant but it's def a bit pasted on.
@3MBG it canonizes the varient you mentioned and it removes/replaces some of the components that get you extra cards (the new frames also indirectly help here).
Tried this game a couple of months back, it's nice to know there's a rule to limit the amount of cards played since those are really strong. Bit of imbalance on the upgrade cards but a fun time otherwise.
I'm feeling an Anachrony vibe off this... is that just me? Not the time traveling, but the construction of the engine and varying strengths of the workers feels similar. If so, better or worse than Anachrony?
For the Explore action, you only chose 1 new resource to add to the planet, you don't fill all of them at once. Subsequent stops on that planet will allow additional resources to be added.
Oh, fascinating. Yep, we for sure played that bit wrong.
The Winnie-the-Pooh bit at the end caught me off guard. 🤣
Space Bees, what a theme. I do like the push and boost worker placement system in Apiary, it's quite engaging and makes the traditional "i block this spot" of worker placement into something that's a positive interaction instead. I think over time my feeling that the cards are a little too important might end up not making this game a keeper for me, but ill keep playing it with the card play restrictions to see if that keeps that in check. Having someone dump 16 cards in one turn can get a little bananas.
My wife and I tried this one on a whim at a board game cafe and were absolutely hooked. Something about how all the game elements come together really hit a sweet spot for us, and we ended up buying it right then and there. I think you are spot on about how the game presents you with tons of options and just lets you run with them. It's very freeing, and the worker placement mechanics give you just enough competitive interaction without having to cross over to adversarial play. And we love the theme, too. I remember we were laughing as we read through the rules because it was just such outrageous fun!
2:43 Jamie from Stonemaier says it originally started out as just a beehive and instead of hibernating your bees just died. Playtesting though, introduced the space theme to the bees.
Makes sense.
Space bees... you got me at space lol
Love the Pooh bit
Don't disagree on cards but the expansion helps and those rules can easily be implemented. It's one of my favorite worker placement games, it's nothing super original but everything comes together nicely and I find it exceptionally easy to teach/learn which is a huge pro for me.
BTW, the game started out as just bees (it was one Stonemaier's game day games) they added the space as honey buzz released during development. I actually dig the sci-fi slant but it's def a bit pasted on.
What in the expansion changes things for the cards?
@3MBG it canonizes the varient you mentioned and it removes/replaces some of the components that get you extra cards (the new frames also indirectly help here).
Best ending yet lol!! 🏴☠️🐻🍯🏴☠️
Tried this game a couple of months back, it's nice to know there's a rule to limit the amount of cards played since those are really strong. Bit of imbalance on the upgrade cards but a fun time otherwise.
The rule was added after the game came out. But to me, it makes the game manageable. Its a bit messy otherwise.
I'm feeling an Anachrony vibe off this... is that just me? Not the time traveling, but the construction of the engine and varying strengths of the workers feels similar. If so, better or worse than Anachrony?
Anachrony is a top tier game to me, so worse. But its really much more like Euphoria.
SM and 3 kind of brown tokens and the bees can't rotate around their die? disapointing.
"the bees can't rotate around their die?"
I'm sorry, you lost me here
@3MBG so the heads are not upside down, i could imagine you could do a snap connection that can rotate.
Ah, i get you now. That would be kinda cool.
Play time is long? Hmm what’s your definition? I found it under 2 hours even at high counts
Long is roughly over an hour to 3 hours using my very broad brackets