In a nutshell: You have 2 dice. At the beginning of your turn, roll the dice. The numbers that roll show you what you can do. Take a tile, place a tile, ship goods, sell goods or take workers. There are a variety of options for you which COULD be overwhelming, only it isn't because the dice help narrow your scope as to what you can take. Variability and balance all in one. My heart goes pitter pat just thinking of the glory!
Overall, this was a great two player game for the hubs and I. It has enough variability that you can't just hone in on a strategy and repeat. I think this would be a great game for families to play too, as it isn't super competitive and cut throat. Sure, you're competing, but you're not screwing anybody over because the cards have so many uses.
Ultimately, I found Glass Road enjoyable because it provides a personal player board and balances player interactions regarding decision making, navigating of resources with the production wheel, and getting in each others heads is a fun twist too. Oh, and never feeding anyone, ever. Not even once. Delightful! I can definitely see Glass Road getting worked into a semi-regular rotation thanks to the variety of buildings and strategies the game provides.
If you're looking for a detailed, eloquent review of Le Havre, keep on looking. If you think maybe you'd like to read a light review that hits on the main points of Le Havre while trying to explain why it's addictive, you're getting warmer.
Oh Le Havre. How you give me ulcers and anxiety induced hives...yet I still love to collect goods and build ships and process goods at your harbor. Uwe, you get me.
Le Havre is a game that encourages a variety of strategies, a fun shipping/harbor theme, and is an addictive challenge of trying to balance short term planning with long term goals.
Kanagawa is a light hearted, press your luck + tableau building game. The theme, being a student of a Master Painter, means trying to prove yourself worthy by expanding your studio and painting a harmonious print.
Things I liked: - My own player board! - Lots of ways to score! You don't feel locked into a certain strategy. Just be careful not to spread yourself too thin or you don't get a good score engine going. I speak from experience. - Fits on our table! This is a big deal for us. I hate lugging out our big gaming table. I mean, I'll DO IT. I just don't like to. - Turns are straight forward, despite lots of options. There's always potential for analysis paralysis in these types of games. However, I like having enough options that I never feel a turn is wasted. I'll take it. - The mancala/rondel element is SO COOL and unlike any other game I've played. It's so tricky yet balanced and creative. Love it a lot.
This game errs on the medium side (versus a light game like Fleet), but it was so much fun and there's so much going on that I can guarantee this will be one that Andrew and I play lots and lots of times. I recommend it for the game player who's familiar with at least a couple worker placement games so you're not totally overwhelmed by all of the things.
Things I liked about Tzolk'in The Mayan Calendar: Player guides! I always like to have a guide to remind me of what things cost. In this case, it reminds me how much corn it costs to put out workers. The more you put out, the more it costs but it's a little tricky to remember. Colors and symbols! If I was ever in doubt as to what coordinated with what, I looked at the colors. Sure the wheels have names, but let's be real, it's easier to remember that blue goes with blue and brown goes with brown. The symbols on the buildings that pop up are easy to understand too, so you don't have to reference the rulebook each time a new building crops up. Just cruise right along. The wheels! I really did think the gears were a neat element to the game. It was a nice spin on the worker placement/resource collection dynamic. (see what I did there?) Diversity! There's always SOMETHING to do, which is great. Sure, it might not be your top choice, but you aren't stuck doing nothing either so just be happy about that.
It is a truth universally acknowledged that I am constantly in want of games that allow me to use my own player board. Another truth: I like wine. A lot. So Viticulture was pretty much made with me in mind!