Thoughts on random harvest order?
Posted: 20 October 2025, 19:45
I like most of mini-expansion 2. I like the harvest tokens creating more asymmetry and less first-player advantage. I like the idea of new islands (I suspect Mull might be too strong compared to other first column islands, but we'll see how that goes). But I don't see the fun in the random (and unknown in advance) harvest order.
In about 2/3 of games, you're getting more (and bigger) food faster than in a normal game. That's different, but I'm struggling to find anything productive to do with it. Maybe fourth-column double upgrades on turn 1 help with faster island tiling (fruit for Man seems genuinely interesting; fruit for Skye or cabbage for Man/Mull/Skye might be okay). I'm not convinced it's worth the time to upgrade cabbage after round 1, though, and most early islands don't use upgraded fruit well (Iceland and Greenland being likely exceptions since you likely don't have a whaling boat like you would for Lofoten; Man needs it turn 1 or not at all because of the mead bonus; maybe rushing a full Islay tiling is okay, but probably not; we don't talk about Outer Hebrides).
Artisan sheds might also be good (Hermit, Mason, Lumberjack, and maybe Hunting Lodge love cabbage), but the other pairings (Armory/Cowshed and Spinnery/Whaling Hut) don't really care. And since in a long game you can't pick your artisan shed and they seem to not be balanced around having lots of extra food at the start, now we're potentially just giving advantages to random people in a previously not-very-random game. (Maybe you should be able to pick your artisan shed even in a long game, ideally after seeing what turn 2's harvest is, and they just don't start built. This would shake up the gameplans a bit while removing the randomness.)
Early long house (round 1, even?) might be okay, with the added bonus of being robust to future consecutive non-harvests. Might need to eat the big food to rush the oil bonus, but that's fine. Problem is limited red food and money, so maybe you wait until round 2 (which is still earlier than normal). Stone houses are probably usually fine, but if the next round is non-harvest and food would be tight then food might get scary, since two rounds ahead is roughly a coinflip.
Not seeing other good ideas for early extra food here.
Occupation cards that trigger on harvest/non-harvest feel weird, but since you know the next round and that only one harvest/non-harvest can be skipped you've got a pretty good idea of short and long-term outcomes here. Miller/sower/etc might be stronger since it's easier to have leftover flax/grain. All of this seems probably fine.
But then there's the cases that feel bad:
1/7 of games start with harvest 1 into no harvest. This is less food than a normal game, fairly early on. You can somewhat mitigate this by not upgrading starting food (opening variety, I guess?) or rushing an island and/or artisan shed that gives lots of food (especially Isle of Man with the grain bonus). You could pick a harvest token that gives more food, but at this point you don't know harvest 2; there's a 3/7 chance you'll be drowning in food instead. Problem is round 3's harvest is a coinflip, so it's hard to know how much you want to invest in food production on round 1, and scrambling for food on round 2 might be hard (not first player on round 2, or Man was taken by opponent on round 1; artisan shed wants to be filled with food, which at this point just makes things worse). Generating the entire harvest order in advance would make this less bad, since at least then both players know exactly how bad things are going to be and can plan for it, but this still feels bad to play.
2/7 of games have no harvest on both rounds 2 and 3. You have no idea this is a problem when picking your harvest token, and the round 3 harvest coinflip continues to be a problem. Maybe there's value in round 2 cows or horses if no harvest on round 3 just so you can efficiently print food?
1/14 of games have both! (Meaning 5/14 of games have at least 1, and 9/14 look normal.)
So overall, this feels like 2/3 of games are basically normal (food is earlier, but mostly just sitting there until the non-harvests start hitting), and 1/3 of games feel painful (maybe this is the point, but then it should be more common?). I'm not seeing why I should like this. Am I missing something here?
In about 2/3 of games, you're getting more (and bigger) food faster than in a normal game. That's different, but I'm struggling to find anything productive to do with it. Maybe fourth-column double upgrades on turn 1 help with faster island tiling (fruit for Man seems genuinely interesting; fruit for Skye or cabbage for Man/Mull/Skye might be okay). I'm not convinced it's worth the time to upgrade cabbage after round 1, though, and most early islands don't use upgraded fruit well (Iceland and Greenland being likely exceptions since you likely don't have a whaling boat like you would for Lofoten; Man needs it turn 1 or not at all because of the mead bonus; maybe rushing a full Islay tiling is okay, but probably not; we don't talk about Outer Hebrides).
Artisan sheds might also be good (Hermit, Mason, Lumberjack, and maybe Hunting Lodge love cabbage), but the other pairings (Armory/Cowshed and Spinnery/Whaling Hut) don't really care. And since in a long game you can't pick your artisan shed and they seem to not be balanced around having lots of extra food at the start, now we're potentially just giving advantages to random people in a previously not-very-random game. (Maybe you should be able to pick your artisan shed even in a long game, ideally after seeing what turn 2's harvest is, and they just don't start built. This would shake up the gameplans a bit while removing the randomness.)
Early long house (round 1, even?) might be okay, with the added bonus of being robust to future consecutive non-harvests. Might need to eat the big food to rush the oil bonus, but that's fine. Problem is limited red food and money, so maybe you wait until round 2 (which is still earlier than normal). Stone houses are probably usually fine, but if the next round is non-harvest and food would be tight then food might get scary, since two rounds ahead is roughly a coinflip.
Not seeing other good ideas for early extra food here.
Occupation cards that trigger on harvest/non-harvest feel weird, but since you know the next round and that only one harvest/non-harvest can be skipped you've got a pretty good idea of short and long-term outcomes here. Miller/sower/etc might be stronger since it's easier to have leftover flax/grain. All of this seems probably fine.
But then there's the cases that feel bad:
1/7 of games start with harvest 1 into no harvest. This is less food than a normal game, fairly early on. You can somewhat mitigate this by not upgrading starting food (opening variety, I guess?) or rushing an island and/or artisan shed that gives lots of food (especially Isle of Man with the grain bonus). You could pick a harvest token that gives more food, but at this point you don't know harvest 2; there's a 3/7 chance you'll be drowning in food instead. Problem is round 3's harvest is a coinflip, so it's hard to know how much you want to invest in food production on round 1, and scrambling for food on round 2 might be hard (not first player on round 2, or Man was taken by opponent on round 1; artisan shed wants to be filled with food, which at this point just makes things worse). Generating the entire harvest order in advance would make this less bad, since at least then both players know exactly how bad things are going to be and can plan for it, but this still feels bad to play.
2/7 of games have no harvest on both rounds 2 and 3. You have no idea this is a problem when picking your harvest token, and the round 3 harvest coinflip continues to be a problem. Maybe there's value in round 2 cows or horses if no harvest on round 3 just so you can efficiently print food?
1/14 of games have both! (Meaning 5/14 of games have at least 1, and 9/14 look normal.)
So overall, this feels like 2/3 of games are basically normal (food is earlier, but mostly just sitting there until the non-harvests start hitting), and 1/3 of games feel painful (maybe this is the point, but then it should be more common?). I'm not seeing why I should like this. Am I missing something here?