Turn the lights down low and pull up a chair. I have prepared for you this chilling tale for Halloween; do not read it if you are faint-hearted for in it is a horror of which many cannot bring themselves to speak...

The Journey


The battering rain sluiced from his windscreen as the wipers danced. James knew nothing of his Father's mind these days, but it was important. How often had he invited him in the past? How often had it been Monopoly or Cluedo? The trouble was he still thought of James as that small child, playing in front of the hearth with his small friends at Ludo or Snakes & Ladders.

"It's all his fault." James continued to remind himself of father's departure all those years ago, and how he needed something to fill the void. Playing games had helped a lot; the sociability of role-play, the conflict of wargames and now as a man the challenge of the modern boardgame.

The call had come earlier in the week, out of the blue after all these years. "I know how much you like to play games Son; I thought you might like to come around and join our little, erm, group for the evening."

"But Father, it's been so long. I haven't seen you in years."

"I thought this would be the best way to break bread together; over a game I know you will like. I took a leaf from your book some time ago and we've been getting together weekly ever since. You remember Timothy and Freda?"

"The woman you had the affair with!"

"Water under the bridge, Son; let's let bygones be bygones hey?"

"What does Tim think?"

"Tim has changed. The game; it changed him."

James had been left intrigued; enough to accept his father's invitation. What kind of game could change a man? Or at least what sort of game had eliminated the hatred he saw in Timothy's eyes all those years ago when Father's intimate games had been discovered? Although he was younger he remembered vividly.

"We were just about to start a game of Draughts, Timmy" he had overheard her say, "but we're quite happy to join you in a game of Ker-Plunk." Both Timothy and James could see her copy of Mastermind peeking out of the bag and both knew something more than a quiet game of Draughts had been going on. Even at his small age, James knew men just didn't play that sort of game with women - especially other men's wives.

There were sprays and thumps beneath his car as turned up the dark, lightless country lane. "Why on Earth did Father move so far from town?" It wouldn't be long now and he would be able to rest a little, to relax over a game and in all hope to put aside his grievances. As he meandered through the wooded grounds something flashed past the front of his car. He kicked at the brakes. His tyres lost their hold. His car twisted like an Age of Steam link, and froze. The stag leapt frightened into the treeline. Composing himself, he started up the car and drove cautiously into the blackness.

He reached the old cottage, his father's home. The place was almost in darkness; just one window was illuminated. He pulled the old bell cord, and a moment later heard a tinkle somewhere inside. The door creaked open; he was greeted by a stooped, drooling figure holding a candle. The face looked somewhat familiar, but this haggard beast was certainly nobody he knew. It spoke;

"This waaay. They're waaaiting." James followed it's hump through the door and into the poorly lit passage. A door opened before them, creaking like the door of an ancient crypt. He followed into a well-lit room and there, at the table, was Father.

"Who is this?" James indicated the thing that had led him in.

"You've met Timothy, I know the game's changed him but surely you recognised him," the woman sat opposite father stated. It was her. James suppressed his pang of hatred.

"Hello Freda, how are you?" He wasn't really interested and she could tell - or she didn't care. James took the third seat while his father shuffled a deck. The door creaked shut behind; with Timothy out of the room it was time to ask them. "What game could possibly change a man into something so - hideous?"

Father finished shuffling, "This one of course; you draw one and play one. Keepers have green edges and go in front of you. Goals are pink and go here, replacing any current goal. New rules have yellow edges and are placed here..."

His chair crashed against the wall behind. The sweat started to pour. His scream was choked in his throat as he ran for the door. The door would not move. His father's eyes darkened, "Come on son; draw one, play one; draw one, play one...
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  1. I periodically return to discourse on the theme-mechanics relation in games; it is most likely because of the cognitive dissonance I possess over the subject, that an interesting theme and how the game portrays or simulates that theme is important to me, yet at the same time the game's mechanics are what really matter to enjoyable and challenging play, so I shouldn't really put so much stock in theme.

    And yet, I do exactly that.

