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Meadow

Meadow

#214BGG ↗

2021 · 1-4 players · 90min · weight 2.25 · 13,776 ratings

port: no portdifficulty: Easy
BGGv4 widev4v4 deepSources3Rules cardCandidate0.620Deep dive
Bayes
7.34
Users rated
13,776
Owned
25,658
Wishing
5,151

At a glance — v4 wide

Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.

Core loop (micro)

Place a path token on the board to draft a nature card, meet its requirements to play it into your meadow for set-collection scoring.

MDA aesthetic vector (0–3)
Sensation
2
Fantasy
0
Narrative
0
Challenge
2
Fellowship
0
Discovery
2
Expression
2
Submission
1
Mechanic-interaction primitives (5)
  • [3]card_drafting— “Placing a token on the main board allows the player to get cards, but playing them requires meeting certain requirements
  • [2]tableau_personal_board— “players collect cards in their meadow and surroundings area; personal tableau of nature cards
  • [2]set_collection_diversifying— “collect cards with the most valuable species, landscapes, and discoveries
  • [2]shared_objective_card— “bonfire board activates special actions and gives opportunity to achieve goals that provide additional points
  • [2]_other:prerequisite_card_play— “playing them requires meeting certain requirements; rejected spatial_adjacency_scoring (not proximity-based) and attribute_alignment_scoring (not neighbor-match)

Translation candidate

Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.

bayes_norm×0.300.534
wish_norm×0.180.611
compress_norm×0.170.000
diff_norm×0.201.000
port_headroom×0.151.000
fit_score (total)0.620= 0.620
Difficulty reasoning

Card-collection with adjacency requirements is touch-friendly; visual watercolor cards translate well to a tablet showcase.

Closest loop translation
none yet

Rules card

Synthesized from sources below. Readiness: ready. Confidence: 0.54.

Readiness

ready (confidence=0.54, rules=0.75, fun=0.15). BGG rank: 214; year: 2021; weight: 2.25; playtime: 90 min

SourceQualityRoleNote
youtube_transcript0.70teach-flowhow-to-play transcript
tabletopia_overview0.30availability/contextTabletopia overview; not a rules authority
llm_memory0.10draft synthesissonnet-self-rated-6-unknown

Core Loop

Meadow is an engaging set collection game with over two hundred unique cards containing hand-painted watercolor illustrations. In the game, players take the role of explorers competing for the title of the most skilled nature observer. To win, they collect cards with the most valuable species, landscapes, and discoveries. Their journey is led by passion, a curiosity of the world, an inquiring mind, and a desire to discover the mysteries of nature. The competition continues at the bonfire where the players race to fulfill the goals of their adventures.

In this medium-weight board game for 1-4 players, you take turns placing path tokens on one of the two boards. Placing a token on the main board allows the player to get cards, but playing them requires meeting certain requirements. Playing a token on the bonfire board activates special actions (which helps to implement a chosen strategy) and gives the opportunity to achieve goals that provide additional points. Throughout the game, players collect cards in their meadow and surroundings area. At the end, the player with the most points on cards and on the bonfire board wins.

Meadow also includes envelopes with additional cards to open at specific moments...

Turn Structure and State

  • How-to-play transcript is present; useful for teach order and confusing steps.
  • BGG description anchor: Meadow is an engaging set collection game with over two hundred unique cards containing hand-painted watercolor illustrations. In the game, players take the role of explorers competing for the title of the most skilled nature observer. To win, they collect cards with the most valuable species, landscapes, and discoveries. Their journey is led by passion, a curiosity of the world, an inquiring mind, and a desire [...]

Win Condition and Arc

Win/scoring arc needs verification from a rules authority.

Decision Primitives

BGG mechanisms: Hand Management, Layering, Open Drafting, Set Collection, Solo / Solitaire Game, Worker Placement, Different Worker Types

v4 controlled primitives: card_drafting, tableau_personal_board, set_collection_diversifying, shared_objective_card, _other:adjacency_play_requirement

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.

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": "youtube_transcript",
    "path": "data/youtube_transcripts/314491.txt",
    "quality": 0.7,
    "note": "how-to-play transcript"
  },
  {
    "kind": "tabletopia_overview",
    "path": "data/tabletopia_overviews/314491.md",
    "quality": 0.3,
    "note": "Tabletopia overview; not a rules authority"
  },
  {
    "kind": "llm_memory",
    "path": "data/llm_memory_sonnet/314491.md",
    "quality": 0.1,
    "note": "sonnet-self-rated-6-unknown"
  }
]

Sources (3)

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

YouTube transcript0.70Tabletopia0.30LLM memory0.10