Worker placement is about using a limited number of tokens, often little people-shaped pieces better know as Meeples, to claim actions before others do. Once a space is taken, it’s blocked for the round, which makes timing and planning matter more than luck. To be fair, it can feel tight or frustrating when someone grabs the spot you needed, but that tension is what makes the whole thing click.
Some examples of worker placement are Atlantis Exodus, Tea Garden and Inori.

Loyalty: Rome – Where Did All My Messengers Go?
Keeping the gods happy was rather important in ancient Rome. In Loyalty: Rome, you’re one of several senators trying to maintain the Pax Deorum, the peace between Rome and its gods. Of course, you’re also trying to become more prestigious…
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Opera Magna – Maybe We Should Build the Cathedral
Building a cathedral is complicated. You need marble, wood, metal, glass, skilled workers and, apparently, a very good supply chain. Opera Magna takes us to Renaissance Florence, where each player runs a workshop helping with the construction of the Cathedral…
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Níjar – Making Pots Is the Easy Part
Níjar takes us to southern Spain in the 1920s, to the small Andalusian town that gives the game its name. Long before tourism became important to the region, Níjar was known for crafts such as pottery, esparto and jarapas, the…
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Countryside – Four Workers and Too Many Farm Plans
A small patch of land slowly turns into a proper countryside. A field appears, then a garden, perhaps a barn, and before long there are fruit trees, animals, crops, and people all trying to be useful at the same time.…
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Wondrous Creatures: Winterfall – A Season of Change
The island of Starbeak was first discovered when explorers followed a strange bird with a glowing beak through the sea mist. On the other side, they found a mysterious island full of unusual creatures, hidden habitats, and enough weird wildlife…
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Luthier – Building More Than Instruments
When I first saw Luthier on the table, it was difficult to know where to look first. Instruments, patrons, performers, workshops, an orchestra running across the centre of the board… there is a lot going on. Underneath all of that,…
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Wine & Cheese – Balancing Production in Burgundy
In Wine & Cheese, two farmsteads in Burgundy are trying to make the best wine and cheese over two years. The setting sounds calm: vineyards, pastures, cellars, little workers moving through the seasons. You could almost imagine a peaceful afternoon…
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Threaded – Building Patterns Without Losing the Thread
When we first put Threaded on the table, I expected something softer and more relaxed. The artwork screams cosy crafting game. Bright colours, woven patterns, little yarn cubes everywhere… it looks like the kind of game where everyone sits around…
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Underwater Cities: Data Era – Not A Big Change, But A Noticeable One
So… remember when building cities under the sea already felt like a lot to manage? Yeah, now we’re adding data to that mix. In Underwater Cities, humanity has already moved below the surface, building these connected networks of domes, tunnels,…
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Viticulture: Bordeaux Expansion – A New Board, A New Perspective
In Viticulture, you’re running a vineyard. You plant vines, harvest grapes, make wine, and try to build something that actually works over time. The game follows the seasons, and that structure is really what makes it stick. Spring is planning,…
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