Danjell wrote:
Like other reviewers I’m not particularly fond of this game.
Neuland is one of my top-ranked games. It is played regularly.
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My expectations were quite high and I was hoping to find a worthy successor to Settlers.
You were misled. Neuland is a heavy, taxing, perfect information logistics game (if playing by the first edition rules -- the mines screw it up for the second edition). It bears little resemblance to Settlers other than the use of hex tiles.
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In the later stages of the game there are a lot of different production facilities and since you often have to pre-plan production one turn in advance it becomes even harder. Especially since destructive locking up of resources is a key element of the game.
Good players will be planning 2-3 turns in advance and will be carefully maintaining 2-3 parallel logistical tracks in order to counter such blocking. If one track gets blocked one of the other tracks can still progress while also offering considerable threat to the other players.
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The workers control the means of productions (don’t get your hopes up socialists; the profits are all spent on lavish palaces, the church and the military). This means you can’t produce resources and store them for later use. While this is an innovative concept is does not work well. The usual trade-off between building many cheap buildings and saving your resources for later in order to produce a few really massive buildings is thereby eliminated, taking away a normally very interesting strategic decision from the game.
I fear you again had misled expectations. This is a logistics game, a game of production pipelines, not an economic or resource management game. The entire focus of the game is logistical efficiency, not store and forward, not management of buildings or resources, not investment, just logistical efficiency.
The pattern of product ownership rather than resource ownership is shared with Roads & Boats.
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This is counter-intuitive but due to the fact that other players’ decisions have such a massive impact on your game play it is all but impossible to predict which resources and/or production buildings will be available during your next turn.
Do not play with 4. Only play with 3. I find the game quite predictable and very plannable with 3 players.
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The player’s therefore tend to favor conservative strategies in order to not have too many goods spoiled the following turn. This also leads to increasingly long turns and most of the game is spent waiting on other players to make moves that aren’t that interesting to follow. The box states a 60 minute minimum play time. I have a hard time imagining anyone playing the game in an hour, regardless of experience.
90-120 minutes is typical here and seems about right for this sort of game. A few games head for 3 hours, the most hotly contested and enjoyed games, but that's not typical.
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Very often you find yourself in a situation where you can construct a building but not use it right away. In these cases it is nearly always right to abstain from constructing the building since there are no advantages to building anything except for the scoring buildings. A small bonus paid to the builder, like in Caylus, could probably offset this.
A useful and common trick is to construct the buildings others need at large distances from their resources thereby attempting to break their tempo. I see no problem that requires offsetting. Neuland is not a building game. Buildings are just nodes to track logistical plans through. Neuland is a logistics game.