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Popular Contracts Board Games (Mechanic)

These are the board games with the Contracts mechanic.
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Clans of Caledonia: Contracts and Cotton in 19th C Scotland image
ReviewClans of Caledonia: Contracts and Cotton in 19th C Scotland [Clans of Caledonia]Like| 22 comments | [+]
Brief Review: Tiny Epic Dinosaurs image
Brief Review: Tiny Epic Dinosaurs [Tiny Epic Dinosaurs: Laboratory Mini Expansion, Tiny Epic Dinosaurs]Like| 14 comments | [+]
Marco Polo - First Gameplay image
GameplayMarco Polo - First Gameplay [The Voyages of Marco Polo]Like| 17 comments | [+]
ReviewThe Hungry Gamer Reviews Guild Master [Guild Master]Like| 29 comments | [+]
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Nice, thanks for the great review! This is going to be a long comment with several questions lol

Back when I really wanted to try out a dice worker placement game, I ended up getting #The Voyages of Marco Polo and was happy with it (the alternative was getting #Troyes, which I still want to try). Miy wife and I had fun with all of the fun decision making behind manipulating the dice rolls. You have a number of basic actions and there are also unlimited number of bonus actions you can take to reroll some of your dice by spending resources. Another part I liked was that you can take actions on already occupied action spaces if you can pay a hefty price.

Does #Circadians: First Light have ways to manipulate your dice roll results? Also, what's the whole negotiating table about? I guess I'm just wondering what the player interactions are like besides competing for the action spaces like in standard worker placement games.

Also:

  • I like this theme way more than Marco Polo's, and agree that it's a nice change of pace from other overused themes
  • Marco Polo keeps things very tight and you have to squeeze out every resource/actions possible to travel around the board, establish trades, and fulfill contracts. Those are all very fun but it can feel almost too stuffocating to a point that the "journey" part of the game gets lost. At first glance, it seems like Circadians keeps things a little bit more "open"
  • I was surprised to see the high quality of components and the insert. #Architects of the West Kingdom basically has zero insert and the resources are represented by some of the most generic looking ones I've seen in games so far

Honestly, mine would be #Root because the dice rolling still plays quite a large role. For family games, it would be #Camel Up (Second Edition) for nonsensical fun. For one that heavily features dice manipulation so that you can efficiently use/gain resources to fulfill contracts for VP's, I like #The Voyages of Marco Polo.

What exactly is your wife looking for in a dice-based game? Is it the thrill of luck? The puzzly fun of manipulating the dice rolls?

woah that's pretty exiting. I'm thinking that they'll create a greater economy where there is greater and less demand for certain wines depending on when the contracts are fulfilled. 

Here's mine, but since 10 games is basically about half of my collection, I approached it a little differently. I listed out games that are sure to make the cut for the "dream team" even several years from now, and then listed games that likely won't make the cut, and lastly games on my short list of games to buy this year that will likely get onto the list:

100% Certainty:

  1. #Viticulture: Essential Edition (with #Tuscany: Essential Edition) (1-6p, 4p max preferred to limit game length. Solo mode with automa that's great at mimicking a multiplayer game) - Great intro to worker placement games while also offering good amount of decision space for experienced gamers. The wine-making theme is so well blended into the mechanics that it's easy to explain to anyone. The Tuscany expansion raises the replay value through the roof. Also gets bonus points for bringing my wife on board onto the hobby.
  2. #Clans of Caledonia (1-4p. Tough "beat your score" solo mode) - Economic game set in 19th century Scotland. Each player represents a historical clan with unique benefits/powers trying to gain glory (VP's) by fulfilling contracts. I think of this as an accessible medium /medium heavy game--light on the rules overhead but many interesting decisions to make.
  3. #Root (4p max without expansions. PnP bots for co-op potential) - Highly tactical asymmetrical warfare disguised in cute animal clothing. Rewards repeat plays in a consistent group. That's the hard part.
  4. #Just One (3-7p) - Favorite filler so far. Hasn't yet failed to meet my expectations whenever I wanted to bring out a non-threatening game that will get people laughing and comfortable.
  5. #Skull (3-6p) - Another short game that's been a hit every time. I've never really enjoyed bluffing games but I like this one. I especially love how bluffing games quickly bring out people's personalities.
  6. #Atlantis Rising (second edition) (1-7p co-op) - This one needs more plays for me to know whether I prefer this over Pandemic. Still does a great job with creating tension and some of the cards in the Misfortune deck are downright dreadful.

That leaves room for 4 more games. The ones that likely won't make the cut after several years (once I get other games) are:

  1. #The Voyages of Marco Polo - My wife and I really like this game, especially the fun overpowered character powers. If the goal is to start out with 10 games that hit various genres, mechanics, etc., I wouldn't have started with Marco Polo since it bears a number of similarities with Clans, which we like more.
  2. #Azul, #Welcome to... and #Century: Golem Edition - All great games but they just don't get played as often. We primarily play 2p and prefer heavier games. When it's with others, I tend to bring out Skull or Just One either because they can accommodate more people, are quicker to explain, or are more interactive (my favorite among these three is Welcome To).
  3. #Santorini - I only like this game for 2p, and my wife and I prefer heavier games when it's for our game night.
  4. #Architects of the West Kingdom - Just a speculation. Definitely needs more plays. Expect to see a first impressions post on this soon!

Again, keep in mind that these are all great games to me and I've enjoyed each play of them. I just think I probably could've done without them and put the money toward a different game.

Future acquisitions that will shake up the "dream team" list:

  1. #Concordia - Strong candidate to be a major starting player.
  2. #Camel Up - I have a feeling this will replace either Just One or Skull for the family games spot.
  3. #The Isle of Cats - Seems to be complex enough and has a theme and presentation that my wife and I would enjoy.
  4. #Marvel Champions: The Card Game - Still not sure whether I should get this. But I feel like my wife and I would prefer this for co-op over Atlantis Rising 2E.
  5. #Agricola (Revised Edition)