Windmill Valley Review
Another Euro from Board&Dice that’s not beige and dry? Really? You’re darn right, Dani Garcia – who brought us an equally colourful Barcelona last year (review here) – adds another title to the B&D library that’s dripping with bold colour. And like Barcelona, it’s another winner. Windmill Valley sends us a few hundred miles north of sunny Spain into The Netherlands, home of tulips, windmills, clogs, and bicycles. Stereotypes aside, in the late 19th Century of the game’s setting there were more than 9,000 windmills in the country. Nine thousand! You’ll be building the titular windmills, growing tulips, and having a good time while you’re at it.
Rondels in disguise
The first thing you’ll notice after you’ve punched out the million (that might be an exaggeration…) cardboard tulip tokens is the funky interlocking gear wheels. Each player has one, and both of the wheels have actions on them. On your turn you rotate the left wheel the required number of spaces (more on that later), which in turn rotates the right wheel. You pick one of the two actions – or sometimes both – now indicated on the board and do that thing.
Now, being the astute lover of rondels that I am, it didn’t escape my attention that what we’re dealing with here are actually two interlocking rondels. The difference between these and something like my beloved Hamburgum (read the review here) is that instead of moving a pawn around a rondel, we’re moving the rondel itself and letting a printed arrow take the place of the pawn. You might also notice that the spokes of the wheels are raised, leaving recessed segments between them. That’s because as the game goes on you’ll add action segments to the wheel to either boost or replace the pre-printed ones.
You might think it makes coming up with a strategy easy. Add complementary actions to opposite wheels, and every time they cycle around you end up with a supercharged turn. Not so, makker. The wheel on the left has six sections, while the one on the right only has five. Given that you’ll only get to rotate the bigger wheel four or five times at the most, those stars won’t align after their first meeting. It’s actually pretty tricky to figure out which two are going to meet a long way in advance, especially as you don’t know how many segments that wheel is going to turn when it comes to your turn.
Flooding the market
So what are you actually doing in the game with all of these actions? Your biggest priority is growing tulips. Ideally growing them in neat rows of matching colours, while making sure you don’t repeat the same colour in each column. In addition to getting points for complete rows and columns, you’ll also get VPs for tulips of certain colours if you manage to get their associated windmills out on the main board. This is where my ignorance of The Netherlands’ topology and history reared its head. It’s not a country famous for flour or bread, so why all the windmills?
If, like me, you didn’t already know, they needed those thousands of windmills to pump excess water from the lowlands. It’s a country that’s famously flat and close to sea level, which means flooding is, and always has been, a real concern. You can’t grow tulips in fields more akin to rice paddies. Before you take a turn you can optionally open the floodgates. The floodgate marker has three spaces, and the space it’s on dictates how far your action wheel turns. At the bottom it’s one segment, the middle is two, and the top is – you guessed it – three. Opening them costs money but rewards you with VPs and allows you to get the actions you want back in range more quickly.
It creates a really interesting tug-of-war between the players, especially when there are more than two players. One person might be desperately trying to get an action back in range, flooding the place with reckless abandon, while the others want to keep the gates closed so they can milk every action on the way around. The longer the gates are open, the more the flood marker moves along its track, and in a nice thematic callback, you can get rewards for using actions to lower it. Turns out all those windmills you’re building aren’t just to make an interesting skyline. Pump water out, get rewarded with money and/or VPs. Living the capitalist dream.
Networking opportunities
One of the things Windmill Valley does really nicely is the way it ties different game mechanisms together. Along with the rondelesque action selection, the bustling market area where you jostle for position and aim to get the most tulips or planting opportunities, there’s also the very pretty main section of the board. It represents adjoining fields of brightly coloured tulips, and at the junctions of each of the roads which separate the fields, there’s a space to build a windmill.
Each windmill that gets built has to be able to trace a path of previously built windmills back to the market in the middle of the board. They don’t have to be your own, but for every windmill that isn’t yours that your path traces, the owner gets a victory point, and they soon add up. As you venture further out from the market the building spaces get more expensive, but offer more rewards, as you take the actions and resources from the adjacent fields. This is all before we even take into account the helper cards which either slot into the top of your board to reward you with things like more powerful actions, or into the bottom to offer more end-of-game scoring opportunities.
Each little piece of the puzzle contributes towards a really tight, enjoyable game with a passive but ever-present level of player interaction. There’s no take-that. There’s no directly screwing someone over, but the consequences of one player’s choices for their own benefit can send out big ripples of annoyance to the others. I love it. I love it when something in a game throws grit in the gears of your plans and you’re forced to adapt, and never has that analogy been more apt.
There’s plenty of scope for mitigation, not least of which being the tool tokens which you can use to increase or decrease the number of steps your wheels move on your turn. Even if you don’t have any tools, you’re never forced to move further than you want to because you can just choose to close the gates for free at the beginning of your turn. In doing that, however, you open the gate – so to speak – for the following players to open it again and add more VPs to their tally.
Final thoughts
Windmill Valley is a really good game. Bang in the middle of medium-weight with enough going on to satisfy heavyweight nerds like me without causing brain burn in less-experienced players. The components are really nicely made and satisfying to play with, even if punching out 200 tiny tulips is a ballache. The rulebook is clear and concise, and the game itself is a doddle to teach. The player aids are great, and the appendix in the rulebook is ideal too. My biggest complaint about the stuff which comes in the box is the sheer size of it all. The board is huge and by the time you add a player board and a set of action wheels for each player, you’re not getting everyone around a 1m x 1m table.
I think Windmill Valley shines with three players. The level of competition around the windmill network is just right and the game doesn’t drag. It’s still very enjoyable with two and four, but I haven’t had the time to take the solo mode out for a spin. The passive interaction is great, and naturally I love the rondel nature of the action wheels. It reminds me of Parks (read my review here) actually in that respect. Racing to the next full rotation and progressing to the next calendar track section (equivalent to the end of the track in Parks) might get you the best rewards, but at what cost? How much will you regret skipping those actions?
My biggest worry for Windmill Valley is how well it finds its audience. I applaud Board&Dice for branching out and diversifying from the heavyweight browns of the T series of games, but I can’t help wondering who is going to choose a game about windmills and tulips. Hopefully, plenty of people do, because I think this is a great example of everything a modern Euro game should be. Clean design, clear rules, bright boards, and just the right amount of mental overhead. I don’t want it to slip between the cracks and get overlooked. After Arborea and Barcelona, Dani Garcia is doing some great things, and Windmill Valley is another fine example of what to expect from him.
Review copy kindly provided by Board&Dice. Thoughts and opinions are my own.
Windmill Valley (2024)
Design: Dani Garcia
Publisher: Board&Dice
Art: Pedro Codeço, Zbigniew Umgelter
Players: 1-4
Playing time: 60-90 mins