Walnut Grove

2011 · American West

Walnut Grove

Players build and run a frontier farm over eight years, expanding plots by placing land tiles and assigning workers to fields to gather resources. Each year is split into Spring (add one or two tiles), Summer (deploy workers to harvest), Fall (visit the city rondel to hire, sell, or build), and Winter (feed workers and provide heat). Tile placement shapes the size of land areas and thus resource yields, while the city functions as a single-worker rondel where moving past the midline costs coins. Players balance limited actions, scarce resources, and worker upkeep to improve their farm and score points at game end.

Players
1–4 best 4
Playing time
30–60 min
Age
10+
Complexity
2.5 / 5
5.5 on LudoyaFarmingWorker PlacementTile PlacementRondel

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Full stats in Ludoya
46
Plays logged
29
Players
31m 40s
Average play
6
In collections
6
On wishlists

5.5/10

from 5 Ludoya reviews

  • Evan4.6

    This is a short farming game, where each round you flip a disk that adds variation in each round of the game in terms of which color worker will need to eat extra cubes, how much wood you need to heat your house, what sale action gets bonus payouts and how many new tiles you get to add to your farm. The farming element is really fantastic. You add the tiles to the top of your board and then assign workers to them. Each field produces a number of matching cubes equal to it's size across multiple tiles. Of course, there are intense storing rules that can limit your harvests. Really, limitation is the name of the game here. You spend most of the game barely scraping by to survive without being inundated with unmet needs penalty tokens, and eventually you get to a place where you can get some victory points here or there. There's very low player interaction. There are some spaces on the town board that can get clogged by opponents, but it's minimal. I'd be happier with the game if it had a little more to it. As it stands it's not bad, and I'd play it every now and then maybe, when I wanted to suffer and barely scrape by in a game, but I don't see this ever becoming a mainstay, even in my love of difficult games that make you suffer. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::nostar::nostar::nostar: Raw enjoyment

  • Pahn7.2

    This is a pretty neat game. I appreciate that buying workers isn't always the best option, or even always a smart option. You have to make sure that your workers are going to produce more than they're going to cost you, and that you won't be gaining practically nothing from having them. The colorful game pieces are what initially drew me in, I'll admit, but the game is very worthwhile. A keeper. Note: the beginning of the game is broken for players 3 and 4. They’re stuck with all bad choices.

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