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	<title>The World Of Gavin &#187; essen 09</title>
	<atom:link href="http://www.gavinwillingham.com/tag/essen-09/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gavinwillingham.com</link>
	<description>My opinions on things I have opinions on</description>
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		<title>Factory Manager</title>
		<link>http://www.gavinwillingham.com/factory-manager.html</link>
		<comments>http://www.gavinwillingham.com/factory-manager.html#comments</comments>
		<pubDate>Mon, 16 Nov 2009 22:19:49 +0000</pubDate>
		<dc:creator>gavin</dc:creator>
				<category><![CDATA[Content]]></category>
		<category><![CDATA[board game]]></category>
		<category><![CDATA[essen 09]]></category>
		<category><![CDATA[factory manager]]></category>
		<category><![CDATA[meeple]]></category>

		<guid isPermaLink="false">http://www.gavinwillingham.com/?p=367</guid>
		<description><![CDATA[One game that was causing a lot of buzz at Essen 09 was Factory Manager. I&#8217;d read about this one before I went, and was keen to try it out. Sadly, the author&#8217;s stand only had 2 test tables, and it was very very busy. Thus it was not until the Saturday that we finally [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_370" class="wp-caption alignright" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/cash.jpg"><img class="size-thumbnail wp-image-370" title="Money" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/cash-150x150.jpg" alt="Monies" width="150" height="150" /></a><p class="wp-caption-text">Monies</p></div>
<p>One game that was causing a lot of buzz at Essen 09 was Factory Manager. I&#8217;d read about this one before I went, and was keen to try it out. Sadly, the author&#8217;s stand only had 2 test tables, and it was very very busy. Thus it was not until the Saturday that we finally managed to get a free copy at a table at the Rio Grande stand. Even then, we only managed an almost-complete set with German rules.</p>
<p>Some bartering, rules-reading and 2 failed attempts at starting later, and we finally managed to complete a 3-player game. First thoughts were positive, though the spread of scored across the 3 of us were quite wide (roughly 100, 150 and 250). A copy was purchased, and I&#8217;ve since played another 2 games, one as a 4-player and one as a 5-player. I&#8217;ve still not won, but I&#8217;m starting to get a feel for the game.</p>
<p>Again with the crappy phone-camera pictures, I&#8217;m afraid &#8211; I really should remember my camera when playing games if I am to continue writing these articles!</p>
<h2>The pieces</h2>
<p>The box contains 6 player boards (it&#8217;s only a 5-player game), a boatload of tiles, some meeple, some cash, some markers and a central board. Fans of power-grid will spot some familiar iconography on the money sheets.</p>
<div id="attachment_379" class="wp-caption alignleft" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/turnorder.jpg"><img class="size-thumbnail wp-image-379" title="Turn Order" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/turnorder-150x150.jpg" alt="Turn order tile" width="150" height="150" /></a><p class="wp-caption-text">Turn order tile</p></div>
<p>The central board largely comprises spaces for the futures market; a number of factory floor tiles that can be bought during the game. The spread of tiles depends on the number of players, and this is how the game scales.</p>
<h3>Tiles</h3>
<p>The game is predominantly made up of cardboard tile components, which likely contributes to its relatively low price (€25 at Essen). There are 3 broad categories of tile: turn order, energy price and factory floor.</p>
<p>The turn order tiles all have a large number (the turn order number). Some also have a smaller number on a yellow sign, which is always negative. This number represents a purchase discount during the action phase.</p>
<p>The energy price tiles range from 0 to +2. A tile is drawn every round to increase the energy price as the game goes on.</p>
<div id="attachment_369" class="wp-caption alignright" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/canteen.jpg"><img class="size-thumbnail wp-image-369" title="Canteen" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/canteen-150x150.jpg" alt="Workers placed in the canteen" width="150" height="150" /></a><p class="wp-caption-text">Workers placed in the canteen</p></div>
<p>Finally are the factory floor tiles. There are 6 different types of factory floor tiles; machines, production robots, automation robots, storage, control and efficiency.</p>
<h3>Workers</h3>
