Like The Pillars of the Earth, there are some actions that are very limited, with decreasing value (e.g. take 2 victory points or 1 victory point), but there are only a few of these.
Like Before the Wind, players can get big victory points by having the right combination of goods to fill a single ship's needs, and send it sailing; however...
Like Puerto Rico, the ships can be filled a little at a time.
Unlike anything I can recall, the longer the ships are in dock, the more desperate they are to get their goods or products. Accordingly, the victory point incentive increases until they must leave, full or not. (A newly docked ship gives 1vp per item. Next turn, it would give 2vp per item it still needs; third turn, 3vp. Then it leaves even if it's not full.)
Like The Pillars of the Earth and numerous other games, there is a fixed, small number of rounds, which provides a desperate drive to get stuff done – a very palpable sense of urgency on par with The Princes of Florence.
Unlike most games with a small, fixed number of turns, however, there is no built-in escalation, such as the rising minimum work value in The Princes of Florence, or the quasi-scripted arrival of newer, better craftsmen in The Pillars of the Earth, or the availability of stuff you just can't afford at the beginning of the game in Puerto Rico or Caylus. Strangely, though, because of the number of options, this really works, and it makes sense thematically to me.
Like Notre Dame, each player has a small, identical set of action cards, but...
Like Louis XIV, you execute actions with all but one of your cards, so you must make the often tough choice of which action you won't use this round – that is, which action you won't use for an entire sixth of the game.
Like Power Grid and Vino, turn order positioning is variable, and the advantages and disadvantages of your spot in the turn order are extremely tangible, such that you will specifically strive for different positions on different rounds, as it suits your needs.
Unlike anything I can recall (though it feels ever so slightly familiar), the last of the four cards you play has a special importance, in that the number of votes it's worth helps determine the new start player...
If you want to go first next round, you need to save the highest-victory-point-rewarding card you can to play last. Sometimes this is convenient; others, it's torture...
Like Vino and Power Grid, the last player in the turn order gets the advantage.
Like The Pillars of the Earth, there are taxes to pay each round; however...
Like Keythedral, someone is going to get to determine the new laws...
Unlike Keythedral, these laws will affect everyone, and will be decided by one player.
The number of votes on the card you don't play – the "leftover" card – is the number of votes you get to use in vying for determining which two of the four potential new laws come into effect. So, again the more victory-point-worthy the card, the more you want to "throw it away" so you can have the best shot at being the lawmaker.
Like Container, there is a very suspenseful blind bid to determine the one person who will get the prize...
A little like Lord of the Rings: The Confrontation and A Game of Thrones (and a number of other games), this is added to the known amount, so you have a hint about who is likely to win; however...
Like in Container, the hidden addend can be as large as the players' funds allow. Also like Container, you have a clue how much money people have to bid, but can still be quite surprised.
Unlike most games with blind bidding (but reminiscent of a couple I can't recall at the moment), these are bribes that are spent, whether you win or lose the rigged election, which adds further to the bias and surprise of who wins the election.
Like The Princes of Florence and Agricola, each player has her own personal plot of land on which positioning is very important; however...
Like is sometimes the case in Caylus, you must build new buildings over productive spaces!
Unlike anything I can recall ever having played, each player has a solitary worker she can place on her board she so carefully (or carelessly) laid out, in order to utilize the still-uncovered spaces in his row and the ones in his column.
Also, another of your cards (Foreman) lets you use any one building on your board, or all of them in the worker's column and the worker's row [note] – but it does not let you move the worker.
Like The Pillars of the Earth, there is a marketplace everyone can use to buy and sell goods and products; however...
Almost exactly like Power Grid – and specifically like the uranium in Power Grid – selling deflates the prices, and buying escalates them.
Like in Caylus and Agricola, most of the buildings are unique, and there are only a couple of the ones that aren't unique. The exclusivity is more at a pain level of Agricola, though, because it goes to one player, who is the only player that can use its function.All this adds, multiplies, and interweaves to challenge the players to compete with one another to work the game's "machine" to their advantage. Though it would lose a couple of very nice elements, I think this game (like Agricola) could even be quite interesting in solitaire play, especially due to the number of choices at your disposal at any give moment. The main thing it would need for that to happen is a little more randomization to keep it fresh for one player, and you can get a little bit of that by selecting a different player board each time. Oh, did I forget to mention that you can choose whether to play with congruent but different player boards, or identical ones?
Bravo, Stefan Stadler and Michael Rieneck!


















































That's not too far from the truth! The endgame feels more like it does in 