    On Tuesday night I played Rock Hard: 1977 for the second time, and just like the first time I played, I found it rather engaging, despite the basic action selection framework underneath the music industry veneer. You take your action, move your levels up, gaining or spending points or resources, increasing the ability of your engine and so on. You compete for key actions, turn order, and particular goals. It's pretty much a run-of-the-mill engine-building game with a riff of randomness just to throw out a change of key here and there, and yet it shines above others of that ilk.

    Rock Hard: 1977 is the brainchild of one Jackie Fox, formerly of The Runaways. It's apparent Jackie has drawn upon her industry experience in designing this game; however, more importantly, she has produced an engaging and competitive design with a very appealing theme. It hits the right level of complexity for the gamer, and has appeal for the non-gamer too, because the mechanics fit so closely with what they are trying to convey.

    Each round is divided into Day, Night, and After Hours. During each of these three phases there are a number of permitted actions of which players will usually take only one. Daytime actions include rehearsal, radio interview, and landing a record contract; in the evening, there  is more studio time available, and gigs; after hours, an artist can set down a demo tape, party as hard as they rock, or have an early night so they're ahead of the game for the next day. There are also actions which may be taken at any time of the day, and as these aspiring rock gods and goddesses have a job (at least at the start of the game) they can go to work; however, what they choose to do and when makes a difference, as it's only one action per phase.

    Under normal circumstances, at least.

    I think it's time we mentioned the candy; or should I say, "candy"?

    "Candy" can be taken once per phase, and gives the player's rock star a "sugar rush" which permits one or two extra actions during that phase. Some actions are not permitted more than once, for instance, only one gig can be performed every night, and you can't double-up on studio time; but the sugar rush from candy permits a rocker to, say, go to work and gig in the same evening! There is a risk; if a player overloads on candy, they may end up with "low blood sugar" and burn themselves out, requiring them to spend the next day in recovery. There is also a risk your candy is "sugar free", in which case your day, night or after hours proceed as normal.

    Could there be anything more rock and roll?

    Actually, yes, there could. At every stage of the game you are not only competing with the other players, but an underlying system mirroring to some extent the popular music industry of the nineteen-seventies. It might be the difficulties in landing a recording contract or negotiating for a better one; it might be losing your place to headline at a local venue, forcing you to play weddings and bar mitzvahs just to make ends meet; it might be your seduction by the press, businessmen, barmen, or groupies; it might be your manager's demand to be paid...

    I mentioned randomness, often a pariah in a strategy game, but when handled correctly a boon. In Rock Hard there are cards drawn at the start of a round, one to determine the random gig available for players to fall back on if they can't make a venue, and one event which effects the entire forthcoming turn. The event can throw a bit of a bum note for those who had specific plans, but generally it is something which can be worked with or worked around. There are a set of candy cards, shuffled together at the start of every round, which must be drawn to determine whether zero, one or two extra actions are given; this is stacked in favour of a single action, but watching what other players draw first obviously changes your odds of getting the desired outcome. Taking candy also involves a die roll to determine if your blood sugar hits a bass note; the risk is calculable. Finally, there are cards drawn after hours, which usually give you something extra, a choice of stat increases and reductions, a bonus to an upcoming action, an extra card (as card sets completed garner Fame, which is what your victory points are in this game) or perhaps extra resources (candy or money).

    It's not very swingy at all, when all is said and done; but that doesn't mean the random element is insignificant; players really need to consider when to gamble on taking candy (because extra actions are valuable, as long as you get them), and ought to pay attention to what their opponents are up to after hours. Arguably a sensible card draw after hours, over four rounds, will garner you five points your opponents didn't get; but then again, whilst you're courting publicity (or vomiting over it), you're not writing songs, or making your demo tape to land that record deal. Simply put, one shouldn't be deterred by a few unknown cards. 

    There are numerous approaches you can take to this game, but the key, point-scoring ones are never changed by card draws; this makes a strategy extremely important. And the solid, strategic core of this game is what makes it appealing, at least as much as the theme. The tension is palpable; it's one of those games where you want to do so much with your three actions per round, but you just cannot, and the decision you make at every point shapes the rest of your game. This doesn't mean you're losing on turn one or anything; quite the opposite; it is just so challenging to try to simultaneously hone your skills, build your repertoire, and raise your reputation.

    I am looking forward to my next play. In the meantime, does anybody have any candy?

