Glass Road’s Production Wheels

Glass Road - Photo by Markus Unger

Left: Box art. Right: Production Wheel by Markus Unger.

In Glass Road, players keep track of their resource stocks on circular tracks called production wheels. So, rather than having a bunch of tokens for each resource, players move a few tokens around the wheels. This isn’t very original in itself: many games have you keep track of resources on tracks—although usually the tracks aren’t round.

The originality comes from the ‘production’ in production wheel. Players each have two: one that produces brick and the other glass.

Two hands separate each wheel into two sections—kind of like a clock. The hands are attached together: when you move one the other comes with it and they are always the same distance apart from one another. The smaller section represents the current stock of the resource being produced. Whereas the bigger section represents the stock of all the basic goods needed to produce the said resource. For example, on the brick production wheel, you would have your brick token in the small section then clay, charcoal, and food tokens in the bigger section. At a glance, everyone can see everything they need to know about each other’s stocks and production potential.

Production Wheels by

Brick Production Wheel by Markus Unger.

Some goods—like food—are used to produce both brick and glass. When players get such goods, they must decide which production they want to invest in. For example, if you get some food you can either move your food token on the brick producing wheel or the glass producing wheel.

Around the centre of each wheel are numbers. Each section has its’ own set of numbers: the big basic goods section ranges from 0 to 7 and the small produced resource section ranges from 0 to 3. The numbers of both sections start on either side of the same hand and go around the centre in different directions. All this is set up so that when a wheel is turned to the right the stock of basic goods decreases while the stock of the produced resource increases. This makes the fiddly process of exchanging a bunch of goods for another really fast and easy: genius.

Basic Goods by Markus Unger.

Basic Goods by Markus Unger.

Now for the cherry: production is automatic. As soon as the hands can turn, they must be turned. So, there is no slow process of resource transformation in Glass Road. It just happens!  As you can imagine, timing when production occurs is one of the most important ponder points of the game. Sometimes you really need some clay but if you get some, the brick production wheel will turn and you will lose the food that you also need. It’s worth leaving one basic good low—blocking production—if you want to stock up on another.

All in all, the production wheels are packed full of great ideas. They create lots of interesting decisions that shouldn’t be taken lightly if you want a shot at winning. Check out Glass Road if you get a chance: I didn’t even talk about how fun the card play is :).

What do you think of this one? Have you seen production wheels in other games?

Concordia’s Card Play


Box art and in-game photo by Uroš Zorić

Card play is really interesting in Concordia. Each player starts with the same set of 7 personality cards. On their turn, players play any one of their cards and resolve its effect–that’s it! Or is it?

The effects usually involve managing a bunch of resources or expanding your influence on the map.  However, three of the cards make the game great:

  • The Tribune enables players to take all their cards back into hand. So, once you’ve played a card you don’t get to play it again until you spend a turn getting your cards back. As I’m sure you can imagine, the timing on this card is essential. Oh and by the way, the Tribune also gives players money based on how many cards they take back: the more you wait to play the Tribune, the more money you get. Last but not least, the Tribune is also the main way of getting units onto the board. More units will speed up your expansion dramatically but is it the right time to player your Tribune? The amount of tension that emerges from this one card is almost too much to handle—almost.


    Tribune card

  • The Diplomat enables a player to copy the last card played by any other player. You really need a Merchant but you played yours two turns ago: you no longer have it in hand. It’s too early to get your cards back with the Tribune: you haven’t played enough cards to get any money and you are missing 1 wheat to employ another unit. Luckily, one of your opponents played a Merchant on their last turn: relief!


    Diplomat card

  • The Senator enables players to buy new personality cards from a selection and add them to their set. Cards are queued into the selection: the front of the queue is a lot cheaper than the back. So, the longer a card stays in the queue, the cheaper it gets. This enables you to expand you entourage of personalities so they better suit your strategy. However, don’t forget that the Diplomat can copy any personality. So, make sure other players don’t profit too much from your hard earned personality cards.

Senator card

Additionally, as if thinking about the possibilities and combinations of all the different personalities wasn’t enough, the victory point system is tightly woven into the cards. Each personality card is related to an ancient god. For each individual card related to a given god in their set, players score points relative to the requirements of that god. For example, Mars—the god of war—requires units. So, for each card related to Mars, you score points relative to the number of units you have. It goes without saying that if you are running a strategy that involves employing a lot of units, then you want a lot of Mars related personalities to score lots of points.