<p>Each player has a total of 7 standard workers to run his factory. Workers are used during all phases of the game for various uses, and so management of their numbers becomes highly critical; workers in the canteen cannot be used during the bidding or action phases, for example. During the action phase, a player can hire &#8211; at a cost of 7 electro each &#8211; up to 2 additional &#8220;seasonal&#8221; workers. More on all this later.</p>
<h2>Setup</h2>
<p>Each player takes a game board, 7 meeple  and 3 track marker cubes. There is also a set of 5 tiles, identical for all players, to form an initial board layout. Of the 5 tiles, there are 2 machines and 3 storage tiles. These are placed on the factory floor. At the top of each tile are the requirements and benefits that tile provides to your factory.</p>
<div id="attachment_372" class="wp-caption alignleft" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/earningtrack.jpg"><img class="size-thumbnail wp-image-372" title="Production track" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/earningtrack-150x150.jpg" alt="Production and storage tracks" width="150" height="150" /></a><p class="wp-caption-text">Production and storage tracks</p></div>
<p>Each initial machine requires (red background to the number) 2 meeple. These go into the &#8220;canteen&#8221;, a square in the factory. They cost (red background) 2 electro to power, and produce (green background) 1 &#8220;crate&#8221;. The electro requirements are tracked on the chimney at the left of the board, and the crates along the top.</p>
<p>Finally, the 3 storage tiles each provide 1 storage, also tracked at the top of the board.</p>
<p>A black cube is placed in the left-hand column of the energy price tracker, and the relevant floor tiles for the number of players are placed on the main board.</p>
<p>Finally, the 6 tiles from the &#8216;X&#8217; deck are shuffled, 3 discarded, and the remaining 3 added to the market; the space below the central board.</p>
<h2>Gameplay</h2>
<p>The game is split into 6 phases: turn order auction, market construction, action, resolve sliders, income and finally re-dressing the board.</p>
<div id="attachment_377" class="wp-caption alignright" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/market.jpg"><img class="size-thumbnail wp-image-377 " title="The market" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/market-150x150.jpg" alt="The market" width="150" height="150" /></a><p class="wp-caption-text">The market. Not being compared.</p></div>
<h3>Turn order</h3>
<p>The game contains 12 turn order tiles. In the first round, these are assigned as prescribed by the rules, and with fewer than 5 players some are removed from the game. In each turn order auction phase, the player with the highest turn order number goes first.</p>
<p>One tile for each player is turned over from the stock, and the first bidder nominates a tile to auction and places a start bid. Bidding currency is determined by the number of &#8220;available&#8221; workers the player has. Available workers are those meeple from the 7 which aren&#8217;t currently employed in the factory to run machines. Each player starts with 3 available meeple. The minimum bid is 0, and the maximum 1 fewer than the player&#8217;s total available. Bidding continues in decreasing turn order number, with each player bidding higher or passing until everyone has passed and there is one winner.</p>
<p>In the early stages where tile costs are low and money short, the higher turn-order tiles with higher discounts are more attractive. As the rounds progress (there are 5 in total), however, and money becomes relatively less important, going first becomes increasingly important.</p>
<div id="attachment_374" class="wp-caption alignleft" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/energytrack.jpg"><img class="size-thumbnail wp-image-374" title="Energy track" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/energytrack-150x150.jpg" alt="Energy requirement" width="150" height="150" /></a><p class="wp-caption-text">Energy requirement</p></div>
<p>Interestingly, if a player bids and then everyone else passes, the player can raise his bid before taking the turn order tile. In the first couple of games, this seems a somewhat odd rule, but as I play more games I have found myself to often have a surplus during the action phase. If low in the turn order for the action phase there is a benefit to making less tiles available to other players, to restrict their options.</p>
<h3>Market Construction</h3>