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  2. The lasting influence of Ridley Scott's film Alien (1979) has, apart from spawning several sequels, prequels and spin-offs, pervaded several media, and remains popular over forty years on. For me it's a combination of the whole noir style adopted in the original film, in combination with a gripping science fiction storyline, elegantly presented through H R Giger's iconic art and design, and a believable performance from the cast. The sequels build on this strong basis; the threat remains, the Weyland Corporation remains ignorant, and the characters in the centre of each story all contribute to their own demise. Various substrate themes are captured in each film; a military response, a rescue, a mother's instincts to protect her young, a prison planet; however, the overarching theme is one of those in power placing little value on human life, endeavouring to gain the edge and profit from the unknown at any human cost.

    There have been a fair few games based upon the franchise over the pasty forty-odd years, from the Ludo-style roll-and-move which was issued when the film was released (not that many folk playing the game would have gained entry to see it at the cinema), to the rather good Legendary Encounters deck-builder, and the Prospero Hall design, Alien: Fate of the Nostromo.

    I have some bad news for you, though; the best Alien game out there is not an Alien game at all. Spoiler risk warning...

    The game isn't exactly the same opening scenario, as it shouldn't be. A ship's crew wake from hibernation, but one of them is dead; they then set about the ship, quickly finding out exactly why. The game then becomes both a struggle for survival in a ship filling up with bloodthirsty creatures, and an endeavour to complete a secret objective in the process. While the similarities are close to the original film series, they are clearly not close enough to violate the intellectual property. The ship is called Nemesis (also the name of the game) and not Nostromo; the alien threat is in the form of an entire nest of "intruders", as opposed to a single xenomorph creeping through the darkness and tearing apart the crew; there is, however, a similar growth process from inception to adulthood for the intruders to those of the original film series. Nemesis has taken elements from the entire film series to create what is quite possibly the ultimate science fiction horror boardgame.

    Nemesis presents the kind of game I usually shy away from; long enough you are unlikely to fit it in on a school night, lots of randomised elements with key influence on the game, and worst of all, player elimination, which can happen quite early in the game. I shouldn't like it, but I do; I look forward to the next play every time I play it.

    Having briefly covered the original game, I shall move on to what I really want to cover. Nemesis: Lockdown is one of the sequels; core play is exactly the same as the original, apart from a few extra, scenario-specific rules, which change the gameplay enough to make it a different (and possibly greater) challenge. Hence much of what you will read here applies to both games - most of its mechanisms, my opinion on the rules and gameplay, and the quality of the presentation.

    Nemesis: Lockdown represents what happened after Nemesis survivor(s) reached Mars. Some players will play the facilities workers on the Corporation's facility on Mars, whilst others will play survivors of the Nemesis, forced to face a further, more evolved, alien threat as intruders start to appear in the complex. The game opens with a loss of power at the base, and much confusion for the facilities workers, but the survivors (with their knowledge of what has gone before) have caught on to the cause quite quickly, and have more knowledge of the threat from the start of the game. The snag for the survivors is they have been kept below in the isolation Room, unarmed so as not to present a threat to the facility and its staff.

    From these respective start positions, players move around the facility, endeavouring to get out of it alive whilst simultaneously trying to complete an objective - a personal one, which is usually noble, or a corporate objective which is usually nefarious. Having been dealt one of each card at the start of the game, players must make a final choice between the two once the first intruder appears (in the base game these are Night Stalkers, so I will interchangeably use that term to describe them in this post).

    Regardless of this objective, there is a requirement to survive the game to actually achieve victory, and the first steps towards this are to find particular rooms, do something about the power issues, and equip themselves to deal with the inevitable threat. One might think the facility workers would know how and where to get this equipment, but apparently they have been wandering around with their heads down, and don't even know where the nearest toilet is, never mind the Guardroom; the story of disorientation in Nemesis itself made some sense, but come on - not even the Sentry knows where his post is.

    The facility is represented on both sides of the board in different ways to permit more replayability; on the basic side, all of the action takes place inside the facility (with the exception of actions to escape the facility); the reverse side board is a bit more challenging, because the surface of Mars can also be explored with the right equipment. Whilst this adds a touch more challenge, the real replayability in this game comes from a combination of variance in characters, missions, room locations, and (more expensive) the use of alternate alien types to the Night Stalkers in the base set.

