Seeland

2010 · Economic

Seeland

Players act as prosperous burghers in 17th-century Seeland, reclaiming land from the sea and developing polders with windmills and crops. On each turn players take tiles from a rondel-like market (seed types or windmills) and place them on the land area adjacent to their windmill pawns or to existing tiles. Placing windmills can flip hidden island tiles to reveal seeds or farms; farms grant coins and may allow an immediate extra turn. Surrounding a windmill scores points based on adjacent seed tiles — points require at least two seed types and gain a bonus if all three types appear. The game ends when one tile supply is depleted and final bonuses are scored to determine the winner.

Players
2–4 best 2
Playing time
45–60 min
Age
9+
Complexity
2.3 / 5
3.7 on LudoyaFarmingTile PlacementHexagon GridRondel

On Ludoya's tables

Full stats in Ludoya
8
Plays logged
9
Players
33m
Average play
7
In collections
1
On wishlists
1
Pre-ordered

3.7/10

from 5 Ludoya reviews

  • Evan2.5

    I last played this game in 2014. I liked it ok at the time, but wound up replacing it with other, similar games. A friend brought it by this week wanting to play it, so holding fond memories I gave it a go. I'm sad to say it really hasn't held up well. In this game, you have a tile selection wheel, and an area where the tiles will be placed. There are essentially two types of tiles. Windmills, and flowers. When a windmill is completely surrounded by 2 or more types of flowers, you sum the values of all tiles being considered and score those points. There's a little more to the game than that in that during the tile selection process you can spend money to jump over the next tile on the wheel, but you can't jump more than a few spaces ahead if one player hasn't jumped any spaces yet. There are also houses which when built next to give you an extra action coin. Ultimately though the process manages to be both mathy and dull. The game also comes with some mini expansions of varying degrees of quality. One lets you place a marker down when you score, and then whoever got the most points gets even more bonus points at the end. Very weak. Another, gives your windmills ever shifting target numbers of points you need to hit to get a bonus, and not be penalized. I liked this one, because it meant you might delay completion of a mill on a turn the target number of points is too high. Overall though, it's not enough to turn this ok game into something I'd be willing to play again. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :star::star::nostar::nostar::nostar: Raw enjoyment

  • Pahn5.9

    Cutthroat tile laying! Good times. Will probably not play dozens of times, but I'd be happy to get 6-10 plays out of it.

  • ursasmar6.5

    Only played the basic game so far. I have a feeling this rating will go up playing with some of the advanced rules.

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Game facts (players, playing time, age, credits) from BoardGameGeek.