Closing thoughts?
I can’t believe this thread was 26 days ago. This really did take a long time.
So, I like it. I like the mix of strategy and tactics - the winter tiles and what you get in the first season or two can put you on an arc. But I’ve been so derailed - I entered Winter with a clear idea of what I wanted to accomplish (Gold + Jeweller) and was shut out so fast that I’ve completely reassembled my plan around a different set of goods and tiles. I love that the game gives you all those pieces - the building blocks to make a plan, the tools to disrupt people’s plans, and again the tools to improvise and find another way.
I’m always keen on the phrase “interactive Euro.” Keyflower tended to be listed alongside Tigris and Euphrates as the best in that category. And it is. There’s the Euro-y delight of building a little village and engine and managing your worker currency. And at the same time, the game invites you to pay close attention to what other people are doing, to block them, to lure their workers into your village, etc. I’ll repeat, I love the jostling.
I also love the soft take on worker placement. Worker placement is fine and all, but tends to be binary. You get it or you don’t. Or I provide another wood gathering spot or something if the blocking is too harsh. This game never blocks you - it merely asks you (coyly), “how much do you want it?”
Is it worth two workers to you? Three?
Is it worth losing one of your workers and giving it to someone else?
Is it worth taking a risk and spending a couple of precious actions to draw more workers and get what you need, while the board fills up with other people’s moves?
There is generally another way up the mountain, but it always costs. And I love that calculus.
On the other hand? Six was a lot for a first game. That would be true anywhere. Lots of tiles, too many different plans to keep track of when you don’t even know yet what your own plan is or what winter tiles exist. It was hard to maintain the thread of the game. I think this is true of any (nonsocial) game, its better to learn with a smaller table. Once you have a handle on things, a big player count can spice it up.
Also, this seems to be a “microturns” game. You may make upwards of 10 small actions during a season. These work well when play moves quickly around the table. With our timezones and the asynch, a month is a long time to keep track of it. I started losing the thread in Fall. Picked it up again in Winter.
I’m hoping to try again at a smaller table, and realtime if I can ever carve out the time.
What did you all think?