    One of the key aspects in achieving success is the restoration of power to the facility, in part or in whole. A rather useful elevator can get characters from one level to another quickly and with relatively little fuss; however, power needs to be restored for it to be useful, and that means a risky trip to the Power Generator or the Backup Power Supply. Additionally, moving and fighting in the dark puts humans at a disadvantage, so restoring power to the different levels of the facility is important. Not difficult enough? Well given time, the power will soon be out again, and someone will have to decide whether the advantage is worth the risk of another excursion around the facility!

    As players move around the facility, they place noise tokens. These tokens represent the unearthly sounds of the intruders, who have themselves been alerted to the players' presence by their movement. Players have the option of moving carefully, which is slower, but permits control over where the noise marker is placed. If enough noise occurs, this will result in an intruder popping up in a room the player occupies, forcing them to experience the dangers of combat. A character attacked by an intruder will likely not only receive wounds, but also become contaminated, resulting in deterioration, death, or worse, incubation of an intruder larva!

    If a player manages to complete their objective, or can at least gamble on the objective being completed on their behalf, they must find a way to be able to move out of the complex or lock themselves in a safe area within the complex - specifically the Isolation Room. Escape could be via the facility entrance, moving to a bunker on the perimeter, by using the Rover vehicle. It's not that simple, because the facility AI is programmed to open the facility gate when somebody dies, and it is rather difficult to open without this predetermined condition. Your character can also escape through the well-timed use of a cargo pod, and once again, their function is at the mercy of the Corporation's supply programme, so it's all about being in the right place at the right time, and at some point in the game, this option becomes limited or impossible. Finally, the only other means of survival is to lock yourself away in the Isolation Room.

    Another useful room is the Laboratory. Analysis of intruder physiology can take place here, and makes it possible for players to discover weaknesses in their adversaries, adding another advantage to the characters' arsenals. Character Knowledge garners various advantages during the game; increased knowledge permits characters to take advantage of intruder weaknesses, and can also help them to fulfil particular objectives.

    The miniatures and excellent production quality are key selling points for this game; however, ignoring the chrome and the eye-candy, the game is excellent. I have played it with those who like a narrative and those who do not really care about the narrative; in both cases the game was enjoyed immensely, despite having certain elements which would usually never appeal to either camp. It is possible players can be eliminated fairly early on, despite making the very best and meaningful decisions; however, a very tactical semi-cooperative exists beyond this all, and the key strategies involve mitigating that ever-present risk of death to you and others alive in the facility (should you so desire it, depending upon your mission). Why it really works as a game involving elimination is down to the sheer pleasure in watching for the few remaining rounds, while your opponents struggle to survive without your aid, or else make their escape as required. At this point, eliminated players have no influence on the outcome as such; however, game end is usually not too far behind elimination, and speaking for myself, I find it quite entertaining watching my fellow players struggle. And that struggle is what makes it even more attractive to those who disdain a story arc; there is always a new puzzle to solve, a new challenge to face, and the constant tactical decision space of survival against success.

    Nemesis: Lockdown has been a great experience for me; despite seeming at first sight to be something rather old-school, it is a very modern design, resulting in a tense game of heroism and treachery, with no guarantee of either survival or success. For some, this game may be slightly over the limit for a weeknight; however, I would suggest three hours or less is a good estimate for experienced players, excluding setup, instruction and tear-down.

    Some readers may be interested to know that Awaken Realms have created a third episode, Nemesis: Retaliation, which is due to appear next year, after an unsurprisingly successful crowdfunding campaign. This third instalment sees a squad of Marines taking on the intruders in their own nest; now doesn't that sound familiar? At the time of writing, late pledges are still open for it, should you be interested.

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  3. Ah the Teenies; what a great decade for boardgames in general. The rise of a new Golden Age of boardgaming, a vast number of ever more interesting designs, often drawing on the strengths of their predecessors. It has to be said it has been one of the greatest periods for gaming; sandwiched between the economic crash of the noughties, and the recent pandemic, this was an ideal time for the rise of crowdfunding, which itself has influenced a rise in component quality, and possibly a rise in design quality in general, although with all that bling it's often difficult to tell!

