14. Terra Nova
https://boardgamegeek.com/boardgame/364186/terra-nova
1 play with 4 players in 2023
Terra Nova simplifies the 2012 heavyweight euro Terra Mystica. You play a fantasy race bound to one type of terrain and attempt to build and upgrade your houses. The game is played over the course of five rounds and takes place on a shared hex map, and building a house requires you either to access one of your native terrains or to terraform a foreign terrain to your own.
As a randomization element, each round, taking a different type of action is rewarded with VP - e.g. building houses, upgrading houses to trading posts, advancing sailing, etc. The structures you build provide you income during these rounds.
I've played a lot of Terra Mystica, and Terra Nova comes as a nice simplified version that plays in like thirty minutes online and that plays more nicely at a small player count than TM. The game feels less strategic and more tactical than TM; instead of being a heavily economic game, its relative paucity of scoring options (four generically: building according to the track, scoring off of the bonus tiles you choose when you pass each round, advancing sailing, and building and upgrading directly adjacent hexes to form towns) means that scores are relatively low and that playing "points-greedy" is important over simply maximizing economy. The game thus feels flatter and more accessible, though pressure on hexes can feel a little higher. I'm a little bothered by the colors of terrains they chose, which have three shades of blue across five colors and can be hard to distinguish.
I really like the simplicity and accessibility of Terra Nova, even while the game provides nice strategic and tactical avenues. It's still fun and pretty to spread across a map and feel your income gradually snowballing and your points marker race up the track. There are three main areas of competition: securing hexes, passing to grab the more useful bonuses with economy or points, and taking the once-per-round power actions that make your coins go way further than they otherwise would. But there is also positive subtle interaction - adjacency to neighbors lets you form cheaper trading posts, and even more importantly, when a player builds or upgrades next to you, you gain power tokens - and thus you're constantly seeking out one another's company. That increases the indirect action as you'll then want to compete for the hexes next to opponents, and it incentivizes you to help one another.
So my logger says I've got one play with this game this year, but like Viticulture, I played it many times online after learning it in person. However, unlike Viticulture, I have mostly played this with strangers, but async and live. I've enjoyed a lot of my online plays, but I will say that its appeal has been limited by the fact that the factions and terrain locales (as the map is fixed) vary pretty greatly in power. There are ten races, but about 4-5 of them almost never get chosen in competitive 3-player games unless I'm the one doing it. However, I've still gotten a few dozen plays out of it pretty happily. If only my partner would be willing to give it a second chance...
yet all azuarc of all sorts are more or less capricious and unreliable - they live in the varying outer weather, and they inhale its fickleness