I’m really surprised that more praise wasn’t put on the asymmetric player powers. That for me is what keeps me coming back to this game and wanting to try it again. Two of the characters are strong in the early game, two are middle game and one is endgame. It really changes up how I lay out my candy fields every time I play. Very surprised by Tom’s 6.5
I love trying to figure out the puzzle of how best to optimize each player power. That's one of the things that keeps me wanting to play more. This will definitely be coming out every October for me, as I like the euro feeling in a pretty package and quick time frame
The value of the cards does not align with the value of candies because the latter does not score that same amount at the end of the game. So for the example, there is a 9 point card requiring you 5 phantamallows to complete it. Each candy of this type is worth 2$, which means 5*2= 10. Sure, but keep in mind that at the end of the game, you will only score 1 point for every 5$ worth of candy left on your tiles. This means that with those 5 candies specifically, you would only score 2 points (because 10$) instead of the 9 points given by the concoction card.
My family actually adores this game. I play with my 8 and 6 year old and we’ve played at least a dozen times so far. It’s a simple little abstract engine builder, and I foresee it coming out a lot around this time of the year in the future. (Though it will be interesting to see how often it is grabbed when we aren’t looking for “Halloween” games.) We enjoy it quite a bit. I will definitely agree that Leaf seems underpowered. He is really a one trick pony with his most use being building your harvest network to maximize from one triggering spot-but then you also lose all the other recall abilities. I will always pick any other confectioner over him.
Leaf is potenttially huge as well, because that power allows you to spam effects or production. With candies, you need to optimize by potentially spending them before placing another sugar sprite, and with the phantomallows tiles effect (allowing you to grow two candies on that patch) you can potentially end up with up to 6 candies on it when you retrieve up to 3 sprites. What I like about this game is how asymmetric the characters are and how you need to explore them to optimize everything, changing the strategy as well
Played this game a bunch with various members of our game group, and I think the highest score so far is Leaf. The player had a very small garden and placed sprites mostly on a Dreadful Tree, so got lots of cards in recalls. At the end they scored 61 pts in confection cards alone... for comparison, my total score that game was 64. I can't recall their total score, but I know they had a harvester or two, and a decent scoring patch.
Nailed it. If you have have that one perfect spot that combos all the harvesters, you can just spam it instead of having to take a turn to pull back your sprites. But I get what they mean since it's a more situational power than some of the others.
It allows for a smaller Meadow and lots of confection cards if you build right. Highest score so far was a Leaf player that did this. Usually got 3 cards per recall, and could generate the candy needed for those cards in a very small efficient garden
The concoction cards are valued $6-3vp ($1=0.5vp) $8-6vp ($1=0.75vp) $10-9vp ($1=0.9vp) The math isnt off. The more expensive cards are harder to fulfull so they are worth more VP per $
I find Tom's feedback off and bias. As a colourblind person, I have no trouble telling them apart as the shapes are all different. Interesting that Tom only looked at it from on angle, the design is so much more than we he focused on and would have cost them more to produce the different shapes, rather than having bold block colours on the same cube to represent the candy. Also, Tom looked at the VP cards from the wrong standpoint, the math does add up and even out over the entirety of a game. The lids are easy to remove on the tray and I have sausage fingers with nerve damage.
@@thedicetower @lordlexand describes it better than I can. "The value of the cards does not align with the value of candies because the latter does not score that same amount at the end of the game. So for the example, there is a 9 point card requiring you 5 phantamallows to complete it. Each candy of this type is worth 2$, which means 5*2= 10. Sure, but keep in mind that at the end of the game, you will only score 1 point for every 5$ worth of candy left on your tiles. This means that with those 5 candies specifically, you would only score 2 points (because 10$) instead of the 9 points given by the concoction card." Just think you focused your view to narrowly, thats all.
I’m really surprised that more praise wasn’t put on the asymmetric player powers. That for me is what keeps me coming back to this game and wanting to try it again. Two of the characters are strong in the early game, two are middle game and one is endgame. It really changes up how I lay out my candy fields every time I play. Very surprised by Tom’s 6.5
I love trying to figure out the puzzle of how best to optimize each player power. That's one of the things that keeps me wanting to play more. This will definitely be coming out every October for me, as I like the euro feeling in a pretty package and quick time frame
The value of the cards does not align with the value of candies because the latter does not score that same amount at the end of the game.
