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2011 · 2-4 players · 90min · weight 3.06 · 24,432 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Take a colored cube to fund an action; each cube ages a family member toward death and a spot in the village chronicles.
- [3]action_blocking— “action via cube payment — cubes from shared pool; taking cube funds action and ages a family member”
- [3]attrition_clock— “generational attrition — family members age and die; race for a spot in village chronicles”
- [2]tech_tree_unlock— “track progression for chronicle — advancing on tracks unlocks chronicle entry positions”
- [2]delayed_payoff— “multi-path legacy scoring — chronicle entries score at end-game based on which tracks pursued”
- [1]worker_recall_phase— “worker placement across village action spaces; workers recalled each round”
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Many interlocking systems and a unique death-as-resource mechanism could fit on a tablet, but the multi-track scoring is hard to teach via touch UI.
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.80.
Readiness
ready (confidence=0.80, rules=0.75, fun=0.90). BGG rank: 246; year: 2011; weight: 3.06; playtime: 90 min
| Source | Quality | Role | Note |
|---|---|---|---|
bgg_comments | 0.75 | player voice | positive/player-voice sample |
youtube_transcript | 0.70 | teach-flow | how-to-play transcript |
llm_memory | 0.65 | draft synthesis | sonnet-self-rated-7 |
wikipedia | 0.55 | context/reception | board-game-suffix |
tabletopia_overview | 0.30 | availability/context | Tabletopia overview; not a rules authority |
Core Loop
Village is a 2–4 player worker placement game with a unique mortality mechanic. Players place cubes (representing family members across generations) into action spaces around the village board. Actions include: farming (gaining grain), trading (selling goods at the market), traveling (moving an envoy across a travel track for end-game points), attending the council (gaining influence and seats), crafting (producing goods in craft workshops), and church activities (placing a family member in the chronicle).
The key mechanic: each action space has time costs. Certain actions consume "time" tokens from a shared supply. When the last time token is removed from a category, all cubes in that category die — they must be placed in the Village Chronicle (the graveyard) in a specific order. Cubes in the chronicle score points based on their row (grave order) — earlier deaths score higher. Players with the most dead cubes in a chronicle category score a majority bonus.
Family replenishment: each turn you may also use an action to add a new family member (cube) to your family stock. You control which cubes you place into the time-sensitive dangerous action spots, managing generational turnover.
Turn Structure and State
- How-to-play transcript is present; useful for teach order and confusing steps.
- BGG description anchor: Life in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands. Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you [...]
Win Condition and Arc
Game ends when the Village Chronicle is full (all chronicle spaces filled). Score: goods sold, council influence, travel position, church/chronicle bonuses. Highest total wins. Arc: early game juggles resource gathering vs. placing cubes in high-value chronicle categories; mid-game accelerates the time drain strategically (forcing rival cubes out of good positions); late game rushes to fill final chronicle spots.
Decision Primitives
BGG mechanisms: Area Majority / Influence, Contracts, Set Collection, Turn Order: Claim Action, Worker Placement, Worker Placement, Different Worker Types
Memory-derived primitives:
- Worker placement (cubes in action spaces)
- Mortality system (cubes die when time runs out in a category)
- Chronicle scoring (death order and category majority)
- Time-token depletion as shared pressure
- Generational replacement (adding new cubes from stock)
- Multi-track end-game scoring (craft, council, travel, church, chronicle)
v4 controlled primitives: action_blocking, delayed_payoff, worker_recall_phase, closing_window, variable_resource_conversion
Why It Is Fun
Death as a resource is unusual and memorable — strategically engineering your cubes' deaths in the right categories at the right time is the central puzzle. The chronicle majority creates competition on top of the individual timing decisions.
Player-voice evidence:
- Really enjoy it and like how it's an (optional) worker-placement game.
- A workerplacement with a deadly twist, but it deviates quite a lot from 'standard' workerplacement conventions. I can understand why it won prices. Quite thematic for a workerplacement (or they translated living (and dying) and working...
- Solid euro. Having to plan for family members passing away is an interesting and unique mechanic.
- Esp) Gran juego clásico de los Brand. Original de mecánicas y muy bien enlazado. Muy recomendable
- Een fijn kennismakingsspel met het worker-placement genre. Voldoende strategische opties maar nog niet zo complex als veel experten-spellen. Mooi rustgevend thema. Nodigt ook uit om er voldoende tijd voor te nemen.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
- When time runs out in a category, cubes die in order of placement (FIFO in that space); all cubes in that space at that moment go to the chronicle simultaneously in a single turn — order within that batch is chosen by the player who triggered it
- Church row: placing a cube in the church chronicle gives ongoing victory points for subsequent actions taken by living family members in that category
- The council: having seats on the council gives access to special privileged actions each round — losing a council cube via death removes that seat permanently unless re-claimed
- Goods market: prices fluctuate on a printed track based on how much of each good has been sold; early sellers get best prices
- Player order: determined each round by who is lowest on the "inn" track — spending money at the inn adjusts player order
Sources Used
[
{
"kind": "bgg_comments",
"path": "data/bgg_comments/104006.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "youtube_transcript",
"path": "data/youtube_transcripts/104006.txt",
"quality": 0.7,
"note": "how-to-play transcript"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/104006.md",
"quality": 0.65,
"note": "sonnet-self-rated-7"
},
{
"kind": "wikipedia",
"path": "data/wikipedia/104006.md",
"quality": 0.55,
"note": "board-game-suffix"
},
{
"kind": "tabletopia_overview",
"path": "data/tabletopia_overviews/104006.md",
"quality": 0.3,
"note": "Tabletopia overview; not a rules authority"
}
]
Sources (5)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.