<p>Once each player has taken a turn order tile, they return their order tiles from the previous round to be shuffled back into the stock. Next, each player &#8211; now in ascending turn order from their newly-acquired tiles &#8211; brings down a number of tiles from the futures market (the tiles on the central board) into the current market. The number of tiles brought down by each player is equal to their remaining available workers. Workers used during the bidding phase in a successful bid are no longer &#8220;available&#8221; for the market and action phases of this round. The final player in this round can optionally bring down additional tiles, the quantity dependent on the number of players.</p>
<div id="attachment_375" class="wp-caption alignright" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/extraspace.jpg"><img class="size-thumbnail wp-image-375 " title="Extra space" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/extraspace-150x150.jpg" alt="Extra space" width="150" height="150" /></a><p class="wp-caption-text">Extra space - at a price!</p></div>
<p>The final player has to decide whether to bring more tiles down; if they do then it will likely be the higher-value tiles that will be taken by other players. On the other hand, if they don&#8217;t bring down better tiles, there simply may be no useful tiles left by the the time of their turn in the action phase. Going last in our first game, I brought down some very powerful machines which effectively handed the game to my opposition. Bad mistake!</p>
<h3>Action phase</h3>
<p>With the market constructed, players start to buy tiles and place them in their factory. To buy a tile uses one available worker. To remove a tile from your floor also &#8220;costs&#8221; one worker. Tiles can be purchased and placed beside your factory, to be used at a later time.</p>
<p>Machines, robots and storage can be placed anywhere in your factory, but only 10 spaces are available for free. At the edge of your factory are 2 additional spaces which can be used at an additional cost of 10 electro each, which is only paid once.</p>
<div id="attachment_371" class="wp-caption alignleft" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/earlyboardwithshutdownmachine.jpg"><img class="size-thumbnail wp-image-371 " title="Early board with shut down machine" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/earlyboardwithshutdownmachine-150x150.jpg" alt="Board after round 1" width="150" height="150" /></a><p class="wp-caption-text">Board after a couple of rounds</p></div>
<p>Each tile has an associated cost, printed in the lower right hand corner of the tile. Players start the game with 18 electro which doesn&#8217;t buy a lot of tiles, but as each player only has 3 available workers a player couldn&#8217;t buy many at the start anyway!</p>
<p>There are only 2 spaces for control and efficiency machines; 1 for each, and robots cannot outnumber machines. This little tweak to the rules is very important; without it, every player would just ignore machines and fill their factory with robots; providing each player with the full complement of 7 available workers. Furthermore, it provided the downfall to our second aborted attempt to play the game :-/</p>
<p>Early on, while energy is cheap, it&#8217;s good to go for production and storage to boost income (see income phase). It&#8217;s very easy, however, to neglect the energy reductions available and find yourself hemorrhaging cash in the later stages paying for an inefficient factory.</p>
<div id="attachment_378" class="wp-caption alignright" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/seasonal.jpg"><img class="size-thumbnail wp-image-378" title="Seasonal workers" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/seasonal-150x150.jpg" alt="Seasonal workers - they point alot" width="150" height="150" /></a><p class="wp-caption-text">Seasonal workers - they point alot</p></div>
<p>If a player is short on actions, they can hire up to 2 seasonal workers at a cost of 7 electro each.</p>
<h3>Resolve sliders</h3>
<p>Once a player has completed their action phase, they adjust their 3 tracks and the meeple in their canteen, based on the new values on the tiles in the factory. During the income phase, the player will only receive the amount of money associated with the lower of the production/storage tracks. Therefore, if a player is over-producing, they can opt to &#8220;shut-down&#8221; a machine during this phase. A shut-down machine costs no electro this round, and requires no workers in the canteen, but obviously does not produce.</p>
<h3>Income</h3>
<p>With each player&#8217;s board updated, the next energy market price modifier tile is overturned. The number on the tile represents how many columns on the energy market the black cube is moved.</p>
