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Popular Resource Gathering Board Games (Mechanic)

These are the board games with the Resource Gathering mechanic.
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R0land's Rambling Reviews: Underwater Cities image
ReviewR0land's Rambling Reviews: Underwater Cities [Underwater Cities]Like| 13 comments | [+]
The Ultimate Scythe Review - From A Self Proclaimed Scythe Lover image
ReviewThe Ultimate Scythe Review - From A Self Proclaimed Scythe Lover (https://www.artofboardgaming.com/reviews/scythe-review/) [Scythe]Like| 25 comments | [+]
Dice Settlers Review | Board Games | Zatu Games UK | Seek Your Adventure image
ReviewDice Settlers Review | Board Games | Zatu Games UK | Seek Your Adventure (https://www.board-game.co.uk/dice-settlers-review/) [Dice Settlers]Like| 1 comment | [+]
AoB Review: Scythe image
ReviewAoB Review: Scythe (https://www.artofboardgaming.com/reviews/scythe-review/) [Scythe]Like| 1 comment | [+]
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I think it is very cool idea, although I would be maybe prefer to have the match based on my ratings rather than necessarily what I own, or at least a mixture of the two. As I own several games that I don't rate particularly highly (not bad, but just average) which is maybe a sign I should have a clear-out but that is a whole different topic. I would just wonder if I 'matched' based on these group of games it might be misleading.

Similarly, ratings will include games that I have played and loved but maybe don't own (because I only have so much money/space) so might give a little more accuracy.

All that said, it would be interesting to do some case studies to see if two people love a similar group of games if that is for similar reasons. I.e. we could both love #Agricola (Revised Edition) but I could like it for the engine building aspect while someone else could love the resource gathering and farm planning aspects and so another game that I like might not gel so well with them.  imagine once you get a big enough sample size that becomes less likely, but would be interesting to me none-the-less.

I wonder if something like a favourite mechanics/theme/dynamic section in each user profile might be beneficial, although again, might be too reductive.


But overall, having some pointers on whose reviews will be most useful to you would be very useful!

One of my all time favourite games is #Archipelago, it embodies so many of my favourite aspects of games: negotiation, hidden information, semi-cooperative play it is a game that has the best, most-petty, hilarious discussions and at its best I've rarely enjoyed sitting at a table moving meeples around so much.

However, I do think that the game is very much one of those that gets significantly better the more you play it with the same group and one that makes it easyfor people to bounce off of hard. I'll explain: when the game is first set out and the rules taught it appears very much to be a Euro/4X game. You gather resources, get upgrades, hire (or brith) new meeples, explore new sections of archipelago and build an empire. If you play it like a straight Euro game it isn't great: everything is slow and resource gathering is inefficent/can feel impossible, you don't have enough actions and the traitor (although they are definitely the 'good' or at least 'best' player morally speaking) seemingly has the easiest time rallying the native peoples to overthrow their colonial oppressors and bring the game to a premature end. (On a side-, but important, note, the other glaring flaw of this game is that it very much puts the players in the role of the bad guys casually exploiting an island and its people, and while within my group of friends we are pretty aware of this and use it to spark discuss and comment on how awful we are I can absolutely see this being a deal-braker for some and I wouldn't blame them in the slightest.)

Rant over, the problem with the way the game presents itself is that it is in reality a negotiation and deal-making game much more that it is a Euro-game. The way we have found it plays best, is when everyone is cutting deals and trading with each other while trying to get an edge. The semi-cooperative aspect really comes to life when you are negotiating who is going to use their hard earned resources to deal with the current crisis and how much you are going to pay them for it. The engine building side takes off when players are trading freely, as this is a free action, and so instead of having to use all your actions to collect 1 stone, 2 cows and 2 wood, you instead use one action to collect 8 pineapples and then trade them to get everything you need from other players. When you are trying to work out who is the 'traitor' and then working together (while of course trying not to make any real sacrifices yourself) to economically stifle that player and taking over their 'territory' (no one really owns anything in the game which is amazing) to limit their influence that is is when the game takes off and is a non-stop joy. However, the game doesn't mudge you to do these things at all, it is very much a sandbox, and while I love that aspect in many ways I can see how other people might try it once, not like it and then never bother again. So while I could say that they are just 'playing it wrong' and blame other players instead of the game. I think it is a legitimate critiscm of the game that it hasn't made how it wants to played clear, either mechanically or otherwise, and as such has made itself less accessible than it could have been. 

However, I adore this game, and whenever I teach it I make a point of highlighting these aspects. It still usually takes people at least until the second game to really grasp what makes the game tick, but once they do I've had so many people fall in love with it.

