| 2-4 Players | 30 minutes | Age 10+ |
You are European craftsmen during the Middle Ages who produce tools, barrels, glass windows, and many other goods. Only if you make clever use of your production chains will you have the most victory points at the end of the game.
The object of Oh My Goods! is to build buildings, hire assistants, and to produce goods.
About the Cards: The cards in Oh My Goods! are multi-purpose. Each one is primarily a building that costs gold and is worth victory points. However, each building also shows a resource on it.
Alternatively, each card can be placed face-down on a building to represent a production good; each of those goods is worth a specific amount of gold, as shown on the building that produced it.
Setup: Each player is given a charburner and 7 cards atop it, to represent 7 coal. He also gets a starting hand of 5 cards and a worker card.
Market: A round of play starts with each player discarding and drawing cards. At “sunrise”, the players see what resources are being offered in the market that day. Cards are flipped face-up until two cards showing suns are revealed. This represents approximately half of the resources that will be available that day.
The players then decide how they’re going to manage their day based on that limited information. Those resources will ultimately be used to power buildings, so the players need to select which of their buildings that they think they can operate. A player takes his worker and puts it under one building — which will clearly be the charburner on the first turn. He also decides if the worker will be sloppy (which makes it easier to produce) or efficient (which is more demanding but produces more).
Finally, they select a card from their hand and places it face-down as the building they might decide to build that turn.
At “sunset” More cards are flipped into the market until two more suns are shown.
Production & Building: Now each player, in turn, produces at the building that their worker is at. That building lists specific resources that are needed to get the building going. An efficient worker needs to provide all the resources, while a sloppy worker can skip one. If these resources are in the market, they can be freely used, but a player has to make up any deficits from the cards in his hand.
A building that has been activated in this way produces goods: one from a sloppy worker, two from an efficient worker. However, it also allows the building’s production chain to start up. This allows the player to place additional resources (or sometimes produced goods from other buildings) onto the building from his hand (or in the case of produced goods from other buildings).
Producing goods and refining goods like this is the may way to make money in the game. The coal in the charburner is worth just 1 gp, but a cow on a cattle raunch is worth 3 gp, and that cow could be chained into hides at a tannery worth 6 gp or meat at a butcher worth 7gp!
Building. Buildings cost money to build; if a player is earning, he might be able to sell some of his resources to build the building he earlier selected.
Alternatively, a player can purchase an assistant, which also requires having specific palettes of cards; the assistant can be used to run another building (but is less efficient and costs money to move).
Ending the Game: When a player has built eight building that round ends, then a final round of play occurs where every player gets to activate the production chain of every building, whether they activated the building itself or not.
Before this last round, each player’s series of buildings runs in slow motion, with things moving from one building to another in small little steps. But in that last round, resources and goods can go streaming through the buildings if the player built well.
I was introduced to this game by Val a regular at my FLGS, the first game I totally failed to pay attention to the rules until almost the end of the game, luckily I tied for the win. Since then I have played several times, and I can say this is a fun game. I have been told by others that over a few dozen plays this game looses some of its appeal, but I figure with how many games I have in regular rotation I don’t really need to worry about that for a few years.