<div id="attachment_373" class="wp-caption alignleft" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/energyprices.jpg"><img class="size-thumbnail wp-image-373 " title="Energy prices" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/energyprices-150x150.jpg" alt="Energy prices can not go down as well as up" width="150" height="150" /></a><p class="wp-caption-text">Energy prices can not go down as well as up</p></div>
<p>The new price is multiplied by the number on the energy track, and this is that player&#8217;s energy cost for the round. This is subtracted from the earnings as described earlier.</p>
<p>As income provides the money for the next turn&#8217;s action phase, it&#8217;s important not to get left behind early on, or the effects are compounded across the game.</p>
<p>To dress the board, all tiles in the market are returned to the futures market.</p>
<h2>Conclusions</h2>
<p>In the final round, it&#8217;s important to note that you can fill your canteen with all your meeple except 1, so the factory tiles which reduce meeple required become less useful.</p>
<p>Also in the final round, income is doubled, which can exacerbate any lagging behind other players.</p>
<p>Poor planning in my most recent game meant that in the final round, it was actually more monetarily beneficial to me to not take any actions. This meant effectively my game was over at the end of round 4. I lost the game by &lt;5 electro and so I really wish I&#8217;d though ahead from the 4th round to plan for a final round in which I could have improved my lot.</p>
<p>I think this last point is the key to this game. There&#8217;s not a massive amount of variety in the actions available to each player, and as such the complexity is maybe going to be in how many rounds ahead players can plan.</p>
<p>The action phase is hard to plan for, as opposition players constantly catch me by surprise with their selections meaning when it comes to my turn I&#8217;m presented with a market I was certainly not expecting.</p>
<p>I&#8217;ve far from figured this one out, and hope to get many more games of it. I think the complexities are quite subtle, but that just distinguishes it. The theme tie-in is strong, but the mechanic does borrow quite a lot from power grid.</p>
<div id="gdsr_mureview_block_367_4" class="ratingmulti gdsr-review-block"><table class="gdmultitable" cellspacing="0" cellpadding="0"><tbody><tr class="mtrow row-even"><td>Artwork</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 144px;"></div></div></td></tr><tr class="mtrow row-odd"><td>Mechanic</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 112px;"></div></div></td></tr><tr class="mtrow row-even"><td>Clarity of rules</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 112px;"></div></div></td></tr><tr class="mtrow row-odd"><td>Novelty</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 96px;"></div></div></td></tr><tr class="mtrow row-even"><td>Connection to theme</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 144px;"></div></div></td></tr><tr class="mtrow row-odd"><td>Replayability</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 112px;"></div></div></td></tr><tr class="mtrow row-even"><td>Price</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 160px;"></div></div></td></tr><tr class="mtrow row-odd"><td>Enjoyment</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 128px;"></div></div></td></tr><tr class="gdtblmuravg"><td colspan="2"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars30.png); height: 30px; width: 300px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/oxygen/stars30.png) bottom left; padding: 0; margin: 0; height: 30px; width: 237px;"></div></div> 7.9</td></tr></tbody></table></div>
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		<title>Agricola: Farmers of the Moor</title>
		<link>http://www.gavinwillingham.com/agricola-farmers-of-the-moor.html</link>
		<comments>http://www.gavinwillingham.com/agricola-farmers-of-the-moor.html#comments</comments>
		<pubDate>Thu, 05 Nov 2009 23:01:03 +0000</pubDate>
		<dc:creator>gavin</dc:creator>
				<category><![CDATA[Content]]></category>
		<category><![CDATA[agricola]]></category>
		<category><![CDATA[board game]]></category>
		<category><![CDATA[essen 09]]></category>
		<category><![CDATA[expansion]]></category>
		<category><![CDATA[farmers of the moor]]></category>
		<category><![CDATA[uwe rosenberg]]></category>

		<guid isPermaLink="false">http://www.gavinwillingham.com/?p=265</guid>