So for the example, there is a 9 point card requiring you 5 phantamallows to complete it. Each candy of this type is worth 2$, which means 5*2= 10. Sure, but keep in mind that at the end of the game, you will only score 1 point for every 5$ worth of candy left on your tiles. This means that with those 5 candies specifically, you would only score 2 points (because 10$) instead of the 9 points given by the concoction card.
My family actually adores this game. I play with my 8 and 6 year old and we’ve played at least a dozen times so far. It’s a simple little abstract engine builder, and I foresee it coming out a lot around this time of the year in the future. (Though it will be interesting to see how often it is grabbed when we aren’t looking for “Halloween” games.) We enjoy it quite a bit. I will definitely agree that Leaf seems underpowered. He is really a one trick pony with his most use being building your harvest network to maximize from one triggering spot-but then you also lose all the other recall abilities. I will always pick any other confectioner over him.
Leaf is potenttially huge as well, because that power allows you to spam effects or production. With candies, you need to optimize by potentially spending them before placing another sugar sprite, and with the phantomallows tiles effect (allowing you to grow two candies on that patch) you can potentially end up with up to 6 candies on it when you retrieve up to 3 sprites. What I like about this game is how asymmetric the characters are and how you need to explore them to optimize everything, changing the strategy as well
Played this game a bunch with various members of our game group, and I think the highest score so far is Leaf. The player had a very small garden and placed sprites mostly on a Dreadful Tree, so got lots of cards in recalls. At the end they scored 61 pts in confection cards alone... for comparison, my total score that game was 64. I can't recall their total score, but I know they had a harvester or two, and a decent scoring patch.
7.5 is right for me. I agree with pretty much everything Tom said, it just doesn't hurt it for me as much as it did him.
Maybe the asymmetric power allowing you to put two sprites on the same location is designed for really capitalizing on harvester combos?
Nailed it. If you have have that one perfect spot that combos all the harvesters, you can just spam it instead of having to take a turn to pull back your sprites. But I get what they mean since it's a more situational power than some of the others.
It allows for a smaller Meadow and lots of confection cards if you build right. Highest score so far was a Leaf player that did this. Usually got 3 cards per recall, and could generate the candy needed for those cards in a very small efficient garden
I love the game! Artwork, components, gameplay all great to me 😊 I’m eager to try it solo.
Solo works great too!
Screaming Trees. You nearly lost me there Tom.
Bravo here as well.
Chris where did you get that shirt!!?!?!
I'm trying to find this in retail does anyone know where I can find it, please? Thanks 🙏
Miniture Market has it!
The concoction cards are valued
$6-3vp ($1=0.5vp)
$8-6vp ($1=0.75vp)
$10-9vp ($1=0.9vp)
The math isnt off.
The more expensive cards are harder to fulfull so they are worth more VP per $
But they AREN'T harder to fulfill, really. It's way easier to fill one of them then three 3vp cards, for example.
I love the look and feel of the game, I'm just worried that it's too small scale for my tastes
I find Tom's feedback off and bias. As a colourblind person, I have no trouble telling them apart as the shapes are all different. Interesting that Tom only looked at it from on angle, the design is so much more than we he focused on and would have cost them more to produce the different shapes, rather than having bold block colours on the same cube to represent the candy. Also, Tom looked at the VP cards from the wrong standpoint, the math does add up and even out over the entirety of a game. The lids are easy to remove on the tray and I have sausage fingers with nerve damage.
Can you explain the math to me then? I'd like to figure out what I'm missing.
@@thedicetower @lordlexand describes it better than I can. "The value of the cards does not align with the value of candies because the latter does not score that same amount at the end of the game.
So for the example, there is a 9 point card requiring you 5 phantamallows to complete it. Each candy of this type is worth 2$, which means 5*2= 10. Sure, but keep in mind that at the end of the game, you will only score 1 point for every 5$ worth of candy left on your tiles. This means that with those 5 candies specifically, you would only score 2 points (because 10$) instead of the 9 points given by the concoction card." Just think you focused your view to narrowly, thats all.
@@thedicetower would also like your thoughts on the other points.
@@wzc231187 I never go by end of game scoring (money= points) to do math, because it's there as a leftover.
@@wzc231187 Well, they are simply subjective at this point. We disagree.
The title... bravo. Just... bravo.
We all wanted this game to be good but it's just another single player farming game
The expansion adds a ton of player interaction if thats what you are after.