As a worker placement game, there’s a lot to like:
- More workers is not necessarily the path to victory. Each turn you get income, but more workers means less money. And money is difficult to get.
- The ‘time’ mechanism. Your headcount provides time markers (‘workers’ in most games). Some spaces require one time to use, others take two, three or even four. Some actions also cost money or information (the two currencies). You juggle worker placement with an economy of resources. Interesting.
- The selling mechanism reminds me of Automania. It’s not simultaneous, but the first worker gets to pick a price, then the next worker gets to set a price. The price slots are fixed, it’s not totally free form. Turn order breaks ties for same price. Cute subsystem.
- I also liked the turn order mechanism (“popularity”).
The game kept my interest. The fact I lost horribly helped.
However, Ground Floor may not hold up well in repeated plays.
Each player starts with a different ability/upgrade, which helps. But the building advancements (the “floors”) show up at fixed times (4th and 7th turns) and as a chunk. In other words, it would be like playing Caylus with the tiles always built in the same order.
I’m not likely to play this enough for that to matter, but it might make plays (after the first few) feel a bit same-y. Still, I’ll play this a few more times.
Rating — Suggest (for now).