		<description><![CDATA[Agricola: Farmers of the Moor is the first expansion to Agricola, and as mentioned before on my blog, I was not expecting this to be available in English at Essen this year. To my delight, however, Z-Man games pulled through and had it available for €25, and thus it was with a big smile on [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_289" class="wp-caption alignleft" style="width: 220px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/almostSetUp.jpg"><img class="size-medium wp-image-289 " title="Almost set up" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/almostSetUp-300x225.jpg" alt="Setup fairly straightforward" width="210" height="158" /></a><p class="wp-caption-text">Setup fairly straightforward</p></div>
<p>Agricola: Farmers of the Moor is the first expansion to Agricola, and as mentioned <a title="No English version of Agricola expansion at Essen 09" href="no-english-version-of-agricola-expansion-at-essen-09.html">before</a> on my blog, I was not expecting this to be available in English at Essen this year. To my delight, however, Z-Man games pulled through and had it available for €25, and thus it was with a big smile on my face that I came home from day 1 with my copy.</p>
<p>Sadly, I didn&#8217;t take Agricola with me to Germany, and it was not until 2 weeks after Essen that I got my first opportunity to test it out. We played with 4 players, and below are my thoughts on the game. The review assumes you are familiar with the base game. I apologise for the quality of image, I forgot my camera and had to make do with the facilities provided by my mobile phone.</p>
<div id="attachment_290" class="wp-caption alignright" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/energyTokens.jpg"><img class="size-thumbnail wp-image-290" title="Energy Tokens" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/energyTokens-150x150.jpg" alt="Energy" width="150" height="150" /></a><p class="wp-caption-text">Energy</p></div>
<h2>Setup</h2>
<p>The setup for the expansion is fairly straightforward if you&#8217;re comfortable setting up the original Agricola. There are 14 new Major Improvements, 10 of which sit underneath the original Major Improvements, and 4 which sit on 2 new spaces provided by new boards. The idea behind this &#8220;stacking&#8221; seems to be to force players to take the original MaIs to work through the stacks and get to the new ones. The drawback to the approach is that, as new players, we weren&#8217;t familiar with the cards and therefore didn&#8217;t really appreciate what it was we were missing out on.</p>
<p>As well as the new Major Improvements, there&#8217;s also a new &#8220;Infirmary&#8221; space to add to the board. This space becomes an action space available throughout the game (more on this later). The expansion provides 3 &#8220;levels&#8221; of complexity to the rules, of which we played the 3rd; the most complex. In essence, this is the full game of Agricola with all the additions of the expansion, which provides new Minor Improvements (but no new Occupations) which are dealt out with those from the base game in a pre-defined ratio (3 from the base game, 4 from the expansion).</p>
<div id="attachment_292" class="wp-caption alignleft" style="width: 220px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/initialBoard.jpg"><img class="size-medium wp-image-292 " title="Initial Board" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/initialBoard-300x225.jpg" alt="An initial board layout" width="210" height="158" /></a><p class="wp-caption-text">An initial board layout</p></div>
<p>The main addition to the game, which all the improvements are there to supplement, is the addition of Moor and Forest tiles. At the start of the game, each player is dealt a different board layout card. This card mandates a specific arrangement of forest, moor and room tiles on the player&#8217;s board. Every player has a different layout, which will affect their strategy going forward as they decide how to best make use of their farm&#8217;s natural environment. Despite the differences in layout, each player starts with the same: 2 wooden rooms as per the base game, 3 moor and 5 forest tiles.</p>
<p>Finally, there are a number (which various depending on players) of &#8220;special action&#8221; cards placed alongside the main boards.</p>
<div id="attachment_295" class="wp-caption alignright" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/lotsOfResources.jpg"><img class="size-thumbnail wp-image-295" title="Lots Of Resources" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/lotsOfResources-150x150.jpg" alt="Plenty of wood" width="150" height="150" /></a><p class="wp-caption-text">Plenty of wood</p></div>
<h2>Brrr, it used to be cold</h2>
