Review – Oh My Goods!

Posted on by Jesta

A Hand Management, Push your Luck game.

Title: Oh My Goods!

Year Published: 2015

Designer: Alexander Pfister

Publisher: Lookout Games

Players: 2-4

Game Time: ~30 minutes

Set-up Time: ~3 minutes

Ages: 10+

Theme: Medieval

Mechanic: Action Programming, Hand Management, Press Your Luck, Set Collection

How to win: Score the most points by building buildings, creating resources and hiring assistants.

Game Description

Players 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.

Set Up

Give each player a random Charburner and a Worker, remove the rest from the game. Each player also gets 5 cards into their hand and 7 cards face down on their Charburner.

The value of a Good is shown on the Building card. In the case of your starting setup, the Charburner has 7 Goods on it each worth 1 Gold. This is the ‘Money’ you will use throughout the game.

The Brick Manufacture makes bricks worth 2 and the Glassmaker makes glass worth 4.

Add a number of random assistants face up on the table depending on the player count, remove the rest from the game.

Select a random Start Player.

Before game play, a little look at the goods cards. Each can can be used for 3 things…

  • The middle of the card shows it’s resource, used if in your hand.
  • The main part of the card shows a building, used when in your personal tableau.
  • The back of the card shows it’s being used as a Good when face down on a building.

Game Play

A round is played over 4 phases: New Cards, Sunrise, Sunset, Production and Building.

New Cards
Here there are have 2 options: Draw 2 cards or Discard their entire hand, draw that many cards, then draw 2 more cards. Either way, a player will gain 2 cards this phase.

The active player turns over cards into the market until 2 half suns are visible.

Players simultaneously choose which building will produce this round by placing their worker under the building either Efficiently or Sloppily. ‘Efficiently’ means a player needs all of the required resources on a building to produce and it produces twice. ‘Sloppily’ means it needs one less resource but only produces once.

A building can only have 1 Worker and it can freely move around each turn. Assistants can also move but a payment of 2 coins is required to move it to a different building.

At this point players can place a building card from their hand face down, this is to show this is the building they will be hoping to build this turn.

The active player flips over cards into a second row until there are two half sun cards, the same as the sunrise.

Then in turn order players will Produce, then Build or Hire an Assistant.

To Produce, compare the production buildings requirement with cards in the market. Cards can also be discarded from a players hand to make up the rest of the required resources. Add 1 or 2 resources to the building depending if it produced efficiently or sloppily.

The Charburner requires 2 Wheat and 1 Food to Produce. The cards available have the Wood and 1 of the Wheat, so the player discards a Wheat from their hand to make up the difference.

As long as at least one good is produced, the player can discard matching cards to chain extra production. If a Production chain has 2 resources, you must discard both to be able to produce.

The Charburner also requires 1 Wood to Chain production. The player discards 2 Wood cards to produce 2 more times.

To build, they pay the cost of the building set aside by discarding goods. If built successfully, it’s added to the tableau. If it fails, it’s just returned to the players hand.

The Goods on the Charburner are worth one each, the Building needs 3 to build. So discard 3 Goods from the Charburner to pay for the new building.

Instead of building, a player may may hire 1 assistant if they meet the criteria by paying the cost. This is where turn order is important as multiple players may meet this criteria in the same turn. The assistant is placed at a players building immediately.

The Assistant wants 2 Yellow buildings, the player has that so they can claim the Assistant as their own.

Now, discard all of the cards in the market and the next player is start player.

Game End

When a player has 8 buildings, including their starting Charburner the game ends at the end of the next round.

Players score…

  • Points for the value of their Buildings
  • Points for the value of their Assistants
  • 1 VP per 5 gold coins worth of Goods (Remove these Goods from the Buildings, Use one card per point to track scoring)

The player with the most points wins with ties broken by the player who has the most coins left after buying victory points.

Round Up

There are only 110 cards in this tiny little box but I would still class it as a Medium to Light Euro. There’s more than just hand management and guesswork…

You’re trying to Produce as much as possible on each turn to get money to build buildings. Buildings get you assistants which in turn up your production… But it’s not easy.

The randomness of the Goods in the market, the value/colour of the buildings you draw and the requirements of the Assistants won’t make it an easy process.

The best player at doing this will win though, so it’s not overly random.


Lots of game in a tiny box.

I give it 6/10

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