
Component Focus
Terrain Tiles
Grouped hex terrain tiles shape expansion paths and unlock raw production opportunities.
Placeholder art notice: Some visuals are AI-generated stand-ins meant to communicate overall tone during active development.






Fields & Foundations
Build toward the commons. Compete for its rewards. A strategic village-building game of shared production, quiet negotiation, and carefully timed ambition.
The Game
In Thorganby, players expand their estates by activating shared production spaces in the village commons. Cooperation may be necessary — but ambition always runs deeper.
2–6
Players
60–90
Minutes
Medium
Weight
14+
Age

Components
(Prototype Edition)
A quick look at core component groups used in early playtests. These are placeholders for now and will be replaced with production photography.

Component Focus
Grouped hex terrain tiles shape expansion paths and unlock raw production opportunities.

Component Focus
Single and double-hex buildings drive your production chain from raw to advanced goods.

Component Focus
Logs, planks, grain, flour, metals, and other materials move through transport and refinement.

Component Focus
Workers are secretly assigned and then revealed, fueling both competition and cooperation.

Component Focus
Screens support hidden planning, negotiations, and bluffing before simultaneous reveal.
Rulebook
Each player begins with a small settlement and expands by placing terrain and building tiles, growing their population through housing, and developing production chains — all while deciding when to build at home versus leveraging shared infrastructure in the common area.

Core Objective
Finish with the most victory points from home buildings, houses, and valuable goods stored in village storage.
Core Tension
Build a productive home settlement while deciding when to rely on shared infrastructure in the common area.
Turn Flow
Draw and place a tile, secretly assign workers, reveal simultaneously, commit allocations clockwise, then resolve production and transport.
Scoring Rule
Home buildings (1 VP), houses (2 VP), and stored goods (0–2 VP by tier) score — plus bonuses for variety and full storage.



Follow the Process
Want to help shape the game? Start here: find the listing, try it online, follow development updates, and subscribe for major milestones.
This is the WIP thread for Thorganby — check in for development updates, leave comments, and join the conversation as the game evolves.
Visit BGG ThreadJump into online sessions, test strategies quickly, and help identify balance issues.
Open BGASee designer notes, component previews, and playtest stories as they are posted.
Follow on InstagramGet occasional email updates when new builds, rules drafts, and playtest calls go live.

Designer Notes
Thorganby is designed by Edwin Plaskitt, a lifelong board game enthusiast and avid collector with a particular love for thoughtful eurogames and richly thematic worlds. Inspired by the satisfaction of building interconnected systems and watching small decisions ripple into larger outcomes, Edwin set out to create a game that blends strategic depth with a sense of place and discovery.
The world of Thorganby draws on rural landscapes, medieval industry, and the quiet drama of communities growing from the land around them. Its visual style reflects weathered materials, hand-crafted tools, and the organic patterns of fields, forests, and rivers - evoking a village that feels both grounded in history and alive with possibility.
At its heart, Thorganby is about building something greater than the sum of its parts: a living settlement shaped by cooperation, competition, and the choices of the people within it.
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