<p>Part of the theme in Agricola is that life was tough and food hard to come by. It took hard work to establish a regular source of food before a family could decide to expand with children and a larger house. Farmers of the Moor adds a new dimension to this struggle in the form of heating. At each harvest, a player not only has to feed his family, but also heat his domicile; 1 energy per room.</p>
<p>Energy is, in general, obtained from the new forest and moor tiles. For each &#8220;turn&#8221; in a round, a player must now choose either to take an action as normal or a &#8220;special&#8221; action. Special actions do not require a person token to use, and allow farmers to cut down trees or harvest peat, which can in turn be converted to energy. Wood (either from trees or collected elsewhere) can always be converted to energy, so players are not forced to take these special actions.</p>
<p>The penalty for not heating your home is the loss of players for the next round, described in the rules as &#8220;bed instead of beg&#8221;. An unheated home leads to illness resulting in people whose only available action in the following round is to visit the infirmary. You do gain a food for this though.</p>
<div id="attachment_293" class="wp-caption alignleft" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/lessResourceIntensive.jpg"><img class="size-thumbnail wp-image-293" title="Less Resource Intensive" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/lessResourceIntensive-150x150.jpg" alt="Picking up resources seems easier" width="150" height="150" /></a><p class="wp-caption-text">Picking up resources seems easier</p></div>
<h2>Changes in mechanic and dynamic</h2>
<p>Whilst a standard draughty wooden hut requires 1 energy per harvest to heat, there are benefits of -1 and -2 energy requirements for building a more heat-retentive clay or stone hut respectively. This changes plans over the base game slightly, encouraging players to upgrade their houses sooner rather than later, compared to my standard strategy of 2 renovations in the closing round or 2.</p>
<p>The addition of special actions adds an extra dimension of player interaction and &#8220;chicken&#8221; to gameplay. In the base game, unless playing with the &#8216;I&#8217; deck, player interaction is largely limited to the order in which players take actions. Special actions, which don&#8217;t use up a person token to play on, require an extra element of &#8220;if I take this, will the action I want be gone by my next turn&#8221;.</p>
<div id="attachment_291" class="wp-caption alignright" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/herdOfHorseeples.jpg"><img class="size-thumbnail wp-image-291" title="Herd Of Horseeples" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/herdOfHorseeples-150x150.jpg" alt="Herd of horseeples" width="150" height="150" /></a><p class="wp-caption-text">Herd of horseeples</p></div>
<p>Special actions cost nothing for the first player to take each one each round, and 2 food for the second. Each card can only be used by 2 players each round, so there is still vying and competition for these actions between players. Furthermore, a player must have at least 1 remaining person token to play in a round to be allowed to take a special action, so the order of taking actions vs special actions becomes important. It&#8217;s very easy to forget to take a special action before running out of people or not realise you&#8217;re the last player and not take a free special action. I guess these are beginner mistakes that would soon iron out, but we got caught out by them a few times in the first play.</p>
<p>Resources seem easier to come by in this game; partially through players concentrating on peat/forests, and partly through the additional resources provided via special actions/the new Minor Improvements. I was able to amass unprecedentedly large quantities of wood in quite a short space of time in this game, although the dynamic always various based on number of players, and 4 is not a number I have played often.</p>
<div id="attachment_298" class="wp-caption alignleft" style="width: 160px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/tenantFarmer.jpg"><img class="size-thumbnail wp-image-298" title="tenantFarmer" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/tenantFarmer-150x150.jpg" alt="Some cards are no longer clear" width="150" height="150" /></a><p class="wp-caption-text">Some cards are no longer clear</p></div>