    Anyway, let's not dwell on my perceived improvements and shortcomings of recent gaming industry history; here is my Teenies Top Ten, in reverse order:


    10.
     Great Western Trail: I first encountered Austrian designer Alexander Pfister's creations in the form of Mombasa, then Isle of Skye, then Oh My Goods!, but the game that set him up as one of my go-to designers (alongside Wallace and Lacerda) was Great Western Trail. It is perhaps the most seamless use of deck-building as a mechanism; whilst this forms the core of the game (building a quality herd of cattle), the real work is done through increasing ones workforce meaningfully, establishing trade to the cities via rail, and erecting functional buildings on said trail such that they become very beneficial. Pfister's ability to smoothly integrate different threads into one game places this game very high on my list of favourites, which is why it made tenth best game of this decade. The expansion, Rails to the North, added another layer of strategy to this game, which enhanced rather than complicated. I have not had the pleasure of playing the second edition yet, but I hear the changes do not disappoint.

    9. Keyper: If there is one designer who is consistently innovative, it's Richard Breese. Keyper introduced variable player boards which fold through themselves, giving players different combinations of action choice each turn. This, coupled with mechanics for shared and improved actions, makes for a very competitive and interactive engine-building game, and one of his best designs. Players choose fields in which to place their workers according to their colour; however, other players get the option to add extra workers to those fields, which is mutually beneficial, but more importantly permits players to act out of turn. When a player desires, they can claim one of the boards in the centre of the table, which then permits them to claim all of the workers on it after the round is completed.

    8. Brass: Birmingham: This list was almost completely devoid of anything by Martin Wallace; but this revamped version of the original Brass (or Brass: Lancashire to you young folk) makes the cut for this decade, because of its differences from the original, whilst also capturing much of the challenge of the original. Roxley Games (with some input from Martin as I understand it) took the base game and developed it to include other industries. Where there were shipyards (not a massive industry in the Midlands), there were now kilns; where there were ports, there were now breweries, with beer or ale being the opiate of the workforce; and in addition manufactured goods made an appearance, as they did in Age of Industry. Whilst the game lacks the utterly gripping strategic tension of the original, it is still a great game; what this offers the original didn't have, is a fair bit more strategic scope. The upshot of these developments is that the game is more accessible, has a larger decision tree, and is slightly less determinate. And it has beer. It could be ale. It's good either way, but will never be as good as Brass: Lancashire.

    7. The Manhattan Project - Energy Empire: Manhattan Project was a worker placement game about building up a nuclear arsenal. It surprises me how few people bat an eyelid regarding that theme, in an age where colonial themes have become a pariah, but this is merely an aside. Designed by Tom Jolly and Luke LaurieThe Manhattan Project - Energy Empire is "Manhattan Project" solely by narrow association; the game is mainly about building up your superpower's energy production, and thus enabling its growth and, well, power. Energy is produced by rolling dice for each power plant a player has; depending upon the result, the superpower's environment may become polluted, and thus restrict the building of various facilities, and the quality of the atmosphere in that nation. Players must observe a very delicate balance between increasing their energy engine's efficiency, and making their nation a wasteland. The worker-placement game reached its zenith with this game; instead of any action space being exclusive, most in this game permit multiple players using them, as long as their stack of workers is the largest. The first game to do so? I am not sure, but what I do know is that this game interestingly permits a player to boost a worker stack with energy.

    6. Kanban: Automotive Revolution: In the last decade, Vital Lacerda became one of my go-to designers. Unsurprisingly, his games have dominated this top ten. Kanban is on the face of it a boring concept; it is all about the efficient running of a car factory, from design, through supply, testing, and manufacturing, with a bit of boardroom politicking thrown in for good measure. If you have ever worked in any kind of manufacturing industry you will know how tedious this could have been; however, Lacerda turned the subject into a gripping and challenging strategy game, in which whilst trying to contribute effectively to the production process, you are also trying to look good in the eyes of Sandra, the Boss. At the same time, you are trying to train up so you can reap the rewards in each department, bank time so you can use it when you really need to make the effort, and fill more seats at the boardroom so you can table your ideas and gain more attention from the Boss. Kanban really fits together quite well, whether you play the original version or the more recent EV deluxe edition.

