Glass Road: Why would you build a road out of glass?

Brutus rating: 4 daggers in the back out of 10
Pairs well with: Bavarian beer, some sort of spirit in a flask that can be carried around while toiling in the German forest.

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But why would they build a road out of glass, though?

Glass Road is a self-proclaimed ‘celebration of the 700-year-old tradition of glass-making in the Bavarian Forest’.* Just hearing the rules being read can make someone on the other side of the room sit up and ask ‘Are you playing Agricola?’. That’s right kids, it’s an Uwe Rosenberg game! For those that don’t know, this guy is arguably the king of European board games. His other offerings include Agricola and Le Havre, a game Briony has owned for more than a year and never played. It is said just looking at the rules booklet can cure insomnia. If you’ve any experience with European board games generally, and Rosenberg’s games in particular, you might reasonably expect this one to be heavy on the worker-placement, fairly abstract, and deeply German. Surprisingly, it’s only one of those things, and even then not as badly as some others**. It’s not even hideously long or punishing, and doesn’t make you curl up in a corner after screwing up your 3 hour long strategy in one single turn.

Let’s take a step back and tell a story. It’s the beautiful tale of why this game makes sense on both a conceptual and mechanical level, and is nerdily satisfying in the same way that all good game-lore is satisfying. Imagine you’re a rural baron in pre-Industrial Germany. You have a fair6D-32-202 bit of land, though a lot of it is green and covered in trees. Lizzy informs us that these are called ‘forests’. You also have lots of extremely hard-working peasants who are happy to do your bidding. They’re invisible, but they’re there, toiling in the harsh German sunshine. For some reason you also have a glassworks and a brickworks. This is a bit odd because you don’t have any of the raw materials to make glass and brick yet, but just go with it. I’m sure you’ll find some sand and mud soon enough.

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Why?

Your neighbourhood barons seem to be making a lot of money off this whole ‘production’ trend, so you decide to jump on board. You hire experts in the fields of farming and food production, irrigation, building, and quarrying to help you turn your land into useable raw materials. You can even get on board with a local feudal lord who has some excellent architects on exclusive retainer (‘The feudal lord is suitably fat. That’s good’ – Briony). Your invisible hordes of hard-working peasants, as soon as they’re given sufficient food and resources, immediately set to it in the glass- and brickworks and before you know it you’ve got some luxury items. These you invest into building factories, luxury second homes, and highly-efficient farming conglomerates. Eventually the buildings and luxury items earn you a bunch of cash moneys and then the game ends. Whoever has the most cash money at the end of the game wins. In this it’s very much like real life, and also extremely like Puerto Rico.

There are, of course, some complicating factors. If your neighbouring barons also want the use of the expert artisans then you will have to split the amount of work they can do. If you hack and burn all your forests to build farms there will be no pristine land to place a successful hunting lodge. If you accidentally over-feed your workers they’ll continue to produce glass and brick even when what you really wanted were the raw materials they were sitting on. Briony has a degree in geography and says that this is sort of how rocks and stuff work: cool stuff is usually underneath other more boring stuff, and it’s a shame medieval peasants didn’t know about taking core samples.

6D-32-192This game is actually kind of adorable and well-designed (though it is, according to Briony, geographically inaccurate). Some of the little resource tiles have unique bits of illustration, and spotting them is a treat. Not gonna lie, it has some haters, who seem to dislike it for the same unusual mechanic that other people love. That is, the big individual cardboard dials that tally6D-32-199 your basic resources (coal, food, etc.) and determine when they get used up and turned into the more luxurious brick and glass. Tzolk’in lovers will probably have some familiarity with this from that game’s corn-and-worker gear machines, while Caylus players will enjoy the familiar feeling of not having tallied their resources properly and fucking up their entire turn. Some people blame this on the game rather than their own fuzzy-minded planning, but that’s on them. A more reasonable criticism of Glass Road is that it has no easy or clear way to tally point-scoring. There’s just an awful lot of counting at the end of the game, again a little bit like fuzzy-strategies during Puerto Rico.

