
2011 · Medieval
Village
Players control families in a rural community, sending villagers to work, travel, join the church, hold office, craft goods, or otherwise pursue careers and status. On a turn a player takes a cube from one of several board zones and performs that zone’s action; locations include market, travel, crafting, church, and council, each offering multiple specific options and rewards. Cubes of different colors drive available actions while black cubes act as curses. Time advances and villagers die, with some becoming recorded in the village chronicle for long-term glory and others consigned to the graveyard. Rounds end when all cubes are gone; the game ends when the chronicle or graveyard fills, and scoring mixes short- and long-term objectives.
- Players
- 2–4 best 3
- Playing time
- 60–90 min
- Age
- 12+
- Complexity
- 3.1 / 5
About the game
- Design
- Publisher
Expansions
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 368
- Plays logged
- 409
- Players
- 1h 46m
- Average play
- 141
- In collections
- 17
- On wishlists
7.6/10
from 94 Ludoya reviews
Carlos7.2 Little bit unbalanced actions. Travelling doesn't seem to be great.
No plays logged
- Base -
First impressions · 1 play
Dragonshiq8.0 Included in "Village: Big Box" (2023)
First impressions · 1 play
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can I take a cube from an action space and just keep the cube without doing the action?
Yes — you may take a cube and choose not to perform that space's action, except that a market day must be held when the market action is taken (you may still opt to only take the cube). (page 5)
What exactly happens when I take a plague (black) cube?
Return the plague cube immediately to the supply and lose 2 time (move your life-time track marker forward 2 spaces); you may then perform the action of that space if you wish. (pages 4–5)
When my time marker passes the bridge, which family member dies and when do I decide?
When your marker passes the bridge one of your oldest family members (the lowest number) dies at the end of your turn (you pick which among the tied lowest numbers); exception: if you pass the bridge during a market day you must choose immediately. Family members still in the black bag cannot die. (pages 5, 10–11)
Do I have to place a family member on a craft building to get its good, or can I pay instead?
You have two options: train/place a family member (paying the training and production time) to produce the good, or acquire the good instantly by returning the specified influence cubes (or grain for the stables) to the supply without placing a worker; the mill is handled differently (coins for grain/time). (page 6)
Is a market day optional, and what do I pay to serve customers if I wasn’t the one who triggered it?
A market day is mandatory when triggered; the triggering player may serve one available customer without the extra cost, but other players (and any subsequent sales by any player) must also pay 1 green influence cube and 1 time for each sale they make during that market day. (page 7)
Similar games
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.
