    5. Vinhos: More Lacerda as promised; this was my first introduction to Vital's designs. Before Vinhos came along there wasn't a decent winemaking game out there, and this game set a benchmark which other winemaking games have failed to meet. You start off with one vineyard in a Portuguese wine region of your choice (all regions possessing their own characteristics); from there, you have to expand your wine business, gaining points for exports, experts, and excelling at the wine Fair. Each turn, utilising an action selection mechanism which may or may not cost you to take (according to the relative position of your prior action), you can choose to employ specialists, open or improve a vineyard, sell wine locally, do something with your finances, or show off one of your vintages. However, nothing is straightforward; to earn prestige on exports, you need good quality wine, and good wine can take time to produce, and production costs, so wine will have to be sold in order to fund the production of a good vintage! Yes, there is much more to it, but this aspect of the business is well represented here. Lacerda has made every choice tight, from when to invest in your estates, through the timing of sales, to choosing between sales for quick profit or sales to enhance ones reputation. The original 2010 What's Your Game publication is pictured; the later 2016 Deluxe version provides this same game, plus a more streamlined version; if you know me, you will know which version I prefer.

    4. Scythe: I first bypassed Jamey Stegmaier's Scythe at Essen in 2015, where I saw a demonstration copy of something not yet published; it struck me as something akin to CMON output, and I was instantly nonchalant. It took me until I played a friend's Kickstarter copy to warm to it in any way; in fact, I warmed to it a touch more than he did, and ended up paying him for it. My first impressions have never been so wrong about a game as they were about Scythe, as it has almost everything I could want from a game; a smooth engine, fine-tuned for tension, an appealing theme borne out by spectacular artwork around which the game was designed, engagement, scalability, variation, tactile components and to top it all, the fact it appeals to the vast majority of our group. The expansions are a bit of a downside for me (Invaders from Afar should have come with the base game, and arguably it should have been designed with a modular board); however, I especially like the changes brought on by The Wind Gambit. I haven't gone for the campaign expansion, The Rise of Fenris, and I doubt I ever will, because it's difficult to keep on with campaigns. I will never say never, though, as Scythe itself is so unlikely to leave my collection, and in future our tastes (or even the group members) may change.

    3. Eclipse: Taking interstellar war, discovery, technology and politics as it's backdrop, Eclipse would comfortably play out in the timespace of four hours or less, scoring points against the Daddy of Sci-Fi 4X games, Twilight Imperium (which was in its third edition at the time of Eclipse's release). How did Touko Tahkokallio do it? He basically cut off all of the fat one normaly finds in a bloated strategy game you struggle to finish in one day! Instead of long-phased turns, there was an interleaved action selection system. All the bookkeeping was effectively automatic, with every action, influence and population automatically updating some aspect of the player board. A points system was adopted, which made it easy to restrict the number of rounds in the game; thus, the game length was mostly predictable. It doesn't do everyting TI4 does (politics falls short on details, and combat can be a bit more convoluted in Eclipse), but it's a great game worthy of replacing the comparatively-bloated FFG flagship. I have since replaced this with Second Dawn, which has smoothed out the original game even further. I think it outdoes TI4; not to say TI4 isn't good, but Eclipse is just much more elegant. Lautapelit have done few games which had the impact this one did, and it's not likely to be surpassed in its genre.

    2. Root: GMT's COIN game series was the influence for this comparatively simplistic asymmetric game, with the attractive theme of fluffy animals killing each other to rule over the forest. In Cole Wehrle's Root, feudal cats have taken over much of the forest, but the regal eagles of the Eyrie want to regimentally take it back. Meanwhile, the oppressed forest folk, the foxes, mice and rabbits, want their freedom and are ready to revolt. Amongst all of this a crafty vagabond will slip from wood to clearing, sowing aid and taking favour where it can! The different goals and different roles mean no two games are alike, and the tantalising challenge of playing with a more difficult faction keeps it fresh. A swathe of expansions followed the base game, including devout lizards, river-trading otters, criminal crows, noble moles, and rat hordes. All of the subtleties of a COIN system game are here, in a slightly more accessible format, and this game deserves the kudos it receives from its fan base.