At the start of the game it’s pretty difficult to know what you’re trying to do. However, like most worker-placement games, collecting resources is usually a good start. Each player begins by selecting 5 of the 15 cards which represent your agriculture/industry specialists (a water carrier, a slash-and-burn farmer, a sand-quarrier (is that a thing?) etc.). On playing these experts you will be able to transform the cardboard tiles representing your land (initially representing such useless things as ‘trees’, and ‘lakes’) into resources of charcoal, food, sand, and water. Briony begins by selecting 5 cards more or less at random and plays a fish farmer. Unfortunately she’s apparently either very good or very bad at determining a useful specialist to hire, as both Lizzy and Gord (today’s Generic White Male Gaming Buddy) reveal that they also wish to hire the fish farmer. This means they only get half the use out of their fishing expert. The fish farmer, being a dick, doesn’t like sign a contract of exclusivity saying he’ll finish one job before starting another; he just does two half-assed jobs at the same time. Again, this is much like real life.

6D-32-186Once the great cardboard dials of industry have turned, you may use the product of your workers’ labour to further your cause as a budding capitalist. Buildings have unique effects on gameplay, which can be long-term, such as upgrading your glass factory; one-shot, such as generating a wad of cash; or end-game, giving bonus points with the caveat of certain accomplishments like ‘not turning all your lakes into factory run-off’ or ‘flattening vast swathes of land into sandy Depression-era dustbowl wastes’. Which buildings are more useful and desireable becomes clear as the game progresses. Once Briony and Gord had gotten the hang of their first game she became quite adept at snagging all the buildings that Lizzy wanted.

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Why?

This game requires flexibility as well as forward-planning. A perfectly-devised strategy is likely to go awry as there’s no way to be sure of which buildings will be available to play, or which specialists you’ll have to share with your opponents. This is why Bob loves this game. She has a lot of very clever, strategically-minded friends who can logic out the best path through a game like a shark swimming through custard. Bob has a slightly more… lateral (ass-backwards) approach, picking up whatever strategy looks best at the time and throwing her toys out of the pram when it inevitably goes horribly wrong (we don’t talk about Black Fleet. So many little cubes were lost that day…). Somehow this really works for Glass Road. Unfortunately, Bob was busy cleaning up gaming-snack detritus and sat out this game.

In conclusion, it’s a nicely designed game, with just the right of in-game mechanics. It’s themed well, and has multiple strategies that my lead to victory that keeps intense direct competition to a minimum. The dials, ever becoming more popular in modern board games, certainly give a new dimension to resource collection. We recommend it highly. Also Lizzy wins again.

Laid out in all its glory. image courtesy of boardgaming.com
Laid out in all its glory. image courtesy of boardgaming.com

*Fun fact, you can totally go to Germany and tour the black forest’s monuments to the real glass road. There are glass museums and craft workshops and everything.

**The most unashamedly German board game is quite possibly Glück Auf (and then only until someone with a name like Rosenmüllentheimermassbergsohn invents a game called ‘Strategic Worker Placement in an Industrial or Agricultural Setting’***). It’s set in the Industrial Revolution-era Ruhrgebiet (basically the Black Country of Germany) and is about coal mining profits. The title is traditional German pit-lingo for ‘good luck’.

***’Strategische Arbeitereinstellung in einem Industrie- oder Landwirtschaftsszenario’. Catchy, no?

Photo credit and thanks to Dr. Photographer

Agricola: The Original Misery Farm

By Briony

Dicks in ears rating: 3/10
Pairs well with: An English cider

I play board games pretty frequently, but I’ve so far managed to avoid Agricola. I haven’t actively avoided it, but at the same time I haven’t actively sought it out either as I’ve heard some pretty polarised reviews. If there’s one thing I know, it’s that board gamers have strong opinions. For those of you who don’t know, Agricola is a worker placement board game. 6D-31- 172The description on boardgamegeek states ‘you’re a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you’ll find on a farm: collecting clay, wood, or stone; building fences; and so on.’

