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Hamlet: the village building game review

Hamlet board game logo over the games box art

There is something rather satisfying about building a little village from scratch. A farm appears, followed by a quarry, a lumbermill and perhaps a market. Roads begin connecting the buildings, workers move between them, and before long what started as a handful of structures becomes a functioning settlement. It is a familiar premise in board gaming, but Hamlet: The Village Building Game has an interesting way of approaching it.

Designed by David Chircop and published by Mighty Boards, Hamlet is a competitive economic and tile-placement game for 1-4 players. Everyone works towards developing the same village, producing resources, constructing buildings and eventually completing the Church that transforms the hamlet into a proper town. The player who contributes the most to this transformation wins.

That last part is important. You are building together, but you are certainly not working towards a shared victory. Every new building creates opportunities for everyone, every road becomes part of a common network, and the resources you produce can be used by your opponents. It is a wonderfully awkward arrangement: you want the village to prosper, but preferably with your name attached to most of its achievements.

One Village, No Personal Property

The first thing that makes Hamlet stand out is its central board. There isn't a fixed grid or a collection of individual player boards. Instead, the village grows organically as players draw building tiles and place them alongside existing structures.

These tiles have irregular shapes and different edge segments representing roads, forests and mountains. Their placement matters because buildings need to connect appropriately, and the roads determine how workers can move around the settlement. The resulting village is different every time, with its own layout and logistical problems.

You begin with a small collection of buildings, including a Woodcutter, Quarry, Farm, Market and Town Hall. These provide the foundations of the economy. As the game progresses, additional building types become available, expanding the range of resources you can produce, refine and trade.

The Church sits at the centre of the village and serves as the game's eventual finishing point. Players make deliveries of required resources to complete its construction, and once all the delivery slots are filled, the game ends after everyone has had an equal number of turns.

It is a clever thematic structure. The village is simply growing towards a shared landmark. Every delivery brings the settlement closer to becoming a town, while simultaneously rewarding the player who made it.

A Small Economy With a Lot Going On

The economic engine is where Hamlet begins to reveal its personality.

Resources start in their raw form: Wood, Stone and Wheat. These can be produced at the appropriate buildings and then transported to refineries, where they become Timber, Brick, Flour and Milk. Refined resources are more valuable, and players who produce them can receive rewards when someone uses them.

That last detail is particularly interesting.

Buildings and resources in the village are generally shared. If another player uses a building you constructed, they can benefit from its action. If they consume a refined resource that you produced, you receive the associated reward. The economy therefore becomes a network of opportunities rather than a collection of private engines.

This creates a fascinating relationship between investment and exploitation. You might spend several turns establishing a refinery and producing refined Timber, only for another player to use it to construct a building. Ordinarily, that could feel like someone benefiting from your hard work. Here, however, you receive a reward when your refined material is consumed.

The challenge is figuring out how much to invest in the shared economy and where you can gain an advantage from it.

There are also High-Quality resources, which provide enhanced rewards when consumed. These become available through certain milestones and awards, adding another layer to the economic puzzle. Producing them can make you an attractive supplier, although you still need to ensure that the resources actually find their way into useful actions.

The economy is not particularly complicated in isolation. Its appeal comes from how the different pieces interact. A new building might make an existing resource more valuable, while a refinery can suddenly turn a previously unimportant raw material into something everyone wants.

Getting Your Donkeys in a Row

If the economy provides the ingredients, transportation is what makes everything work.

Workers in Hamlet come in two varieties: Villagers and Donkeys. Villagers activate buildings, construct new structures and build roads. Donkeys, meanwhile, help transport resources across the village.

Villagers can move along connected roads to reach buildings, while resources can generally travel only one connected space at a time. Donkeys extend that transportation network, allowing materials to move further towards the building where they are needed.

This is where the irregular tile placement becomes more than an aesthetic feature. A village might have all the right buildings and resources, but if they are poorly connected, actually getting materials from one location to another can become a problem.

You may find yourself constructing a building in an attractive location, only to realise that it is inconveniently positioned for your existing transport network. Perhaps a road needs to be added, or another donkey needs to be hired and positioned strategically.

It is a small logistical puzzle that develops throughout the game. The village is a shared space, but your own workers and donkeys determine how efficiently you can use it.

I particularly like how the transportation system makes roads meaningful. In many tile-placement games, roads are simply visual connections or scoring opportunities. Here, they are essential infrastructure. A well-connected village is a productive village, and players who understand how to build an efficient network can gain a considerable advantage.

There is a downside, though. The movement and transportation rules require a little concentration, particularly when several donkeys are involved. You need to understand which materials can move, how far they can travel and whether the required resources can reach the building where your Villager is working.

It is intuitive once everything clicks, but the first game can involve a fair amount of checking the rules.

