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Anno 1800: The Board Game

Anno 1800: The Board Game

#299BGG ↗

2020 · 2-4 players · 120min · weight 3.13 · 8,936 ratings

port: no portdifficulty: Easy
BGGv4 widev2v4 deepSources1Rules cardCandidateDeep dive
Bayes
7.20
Users rated
8,936
Owned
13,294
Wishing
2,848

Rules card

Synthesized from sources below. Readiness: needs-source. Confidence: 0.12.

Readiness

needs-source (confidence=0.12, rules=0.10, fun=0.15). BGG rank: 299; year: 2020; weight: 3.13; playtime: 120 min

SourceQualityRoleNote
llm_memory0.10draft synthesissonnet-self-rated-5-unknown

Core Loop

In Anno 1800, a board game based on the popular PC game from Ubisoft, you continuously build up your own industry to develop your home island.

Ship fleets allow for lively trade and the development of new islands in the Old and New World. You have to fulfill the wishes of your own population. While the inhabitants are initially satisfied with bread and clothing, they soon demand valuable luxury goods. You must plan production chains sensibly and keep an eye on the specialization of your population. The goal: A wise distribution of farmers, workers, craftsmen, engineers, and investors — but the competition never sleeps and can snatch the new achievements from under your nose at any time! Who can create the most prosperous island?

—description from the publisher (translated)

Turn Structure and State

  • No manual/BGA/transcript source is present; card relies on memory plus BGG context.
  • BGG description anchor: In Anno 1800, a board game based on the popular PC game from Ubisoft, you continuously build up your own industry to develop your home island. Ship fleets allow for lively trade and the development of new islands in the Old and New World. You have to fulfill the wishes of your own population. While the inhabitants are initially satisfied with bread and clothing, they soon demand valuable luxury goods. You must [...]

Win Condition and Arc

Win/scoring arc needs verification from a rules authority.

Decision Primitives

BGG mechanisms: Contracts, End Game Bonuses, Hand Management, Hidden Victory Points, Income, Market, Modular Board, Once-Per-Game Abilities, Open Drafting, Ownership, Race, Simulation, Solo / Solitaire Game, Tags, Tech Trees / Tech Tracks, Tile Placement, Variable Set-up, Worker Placement, Different Worker Types

Why It Is Fun

Fun read needs player-voice synthesis.

Friction and Failure Modes

  • Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
  • Needs at least one stronger rules authority before final extraction use.

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

No verified edge-rule section yet.

Sources Used

[
  {
    "kind": "llm_memory",
    "path": "data/llm_memory_sonnet/311193.md",
    "quality": 0.1,
    "note": "sonnet-self-rated-5-unknown"
  }
]

Sources (1)

Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.

LLM memory0.10

Legacy — v2 primitives

Pre-v4 terse primitives. Will be superseded once this game enters the v4 wide pass.

Play hand cards as workers to fulfill demand chains, upgrade population tiers, and explore new world islands.

Verb
play card to trigger production chain
Decision shape
combinatorial
Reward schedule
engine_compounding
ChallengeDiscovery
card_as_workerproduction_chain_demandpopulation_tier_upgradeold_new_world_split