Board games keep getting stranger, and I kind of love that. We’ve reached a point where games are no longer afraid to explore really odd themes, and sometimes those end up being the most memorable ones. Night Soil is definitely one of those games.
This time, instead of saving kingdoms or trading spices, players are managing sanitation companies in Tudor London between 1485 and 1603. Which basically means you spend the game moving human waste through crowded streets before modern plumbing existed. Not exactly the dream holiday destination.
What surprised me most is that the theme works. It’s weird, a little disgusting, occasionally funny, but also much deeper than I expected going in. Underneath all the mud, buckets, and overflowing neighbourhoods, there’s a very interactive strategy game where players constantly create problems for each other and then try to profit from cleaning them up.
👥 2-5 players, ages 14+
⌛ Playing time: 60-90 minutes
📝 Designer: Jon Moffat
🎨 Artwork: Jesse Gillespie
🏢 Publisher: Grail Games (review copy provided by IPA)

Gameplay Overview
A game of Night Soil is divided into four phases: day, evening, night, and morning. That sounds very structured on paper, but once the game gets going, things become surprisingly reactive.
During the day phase, players place workers around London to take actions. You can earn coins, hire new labourers, move around influence, adjust turn order, and interact with the different patron tracks connected to organisations across the city. The catch is that every worker placement also adds waste cubes to that neighbourhood. So every useful action creates a future problem. I liked that part because the game constantly reminds you that players are causing the mess themselves instead of simply cleaning up a static puzzle.
Neighbourhoods can only hold a limited number of cubes before they become full. Once that happens, movement through those areas becomes difficult or sometimes impossible, which means the board slowly tightens up over the round.
The evening phase mostly refreshes and updates the board. Large workers move around, empty neighbourhoods gain new cubes again, and overloaded districts receive coins, making them more attractive targets later. It is not the most exciting phase by itself, but it keeps pressure on the board and prevents the city from ever becoming too stable.
The real game happens during the night phase. This is where players use labourer cards to move cubes through London and eventually dump them into the Thames for income. Different labourers give different movement abilities. Some move groups together, others move individual cubes more flexibly, and some cards completely change how you approach a crowded area.
What I liked here is that cleaning a neighbourhood is only part of the challenge. If you empty an area that still contains workers or coins, you can place one of your tokens there. But you only get the rewards later if the neighbourhood stays clean long enough. And that almost never feels safe.
Someone can refill the area before your next turn, block the route you needed, or simply create enough problems nearby that your whole plan falls apart. There were multiple moments where we thought “okay, this turn is perfect,” and then thirty seconds later the entire plan collapsed.
Alongside all this, players also compete over patron tracks tied to groups like the Brewery, Labour Union, City Watch, Lamplighters, Sheriff, and Church. Depending on player count, not all of them appear in every game. These patron powers matter more than they first seem to. Labour Union letting players use up to two labourer actions per turn can become very useful. Sheriff changes tie situations completely. City Watch opens up movement options that can suddenly make certain routes much more valuable.
You never really feel safe holding a Patron track because ties immediately remove control, and one awkward turn can undo several rounds of setup. That instability becomes a huge part of the game once everyone at the table understands how important timing really is.
The morning phase is mostly scoring and cleanup. Players earn coins based on collected cubes, bonus rewards are handed out, labourers reset, and the next round begins. Simple in theory. Much messier once people start interfering with each other.


Artwork, Components, and Visual Design
Night Soil has a very specific look, and I think the game needed that. A theme like this could easily become overly silly or ugly in the wrong hands, but the presentation balances things surprisingly well.
The artwork leans heavily into Tudor London with muddy colours, old parchment styling, and slightly grimy illustrations that fit the setting without making the game unpleasant to look at. It feels historical, but still playful enough that the whole thing does not become too serious or overly theatrical.
The board itself is probably the first thing people will notice on the table. It is actually made from cloth, which immediately gives the game a different feel compared to most standard boards. The map shows London divided into neighbourhoods connected by narrow streets, and once cubes start spreading everywhere, the city genuinely begins to look overcrowded and uncomfortable, which fits the theme perfectly.
I also appreciated that the board remains readable even when things get messy. There is a lot happening visually, but the iconography stays fairly clear. That matters because the game already asks players to track quite a lot mentally, especially later in the round once movement restrictions and blocked neighbourhoods start piling up.
The wooden components help a lot too. Waste cubes spread across the city in a way that becomes both satisfying and mildly horrifying over time. The contrast between player pieces and cubes makes it easy enough to read the board state quickly, even later in the game when London starts looking completely doomed.
The labourer cards are probably my favourite part visually. The woodcut-inspired illustrations give the game personality without pushing too hard into comedy. Characters like Gong Farmers, Mudlarks, Debtors, and Grave Diggers all fit naturally into the setting. “Gong Farmer” still sounds like somebody’s unfortunate online username.
The cloth board and muddy colour palette really help sell the feeling of overcrowded Tudor London. Nothing about the production feels generic. Even when the board becomes cluttered with cubes and tokens, the whole thing still looks strangely inviting in its own dirty little way.