So tonight is the night, and I have my first beer. This post will be a running commentary of my thoughts, feelings and reflections whilst playing it for the first time. Side note – don’t read this if you’re interested in an actual synopsis of the rules of the game.

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Bob: Unsure
  • Setting the things up. As usual this involved making pretty piles of meeples that will almost immediately be destroyed. The game has 6 stages, with a harvest at the end of each.
  • Stage 1 – There are an awful lot of pieces, and 6D-31- 183unfortunately they all seem to be pretty important to any overall strategy. Beginning with a set amount of jobs was a good way to ease into the mechanics, in much the same way as Caylus. I got the immediate suspicion that being relaxed into the game would screw you over simply for feeling relaxed at some point, especially as one new job is added per round.
  • As I’m playing with three people who are all veterans, I’ve decided it’s a good idea to get a gauge on their individual strategies. So far Pat’s is mainly starving his family. Pete’s is actively farming his family instead of animals, with an initial single vegetable from his one field. Simon’s was to build one giant pasture and then knock over his entire board by accident.6D-31- 187
  • The first harvest has come! When these occur you need to have two food for every one member of your family (starting with two) or risk a lot of minus points. In addition, some other fiddly stuff happens with resources that I won’t go into. Fortunately, my family survived thanks to some measly and hastily ploughed corn. I immediately invested in some more fields for grain, and some clay for a badass oven that converted 1 grain to 5 food. Pat’s family is still starving. Pete is building more houses, which might end up being a sky-rise complex at the rate he’s enhancing them. Simon is farming sheep.

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    Setting things on fire.
  • Stage 2 – I’d so far avoided the many cards I was given. Probably not wise. They required too much reading at the beginning to bother with until I needed them. I took a chance and played one that seemed the most beneficial, seen as everyone seemed to be stocking up on wood, because it gave me the ability to build fences without any wood. I put a little sheep in there, he looks pretty happy.
  •  I got another sheep. It’s been a good day. Added bonus of extra sheep next harvest, and I’ve got a lot of food for the family. Now to expand some pastures and get in on some other livestock. I’m aware hard times are coming that I’m probably not equipped to deal with, having never played the game before, but so far it’s pleasant and I remain optimistic. I’m wondering whether I should have used my cards more in conjunction with the game, I’ve
    resolved to play another next round.
  • The harvest has come again. Panicked conversations occur:
    ‘Right. Fuck. I’d forgotten I didn’t have any food. Can my family eat wood?’

    What did you just say to me you little bitch?
    What did you just say to me you little bitch?

    ‘It’s ok we can eat the house cow. Kids, go kill the house cow.’

  • ‘I could get some food… but I could also get some fences.’
    ‘But you don’t have any food…’
    ‘Yeah you’re right, fences it is.’
  •  Stage 3 – My sheep are at capacity, so it’s time to build a pasture for wild boar (since I just played an occupation card of ‘Boar master: master of boars’. This is my own made up title, I preferred it to the original). Expanding more occurred to me earlier in the game, but being in the situation where I knew absolutely nothing, wasn’t able to form a sensible strategy using previous knowledge, or know whether doing a little bit of each strategy would work. So I decided to be slow and sensible, and simply do one thing at a time to a decent level while selecting only a handful of things to develop. Consequently my family are still basically living in a swamp with a couple of stones thrown in. But hey, now I have a lot of pasture and grain.
  • Harvest. For fuck’s sake, I have too many sheep and not enough everything else. The free pen is too small for any more sheep, even with a barn, so I have acquired a house sheep. I’m fairly certain it’s going to smell. Luckily I’m pretty comfortable with having to plan out actions in advance even if I now have a sheep all up in my shit. I’m not losing faith though; planning for misery in advance is something board games teach well, Caylus, Puerto Rico and Year of the Dragon are three of my favourite merciless epics. The other players are continuing to reap misery.
  • Stage 4 – We’re all now doing something which we’ve convinced ourselves is a strategy. It’s mainly poor decisions, hope and miscalculations. But nonetheless we’re going strong. Pete and I have more pastures, Simon has more livestock. Pat has realised he doesn’t have any food again, so the remaining sheep will have to be sacrificed.
  • Harvest. I say harvest in the loosest sense of the word: in the sense where actively burning your livestock in a resource pile constitutes a meagre amount of food and there is no joy for your family. Fortunately my oven and grain strategy is working excellently for food. My family is living off of bread, and bread alone. It’s a shame about the whole collecting victory points thing. I’ve decided to go for that next stage.

