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Danjell Elgebrandt
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0809
Like other reviewers I’m not particularly fond of this game. My expectations were quite high and I was hoping to find a worthy successor to Settlers. Having opened the box and checked out the very nice looking components and the rules I felt that the game had a fair shot at being exactly what I was anticipating. I have focused on the mechanisms of the game of which many are quite innovative. The problem is, together they equal less than the sum of their parts.

Gameplay
It is hard to get an overview of the game. 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.

Virtual resources
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.

Solitaire feeling
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. 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.

Defensive play is rewarded
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.

Small margins
The difference between success (which can land you four out of the nine points required for victory in a four player game) and complete failure leading to all of your resources being lost can sometimes be one move (from you or any of the opponents). This gives a chaotic feeling to the games and since all strategies are likely to resemble each other it is far from unlikely that turn order alone breaks the tie eventually.

Limited options
With all these mechanics in place I strongly feel that a mechanism for handling resources is lacking. It could be regular resource hoarding or something like the negotiation system in Settlers, the ability to partly construct building or something else but it ought to be something. The only thing that comes close is that you occasionally can eke out a few extra moves through skipping a few moves in your turn, thus ending up last (i.e. first) in the turn order track. This is far from always a feasible option though and when you use it you need to be extra careful not to have your resources spoil.

Summary
Is this a terrible game? No. The concept is interesting and the game does not appear to be broken in any significant way. It is just that it requires a lot of thinking from a player. Not that I mind that, quite the opposite. But when the reward is as small as with this game I’d much rather play a filler game for the same amount of fun or choose one of many Euros of equal complexity that offer much better game play.

Disclaimer: To cover my back I should probably add that it is possible that the game simply is meant for three players (though it has been chosen for the upcoming Europemasters where it will be played with four players). Some of the posters seem to suggest this. Also, maybe if you’re more experienced some of the mentioned problems will be manageable. However, I feel very reluctant to play the game ever again and a good game should not require a multitude of very long gaming sessions to be enjoyable let alone acceptable.
Chris Boote
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From reading your review (and, to be fair, other peoples' reviews) it seems that you thin this is a game about resources
It is not
It's a game about production and production chains
People looking for a Settlers-style game of collecting resources then spending them on buildings will become frustrated and confused
The way the game is taught can have a huge influence on players' expectations. I teach new people how to look for and build chains of actions, rather than specific products
I agree that this aspect can be confusing for some, but for me, I find this a refreshing change from 'hoard & spend' games
Chris
J C Lawrence
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Game Designer
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0405060708
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.

Quote:
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.

Quote:
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.

Quote:
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.

Quote:
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.

Quote:
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.

Quote:
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.
Henri Harju
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070809
Danjell wrote:
My expectations were quite high and I was hoping to find a worthy successor to Settlers.
clearclaw wrote:

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.


I tried to resist, I really did.

I just find it funny that this game is compared to Settlers (the boardgame) when it should be compared to Settlers (the computer game, a classic network building/logistics game). :D
 
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