Oddland is a map-building game where everyone slowly creates one shared landscape and tries to sneak their own strange creatures into the best spots. You place cards with bits of forest, water, mountains and shoreline, and these form little territories that the creatures care about in different ways. Every species scores in its own way, so it becomes this mix of shaping the map and looking for the one place that actually works for the creature in your hand. It looks light at first, but honestly, it turns into a bit of a spatial push and pull. If you enjoy quiet puzzles that suddenly become a bit competitive when someone takes “your” perfect space, Oddland fits that kind of play really well.
👥 1-5 players, ages 11+
⌛ Playing time: 30 minutes
📝 Designer: Dan Schumacher
🎨 Artwork: Cam Kendell
🏢 Publisher: Allplay (review copy provided)



Gameplay overview
Each map card shows four terrain spaces. When cards touch on matching terrain, you get a territory. Some creatures like bigger territories, others care about neighbours or diagonals or whatever shape they think is important. The species cards explain all of it and every card has an A and B side, so you can make the game gentler or a bit sharper.
A turn is simple. Play a card so at least one edge touches the map. You can cover up to two empty spaces, but never a creature. Then place one of your own tokens on one of the four spaces of the card you just added. You cannot put your token into a territory that already contains any token, no matter the owner. If you cannot legally place the token, you need to move your card until it works. After that, you draw a card so you’re back to two.
Territories grow only through orthogonal connections, but some creatures score based on diagonals or surroundings. Surroundings include the space the creature is standing on. The game ends once everyone has placed all their creatures.


Artwork, components, and visual design
Oddland has a colourful, slightly whimsical look without feeling sugary. The terrain is bright and easy to read, and once a few cards hit the table you get this patchwork map that actually looks charming. The wooden standees for the creatures are fun and they have enough presence that you notice them right away. Each species has its own shape and colour, so the play area stays readable even when it fills up.
The oversized species cards are clear, which helps since you will check them often. The player aids are straightforward and basically tell you everything you need during play. The scoreboard is a simple dry-erase sheet with icons for each species. Nothing fancy, but it does the job. In short, the components look nice on the table without pretending to be something grand.


Our experience
For us, Oddland was easy to pick up because the basic idea is familiar. Place a card, grow a territory, put down a creature. But once we realised we only get seven creatures for the entire game, things suddenly became more tense. Each placement feels a bit like a tiny decision puzzle. You want to wait for the perfect spot, but letting others shape the map for too long can backfire.
The shared map makes the game fairly interactive. You are not attacking anyone, but some placements clearly help or block someone. To be fair, that is half the fun. With more players, the map gets messy and plans shift constantly. With two players, it feels more spacious and you can actually plan ahead a little more.
The card draw is only two cards, which sometimes means you get exactly what you need and sometimes you just stare at your options thinking “well… this is going to be interesting”. Late in the game, the placement rule that forbids putting a creature into a territory that already has one becomes pretty tight. You can corner yourself quite easily if you’re not careful.
The overall experience for us was a calm puzzle with occasional moments of friendly sabotage. It plays out in a relaxed way, with everyone nudging the puzzle forward bit by bit.


Our thoughts
Oddland feels like a good fit for people who enjoy spatial puzzles and shared maps without too many layers on top. It reminded us a little of Carcassonne and Cascadia, but it is not trying to replace either. It just offers its own mix of territory decisions and small scoring puzzles. The A and B sides help you adjust the level of thinking required, which is a nice feature.
The open information means everyone can see which placement helps whom. So yes, sometimes the table will discuss whether a move hands someone six points. Depending on your group, that is either fun or mildly annoying. Since every creature scores differently, there is a bit to keep track of, though after one game it becomes easier.
To be completely honest, the hand limit of two cards and the strict placement rule can feel restrictive. Some players will enjoy that tightness, others might find it frustrating. It definitely keeps the game from dragging, though. And because the map is shared, the experience depends a lot on the players around the table. Some groups will create neat winding territories, others will accidentally carve the landscape into strange little pockets.
Oddland keeps the strategy trimmed to the essentials. It is a small, thoughtful tile layer with a colourful table presence and a mix of nice moments and small annoyances, and that is perfectly fine. If you enjoy games where you gently interfere with each other while figuring out your own little scoring ideas, this one might be worth a look.
📝 We played Oddland together with the Big and the Bold expansion and the upgraded wooden pieces, all of which were provided to us. The expansion adds two extra creatures and a bit more variety, and the wooden meeples simply make the table look nicer. Both the base game and the extras are available on the Allplay site if you’re curious.