Mars cards at the end of a game – Photo by Uroš Zorić

The greatness doesn’t stop there. There is always some kind of conflict hidden in the requirements for each god. For example, Jupiter requires you to build a lot of houses in cities that don’t produce brick. So, if you are going for Jupiter, why ever would you build on a city that produces brick? Well to build a house that isn’t in a brick producing city, you need brick! This forces players to diversify their strategies. Also, at some point during the game players start buying cards just for the points; providing a satisfying switch in gear once the economical engines start running.

One thing I don’t like is that a lot of the cards players can buy are no different from the ones they have from the start. I think the base cards should remain base cards. The Merchant is an exception: you get 2 extra money from the Merchant cards you buy. Just that small difference is enough to add a lot of excitement because of the Diplomat. While you are playing, you are always on the lookout for the big merchant so you can copy it. I think it’s a shame the other base cards you can buy don’t give the same sort of small bonus. When it’s getting to the end of the game and you are still buying the same old Prefect card, it kind of dulls the game down.However, this is only a minor quibble.

Give Concordia a try if you get a chance. Let me know what you think of it.

Nations: The Dice Game Review

Nations is one of my favourite games. So, when I got a chance to try Nations: The Dice Game, I had high expectations.



The game flows tremendously well. It only lasts 30-45 minutes even at the full player count of 4. Yet, in that short time, you can really influence and feel the progression of your civilisation.

Most other ‘the dice games’ I’ve played have players rolling dice up to three times and then using all their dice during one turn. In Nations, everyone rolls their dice once at the beginning of each age. Then, players take turns performing one action which will usually use only one or two of their dice.

To get more (and better) dice, players usually have to replace their older buildings and the dice they grant. You lose dice but you can discard dice that you have already used this age. You can roll your shiny new dice right away and use them on your very next turn. This dice recycling mechanism really feeds into the feeling of progression: you do one thing, that enables another, then another, and so on.

Additionally, because players only take one action per turn, everyone has to be aware of what others can do. You must get in while the getting is good: the building you want might not be there next turn. If however no other player has the right rolls to buy that one building, you probably want to do something else this turn. This is something you just don’t get from a game where players roll a new set of dice every turn.

Finally, rerolls are still available but they are given to the players as a resource. It’s up to you to choose when and what to reroll.

All this puts a lot of control into the player’s hands (or, at least, a sensation of control). Certainly a lot more than you might expect from ‘the dice game’.



I am worried about variability between games though. It feels like the game will get repetitive after multiple plays. Sure, there are different building names but within a same age, there really isn’t much difference between the things you can buy. For example, many of (if not all?) the advisors give rerolls.

I was also disappointed that there is no difference between the civilisations at the start of the game. I understand that it would be hard to balance asymmetric starting configurations, but I still think it’s missing. This obviously doesn’t help my concerns about the replayability of the game.

However, both of the negatives are more long term issues that might not even be a problem given how addictive the gameplay is. This is definitely one of those games that you want to play again the minute it is game is over. All in all, I really like this one.

Have you played this a lot? If so, did you find your games different each time?

Realm of Wonder – A Yeti’s Life

I discovered Realm of Wonder last week.

Three of us played and I feel it’s not really suitable for such a low player count. It’s a quest based game: at the beginning of the game you randomly draw a quest which sets the end game conditions and goals. Our quest had us building fortresses in four different regions and then going to the centre of the board. The board is the same size at all player counts so this quest is obviously much easier with fewer players. Granted we only played one of the possible quests.

Realm of Wonder

Realm of Wonder

The game has a real Talisman feel to it:

  • Fantasy themed game
  • The board is divided into three zones: a small inner zone contained within a medium sized middle zone, itself contained within a big outer zone
  • The main goal of the game is to get to the centre of the inner zone

They did make the zones circular enabling players to rotate the inner and middle zones. This was a cool addition because players can change how you get from one zone to another during the game. I still think I would play Talisman over this any day though. Keep in mind I do have a soft spot for Talisman because I learned to play it with my younger brother when I was 9.

The characters and their artwork will draw you into this game. This one was my favourite 😀

Yeti <3

Yeti ❤

However, the only real difference between the characters is a ‘once per game’ ability. Something I always find disappointing in games. Why not make a less powerful but permanent ability or something you can use multiple times?

I wanted to like this game but sadly the only thing I’ll be missing about it is being a Yeti. I may try it again with a higher player count to see if I like it better.

What did you think of this one? Do you know any other games involving Yetis?