Archipelago is one of my favourites. I don't know how you played it (would be interested to know) but the only time I have seen it fall flat is when the group approached it like a straight Euro/economic game i.e. everyone was just trying to gather all their own resources and complete their own projects under their own power. When played like that it is a fairly inelegant action selection/resource gathering game. However, I believe that is intentional on the designers part as what I think it plans to encourage you to do is negotiate and trade with the other players as this leads to much more efiicent play (but obviously you are each trying to get the beset deal). Because it is such a broad game, there is scope to make not just straight trades for goods, but also agreements about use of land (especially once towns come into play), trading with the market on behalf of someone using ports/markets (while getting a cut yourself), embargoing someone who you believe might be a traitor, trading for other players secret objectives etc. We have had loans being given out, alliances formed, and all the negotiation over who is going to sort out each crisis (and at what cost). That for me is where this game really comes alive. 

However, that really fits with what my group of friends likes in a game: discussion and stuff happening 'above' the table. If that isn't how you like to play I can well imagine this game not really popping for ou as there are much better 'pure' Euro games out there that are more multiplayer solitaire in design.

Would really like to hear more about what you felt was lacking.

#Space Base has the same "tableau activated by die rolls" mechanic as Machi Koro.

Getting a little further afield, #My Little Scythe has some similarities to Catan. Along with the resource gathering and hexmap area control of the original #Scythe, My Little Scythe also has die rolls that generate resources on the board. And while there isn't direct trading, putting those resources in hexes controlled by opponents also gains friendship for you.

I've discovered that I really like Worker Placement Games, and resource gathering games more than most other types.  I would get Dice Forge, Terra  Mystica, and the 5 tribes. :)

#Anachrony doesn't seem to generate too much discussion and is currently rated at #48 overall.  I suspect the theme and complexity dip it under other games and at my house it gets fewer plays due to setup and teardown and (with quarantine) my wife and kids don't play it so it doesn't come down off the shelf as often.  

It is a hugely thematic game with the unique timetravel mechanic and a fun point salad mixture based in worker placement and resource gathering.  

We played #Raiders of Scythia this week.  I never played raiders of the North Sea, but i really enjoyed this game.  I have played all the West Kingdom games (so far) and do enjoy Shem Phillips games quite a bit anyway, but this game is a little different than those.  Building your raiding party and gathering your resources all the while watching your opponents and trying to figure out where they may go so you can try to get there first becaue your crew gets bonuses for going there...fun.  Its a great combination of engine building and resource gathering but unlike other games where there's very little interaction, there are limited places to raid and within those limited worker types are needed so you have to plan ahead.  I'll need red in two turns but all that is available is grey and blue but it looks like player 2 has red so as long as player 3 doesn't grab it i should be able to get it...and then player 3 grabs it and you're like why did you take that you don't have enough resources to raid that spot only to realize she has a crewmate that reduces the cost of resources for raids...ugh!...but this is what makes the game great.  Alternatively you don't really have to play the rading game all that much as you can go down the Quest path and pick thise up and score huge points just as my wife did and came screaming from third place at the end of the game to be way out in front...she ended up coming in seocond by 5 points but still...just one more quest and she would have won...Hoping to play again tonight and try out some different strats...but overall I'd recoomend this.

Gamenight last night:

  • #Architects of the West Kingdom: Really enjoyed this one. I lost due to inefficient resource gathering. Though I was 4 points behind with no work on the Cathedral so I think their are multiple paths to victory. I like #Raiders of the North Sea better, but like them both enough to keep both for now.
  • #Clank! In! Space! Put another play on this. Nice pretty fast 3 player game. I can't imagine going back and playing #Dominion after playing a deck builder with so much more going on.
  • Luchidor Dice: This game was made for my friend. Massive to the point of gaudy overproduction, lots of random dice chucking, themed play, near mindless fun. If you are looking for just silly fun, and can role play a bit, this is fun. If you are looking for a solemn tactical and strategic experience, run.
  • #Unbroken: Put another play on this. I still like it. It is a fun gaming experience.

Also of course used #Start Player

My one critique of Scythe are the factions that can't go with certain boards. That is minor because Scythe is one of three games that I rate a 5/5 and one of two that I host 5-7 games night a year to play. 

I would argue that the area control is not disguised but rather the engine efficiency around resource gathering is disguised. I say this having just hosted a six player game and watching four players chase after the factor despite consequences while I sat back and watched them waste resources and skip bottom actions until could grab my own factory card at little cost. I never got to use my factory card but won the game because I managed my resources most efficiently.


I think you misunderstood that part of the review. :) We are in agreement!

“Scythe is an, action selection, resource gathering, engine building, economic experience that is cleverly disguised as a territory control game.”