Our Experience
I can easily imagine Night Soil landing very differently depending on who is around the table. For us, the strongest part was simply watching the city slowly spiral out of control over the course of a round. Early turns feel manageable, then suddenly certain neighbourhoods become impossible to move through, players start blocking each other without even meaning to, and the whole board becomes this awkward puzzle everyone is trying to untangle at the same time.
That also means the game feels meaner than it first looks. Not directly aggressive, maybe, but annoying in the kind of way interactive eurogames often are. Because neighbourhoods refill so easily, players naturally end up ruining each other’s plans even when they are just trying to solve their own problems.
And because players usually cannot just pass when things look bad, everyone stays involved in the mess the whole time. With the right group, this becomes funny. The theme helps soften the frustration because sabotaging someone by strategically making London dirtier is ridiculous enough to make people laugh instead of getting angry. We had several moments where the table basically accepted that nobody was truly “cleaning” the city anymore. Everyone was just relocating problems toward each other.
But I do think this is also where some groups may struggle with the game. If your group prefers lower interaction games where everyone builds their own little engine, Night Soil may feel frustrating. Your plans are never fully protected here, and sometimes a strong position can disappear before your next turn arrives.
The night phase was easily the highlight for us. That is where the game starts feeling much more open and unpredictable. We had turns where somebody carefully cleaned a district, proudly leaned back in their chair for two seconds… and then immediately watched another player dump cubes straight back into it.
That delayed reward system is probably why the game produces so many situations where a great turn suddenly falls apart before you can actually benefit from it. Cleaning a neighbourhood too early can actually make it harder to hold onto later, especially if nearby districts are still crowded. More than once, we realised halfway through a turn that we had basically prepared the perfect opportunity for another player instead of ourselves.
At the same time, I think the game asks slightly more from players than the silly premise suggests. The individual rules are not extremely difficult, but there are lots of little details to remember. Full neighbourhoods block movement, royal areas hold fewer cubes, labourers work differently, ties remove control, overtime costs coins… it takes a game or two before everything starts feeling natural.
I also noticed the game became more enjoyable once players stopped trying to play politely. Early games felt cautious. Later games became much more entertaining once people started embracing the chaos and using the board against each other a little more. Which sounds terrible in real life, but works pretty well here.


Our Thoughts
A lot of games use unusual themes almost like decoration. Here, the theme genuinely shapes the entire experience. Waste cubes are not just resources or scoring markers. They are obstacles, opportunities, movement restrictions, timing tools, and sometimes basically leverage players use against each other. That makes the whole game feel built around the same idea instead of mechanics pasted onto a weird theme.
I also appreciated that the game does not feel overly polished in the modern eurogame sense. A lot of newer eurogames feel extremely smooth and controlled, almost afraid to let players disrupt each other too much. Night Soil goes in the opposite direction. It allows situations to become messy, inconvenient, and occasionally unfair feeling… but that roughness is also part of what gives the game character.
Strategically, the game feels far more tactical than engine-driven. You do improve your options over time through labourers, influence, and collected workers, but the board changes too often for fixed long-term plans to survive untouched. The best turns usually come from spotting opportunities in crowded districts instead of trying to force the same long-term plan every round.
I also ended up liking the overtime system more than expected. Paying coins to reuse labourers feels genuinely useful, but because coins are also your victory points, every overtime decision carries a small cost later. Using large workers or paying overtime can feel strong immediately, but both decisions also make the rest of the round harder in different ways.
The patron system also feels more important over time than it first appears. Early on it almost looks like a side objective, but after repeated plays it becomes clear how much those powers can shape strategies. None of these abilities exist in isolation either. Their value changes depending on board state, player count, and timing.
That said, I do not think the game will work for everyone. The theme alone is going to put some people off immediately. Beyond that, players who dislike adapting on the fly may find the experience exhausting after a while. The board state changes constantly, and sometimes your plans genuinely disappear before your next turn arrives.
I can also see some groups finding the night phase too long, especially with players prone to overthinking movement options. The game becomes much smoother once everyone understands the flow, but the first play can drag a little.
Days later, we were still talking about certain turns, blocked routes, and ridiculous situations that happened around the table. I think that says a lot about the kind of experience Night Soil creates. The game never tries to soften its interaction or hide its weird theme, and I think it is better because of that.
If your group likes tactical positioning, indirect conflict, route management, and games where the shared board matters more than your personal tableau, there is probably something here worth trying. Even if the theme sounds ridiculous at first, Night Soil ended up being much more engaging and rewarding than we expected going in.
Just maybe do not schedule dinner immediately afterwards.
📝 We received a copy of the game from IPA.