Everyone Wants Something from the Village

The player interaction in Hamlet is one of its strongest features, although it is also the source of some of its most interesting frustrations.

Because buildings are shared, players constantly create opportunities for one another. You might construct a building that gives everyone access to a useful resource, only to watch another player use it before you get the chance. Similarly, someone else's refinery might provide exactly what you need, allowing you to progress without having invested anything in its construction.

There is an economic interdependence here that feels quite different from the usual worker-placement experience.

The competition is also driven by milestones and awards. Milestones reward players for being the first to achieve particular objectives, while awards recognise the player who performs best in certain categories by the end of the game. These provide incentives to pursue different strategies rather than concentrating exclusively on Church deliveries.

Selling resources at the Market is another route to points and money. Players can fulfil available market orders, with the rewards changing as the game progresses. This creates a useful alternative when the Church deliveries aren't particularly attractive or when you need to generate some cash.

The Town Hall allows players to purchase new building blueprints and hire additional workers. Buildings are drawn from a shared display, with the more expensive options requiring a payment. This creates another small race for attractive opportunities.

All of these systems feed into the same central competition. You are looking for ways to earn points, improve your logistical network and establish an economic position that other players cannot easily ignore.

The interaction isn't particularly aggressive, but it is constant. You are always aware that another player might use a building you need, take a blueprint you wanted or complete a delivery before you can get there.

The Church Is Finally Finished

The Church is more than a thematic centrepiece. It determines the pace of the game.

Players contribute resources to its construction by completing deliveries, with each delivery requiring a particular combination of materials. The rewards vary, so there is a decision to be made about which deliveries are worth pursuing.

Completing the Church also triggers the endgame. This creates an interesting tension between scoring and controlling the pace of the game. If you are comfortably ahead, you might want to accelerate construction and bring the game to an end. If you are trailing, you may prefer to pursue other scoring opportunities and keep the village developing for a little longer.

The fact that the game ends after the current round ensures everyone gets the same number of turns, but the timing still matters. A player who has built a strong delivery network can potentially bring the game to a close before others have fully developed their engines.

This is one of the more satisfying aspects of Hamlet. The end condition isn't simply an arbitrary number of rounds or points. It emerges from the players' collective activity, and the person who pushes the Church towards completion may not necessarily be the person who benefits most from doing so.

A Village Worth Visiting Again?

The modular village layout gives Hamlet a decent amount of replayability. Different building placements create different logistical challenges, and the available blueprints, market orders, milestones and awards encourage players to adapt their plans.

The game also includes a solo mode, which provides an alternative way to explore the economic and transportation systems without competing against other players. It is a welcome addition, particularly for a game whose central puzzle can be enjoyable even without the negotiation and opportunism of multiplayer sessions.

However, the game does have a learning curve. The individual actions are relatively straightforward, but understanding how to use them efficiently takes time. New players can easily spend several turns producing resources without appreciating how important transportation, refining and the shared economy are to their overall strategy.

There is also a degree of fiddliness. The village can become quite busy, and keeping track of workers, donkeys, materials, roads and available building actions requires attention. The physical layout is attractive, but it can become difficult to read once the settlement grows.

The shared nature of the village can also create situations where a player benefits disproportionately from someone else's investment. This is part of the game's identity, but it won't appeal to everyone. If you prefer games where your engine is entirely your own, Hamlet can occasionally feel like you're doing the groundwork while someone else enjoys the finished product.

For me, though, that shared economy is precisely what makes the game interesting. It gives every construction decision consequences beyond your own turn and makes the village feel like a genuinely interconnected place.

Final Thoughts

Hamlet: The Village Building Game is a clever economic puzzle wrapped in a charming village-building theme. Its strongest idea is the shared settlement, where players construct buildings that everyone can use, develop resources that others can consume and build roads that become part of a common network.

The combination of tile placement, resource production, refining and transportation gives the game a distinctive identity. There is a satisfying sense of watching the village evolve, and the Church provides a natural endpoint that connects the players' individual contributions.

It isn't without its problems. The rules take a little time to absorb, the growing village can become fiddly, and the shared economy occasionally rewards players who have invested less than their opponents. The strategic possibilities also take a few plays to appreciate, particularly if you initially approach the game as a straightforward worker-placement experience.

But once the systems start working together, Hamlet becomes a rewarding exercise in economic planning and logistical efficiency. It is particularly appealing to players who enjoy building networks, finding value in shared infrastructure and adapting their plans to a changing board.

You might not own the village, but you can certainly make sure it owes you money. 

Zatu Review Summary

Hamlet

Hamlet

£49.99

Zatu Score

72%

Rating

Artwork
star star star star star
Complexity
star star star star star
Replayability
star star star star star
Interaction
star star star star star
Component Quality
star star star star star
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