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    Yeah, that sounds about right.
  • Stage 5 – Victory points are hard. The effect of having few points for what seems like an awful lot of effort you’re investing in your farm is disconcerting. I can’t help but feel it was designed to do exactly that. Not only are we now silently adding up our current points in preparation for the final stage, we’re also cursing at our inanimate objects because we ourselves didn’t have the foresight to improve them. Pat has now gone heavily into farming, mainly as a result of being annoyed at the everything in his empty farm. Pete remains the group troll, taking all the resources we want but having no livestock to invest in. Simon has merged all of the livestock into one giant dystopian pen (an ability granted by one of his cards), in which the animals have developed some sort of rudimentary government.
  • Stage 6 – Honestly stage 6 is letting me down. With only one round to scrape together as many points as possible, my fellow players have neglected to tell me vital scoring rules that are definitely going to fuck me over at the end. I really wish someone had told me I’d get minus points if I didn’t have any of one resource type. I have neglected farming vegetables the whole time, because I had shit tonnes of grain. I also wish I’d known that space efficiency on your board/farm doesn’t get you anywhere, unlike in other worker placement games such as Puerto Rico or Terra Mystica. I’d intentionally used the least amount of board for the things I was doing – but it turns out leaving blank squares will give me minus points.
  • End of the game – Obviously as my first run through I hadn’t been able to win as most of my time was spent trying to get to grip with the rules and to understand the game a little better. Being able to plan your next moves ahead with the ability to adapt to other players ruining your strategy is a great skill to have, and certainly probably stopped my family from dying.

    Briony: The hair of defeat.
    Briony: The hair of defeat.

I actually quite enjoy the task of resource collecting to be able to play cards or perform tasks in games, and I think Agricola did that very well. The jobs built up well throughout, and the resources restocking supported that. I really like the very simple mechanic of having two livestock in one pasture, and them reproducing as part of the harvest. Not only is it interesting to factor in to any strategies, it makes you feel like your farm is actually functioning. You’re being the farmer, channelling that farmer knowledge, successfully doing agriculture (or not, as we’ve proved). I feel like the point scoring is pretty harsh, especially with negative scoring. I also felt a bit stranded as there was no real way to do damage limitation. The resolution to that is simply to play the game better next time. I felt that having a pen with a barn and fences and 8 wild boar deserved more than 4 points, especially in comparison to earning 2 points for the house you begin the game with.

“The only time I enjoyed this game we were playing it wrong. This is misery farming.” – Pat, 2014.

One thing I wasn’t totally convinced about was the effectiveness of the cards. Sure, it’s handy to be able to play something good you’ve got and tailor your strategy to maybe a few key abilities. However, I think it may have been better to have a mechanic to pick up a card at random, and to only introduce them at certain stages of the game. In fact much like the purple ‘victory’ cards in the last age of 7 Wonders. (Of course that can backfire horribly, forcing players into strategies completely at odds with their original aims a la Twilight Imperium -Bob)

Overall I enjoyed the game, and I’m convinced that a second round playing will seal that opinion. Having my friends in just as much misery and sticky predicaments as myself was perversely amusing, and the game definitely didn’t allow one or two players to be riding free of worry. You’re all in this farming malarkey together.

Briony: Wah.
Briony: Agriculture expert.