%2Fpic6630422.png&w=3840&q=75)
2023 · 1-1 players · 60min · weight 2.91 · 4,099 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Place workers on action spaces to build canals, expand the frontier, and gather resources; each round the barbarian horde advances unless defended.
- [2]worker_recall_phase— “place worker, build canal”
- [3]escalating_threat— “barbarian horde advances unless defended each round”
- [3]network_building— “build canal to connect settlements and expand the frontier”
- [2]feeding_pressure— “manage resources against constant barbarian pressure”
- [2]arc_three_acts— “solo campaign game with escalating difficulty across sessions”
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Balatro Solo_or_solitaire + escalating_threat (rising floods) + branching legacy give StS-shape ante climb with run-loss-as-progress. Engine_growth via reclaimed land scales modestly; combo_chaining is mechanism-light. Legacy unlocks function as procgen content drip. | 5.50 | 8.0 | 5 | 6 | 8 | 4 | 5 | 4 |
| Coop True coop with shared flood fail-state and Pandemic-Legacy-shape branching campaign — content_extensibility very strong. But bluff_info_asymmetry is moderate (open hands), and large board with workers + flood tokens fails 5-inch legibility. | 5.50 | 7.0 | 7 | 5 | 8 | 3 | 4 | 4 |
| Cozy Coop-or-Solo tier (Solo + Coop) — no cap, scored against tone. But escalating_threat + cascading_failure (flood spreads on loss) creates real pressure that breaks no-fail Carcassonne tone. Mid-tier cozy fit. | 4.70 | 6.0 | 4 | 5 | 7 | 3 | 5 | 4 |
| Snap Pure solo/coop — no PvP, no factional decks, no lane combat. Snap's load-bearing pillars structurally absent. | 3.70 | 6.0 | 3 | 3 | 5 | 3 | 4 | 3 |
| Wordle 60-90min legacy session is wildly past Wordle's 60-90s ceiling. Run-loss-as-progress is Wordle-cozy adjacent but loop scale is wrong category. | 3.70 | 7.0 | 2 | 2 | 5 | 3 | 4 | 3 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Solo-only with self-balancing campaign is a great digital fit; the resettable nonlinear story needs careful save-state UX.
Rules card
Synthesized from sources below. Readiness: draft-ready. Confidence: 0.67.
Readiness
draft-ready (confidence=0.67, rules=0.65, fun=0.70). BGG rank: 392; year: 2023; weight: 2.91; playtime: 60 min
| Source | Quality | Role | Note |
|---|---|---|---|
llm_memory | 0.65 | draft synthesis | sonnet-self-rated-8 |
tabletopia_overview | 0.30 | availability/context | Tabletopia overview; not a rules authority |
Core Loop
Legacy of Yu is a solo-only campaign game by Shem Phillips set in ancient China — you are Yu the Great, working to tame floods and build a civilization across a series of linked scenarios. Each session, you place workers on action spaces to gather resources (wood, stone, food, etc.), recruit helpers, build sections of canal/wall, and deal with barbarian raids. The flood track ticks up turn by turn; barbarian raids attack at scripted moments. The campaign branches based on whether you win or lose each scenario — the game updates with stickers, new cards, and new rules between sessions.
Turn Structure and State
- No manual/BGA/transcript source is present; card relies on memory plus BGG context.
- BGG description anchor: During the reign of Emperor Yao, the people of ancient China were constantly plagued by deadly floods along the Yellow River. Eager to put an end to the devastation, Yao selected Gun, one of his officials, to devise a plan. After nine years of failed attempts using dams and dikes, Gun's employment came to a questionable end. After his passing, Yu inherited his father's work. Learning from Gun's failures, Yu set [...]
Win Condition and Arc
Win a scenario by completing the build objectives (canals/walls finished) before the flood overwhelms you or barbarians sack your settlement. Whether you win or lose, the campaign continues — losses unlock different content than wins, so the branching tree is real and shapes which mechanisms enter the box. The campaign ends after ~15 scenarios when one of several finale paths triggers.
Decision Primitives
BGG mechanisms: Chaining, Hand Management, Multi-Use Cards, Scenario / Mission / Campaign Game, Solo / Solitaire Game, Sudden Death Ending, Worker Placement
Memory-derived primitives:
- Solo-only worker placement
- Resource conversion (wood/stone/food into builds)
- Push-your-luck on flood/barbarian timing
- Legacy progression: stickers on board, new card decks, branching scenarios on win vs. loss
- Card-driven action upgrades
- Reset between sessions (most state resets; only legacy elements persist)
v4 controlled primitives: worker_recall_phase, escalating_threat, network_building, feeding_pressure, arc_three_acts
Top iOS archetype fits: balatro 5.5, coop 5.5, cozy 4.7.
Why It Is Fun
The race-against-disaster pressure is constant: every turn you weigh "do I shore up against the next flood or push my economy?" Loss-branches feel narratively meaningful because losing isn't game-over — it's a different chapter. Solo design is tight (no AI opponent to fake), and the legacy reveals fold new mechanisms in cleanly.
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
- Flood track and barbarian invasion are separate timers — both are advancing, sometimes triggered by your own actions (drawing certain cards/events).
- Workers are placed and recovered on a personal turn structure rather than a clean round/reset.
- Sealed envelopes/decks unlock on specific triggers (X happens for first time, or at scenario start N).
- Defeat handling: instead of replaying, you proceed to the loss branch with permanent additions to the box.
- Reset rule: most components return to start state between scenarios — only legacy stickers and unlocked decks carry over.
- Variable setup per scenario via a setup booklet that references the current campaign state.
Sources Used
[
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/354934.md",
"quality": 0.65,
"note": "sonnet-self-rated-8"
},
{
"kind": "tabletopia_overview",
"path": "data/tabletopia_overviews/354934.md",
"quality": 0.3,
"note": "Tabletopia overview; not a rules authority"
}
]
Sources (2)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.