<p>Another addition to the expansion is the new animal: horses. Horses didn&#8217;t play a large part in my first play, so it&#8217;s hard to write too much about them. They are obtainable as one of the special actions, and count for 1 point each (no limit) during scoring. A number of the new Major Improvements revolve around horses, and it&#8217;s a shame we didn&#8217;t concentrate on them too much. They did provide benefits to myself personally through the Peat Charcoal Kiln improvement, which gained me an extra fuel every time I &#8220;cut peat&#8221;.</p>
<h2>Strategy, what strategy?</h2>
<p>For the first few rounds of the game, I tried a strategy of playing as I would for the base game with my standard actions, and gaining energy through special actions where I needed it. This elicited cries of mirth from my playing partners who thought trying to apply strategy with all the extra complexity going on at the start was madness. In a way, though, it allowed me to make progress whilst beginning to learn the intricacies of the additions, allowing me to merge the energy-gathering and base game growth as the game progressed. For those struggling to get to grips with the game, I would definitely advise this as a good way to pick up the expansion.</p>
<div id="attachment_296" class="wp-caption alignright" style="width: 220px"><a href="http://www.gavinwillingham.com/wp-content/uploads/2009/11/nearingTheEnd.jpg"><img class="size-medium wp-image-296 " title="Nearing the end" src="http://www.gavinwillingham.com/wp-content/uploads/2009/11/nearingTheEnd-300x225.jpg" alt="My player board in the final couple of rounds" width="210" height="158" /></a><p class="wp-caption-text">My player board in the final couple of rounds</p></div>
<h2>In conclusion</h2>
<p>In general, as with all of Uwe&#8217;s games that I&#8217;ve played (Agricola, Le Havre, Loyang) the rules are very clear. The additions complement the game so well that although they introduce a lot of new complexity in terms of decision making, the changes to player actions are limited. There were a couple of points where clarification would have been useful, such as in the case of the Tenant Farmer, where we were unsure as to whether or not horses should be included. The rules could also maybe have benefitted with more detailed card descriptions a&#8217;la the original. Overall though, the majority of our queries were mentioned somewhere in the rules.</p>
<p>To sum up, Farmers of the Moor is an excellent expansion. It adds a new level of complexity, some excellent minor improvements, and the horseeples are great. The additional player interaction introduced with the special actions provides a new layer of brain-melting decision making, which will hopefully keep anyone who found the base game too simple amused! When compared to <a title="Factory Manager @ BoardGameGeek" href="http://www.boardgamegeek.com/boardgame/44163">Factory Manager</a>, €25 for an expansion vs a whole game seems quite steep, but considering the number of cards, the quality of the artwork and the seamless integration, it&#8217;s definitely worth it. I will be playing this one more; I fully expect it to be a de-facto part of my Agricola games from now on.</p>
<h2>Rating</h2>
<div id="gdsr_mureview_block_265_2" class="ratingmulti gdsr-review-block"><table class="gdmultitable" cellspacing="0" cellpadding="0"><tbody><tr class="mtrow row-even"><td>Artwork</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 144px;"></div></div></td></tr><tr class="mtrow row-odd"><td>Mechanic</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 112px;"></div></div></td></tr><tr class="mtrow row-even"><td>Clarity of rules</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 128px;"></div></div></td></tr><tr class="mtrow row-odd"><td>Addition to base game</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 112px;"></div></div></td></tr><tr class="mtrow row-even"><td>Replayability</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 128px;"></div></div></td></tr><tr class="mtrow row-odd"><td>Price</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 80px;"></div></div></td></tr><tr class="mtrow row-even"><td>Enjoyment</td><td class="mtstars"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png); height: 16px; width: 160px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars16.png) bottom left; padding: 0; margin: 0; height: 16px; width: 128px;"></div></div></td></tr><tr class="gdtblmuravg"><td colspan="2"><div style="text-align:left; padding: 0; margin: 0; background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars30.png); height: 30px; width: 300px;"><div style="background: url(http://www.gavinwillingham.com/wp-content/plugins/gd-star-rating/stars/crystal/stars30.png) bottom left; padding: 0; margin: 0; height: 30px; width: 222px;"></div></div></td></tr></tbody></table></div>
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