    1. The GalleristTop of the list for the teenies is another Vital Lacerda design. This is his greatest game; a game about the art industry, in which players are simultaneously promoters, collectors and sellers of art works. Most other art games before and since have been about buying and selling art to make money, or about blandly building an art collection; that's alright, they have their place, but this game is all about creating, supporting and bolstering the business behind the art. Amongst the actions a player may take, are buying a work or commissioning a work from an artist, promoting an artist to increase their fame (and hence the value of any of their works), selling a work you have a contract drawn up for, and bidding on the international market to corner the best of the artists' output. Whilst it sounds rather straightforward, everything in this game is rather subtle. Lacerda's worker placement concept was to give players an action when a worker is replaced by an opposing player's action selection, giving them a "kicked out" action they can take out of turn. You can find out more about how wonderful this game is here.

    That concludes this list; there were a lot of excellent games I have to leave out of this list, because i had to pick ten! Vital Lacerda has kind of dominated the decade for me; Before you know it, another decade will have passed and I will have written another. I hope to see you here before then...

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  4. When Dominion sprang up from the primordial swamp of card games, it opened up a new set of mechanisms which, whilst they had been seen before in boardgames (Empires of the Ancient World, for instance), had never enjoyed such focus before. The deckbuilder was born; and it wasn't too long before many other games were using it as a core mechanism. Apart from other, pure, deckbuilders consisting entirely of decks of cards, there were a few designs which added in a board; the deckbuilding element would affect the board state and/or vice-versa.

    For many of us, Morgan Dontanville's take upon deckbuilding, Asgard's Chosen, would pass mostly unnoticed. Indeed, I came across it years after its release, and having purchased a copy a few more years  passed before I managed to play. This wait was regrettable; the usual barriers of incorrect player mix, too many at the table, and playing newer titles, prevented our experiencing what is actually one of the best deckbuilders ever designed.

    The backdrop is Norse mythology, and the players, who are Teutonic lords, set their heroes (one male, one female) against beasts, monsters and faerie folk, in order to conquer the lands and seek favour from the fickle gods they serve. That theme in itself should have bought it more table time, despite much favour falling towards its near-contemporary, Blood Rage, which is inferior to Asgard's Chosen in many ways. 

    Blood Rage is, however, much nicer to look at; this goes some way to explaining why games such as Asgard's Chosen fall by the wayside. Asgard's Chosen's board, made up of tiles, is by no means pretty; it is however very functional. It is divided into tiles which are placed by the players to make up a mythical landscape of dark hills, foreboding mountains, thick forest, miresome bogs, wet lakelands, and dry scrublands, interspersed with enchanted lands and fortified towns. It looks gawdy, and perhaps other art choices could have been made for this game; however, it works. There is absolutely no mistaking which space is which terrain, and I would suggest not even colourblindness would prevent distinguishing one terrain from another.

    Terrain is important. As your heroes move from land to land, they come up against the denizens there, both as enemies and as potential recruits to join them in their conquest. In the right kind of terrain these foes will be much stronger; in the wrong kind of terrain, they will be weaker or ineffective altogether. The Fossegrim, for instance, is formidable; however, it will be even more powerful in lakeland territory. Conversely, the Fossegrim will be weak and useless in the dry scrubland. If you are fortunate enough to control lakeland, and one is available in the tableau (called the "Tisch" in this game), you may be able to recruit a Fossegrim in the muster phase. Every creature has a native terrain (in which it is strongest), and an opposing terrain (in which it is useless).

    Battle involves playing cards from your hand to add strength to your attack or defence; as I hinted earlier, terrain is important during battle, and will dictate what is playable. You can never play a creature from your hand if you are attacking a territory of its opposing terrain; conversely, you will get to use a creature's special ability if attacking into or from its native terrain. These special abilities are often exceptions which affect the outcome of combat, and a cunning lord will time their use to their benefit. Success in attacking a town or terrain results in the attacker gaining control of that area, from which the player may then muster new creature cards into their deck.

    Mustering, as I also hinted earlier, is terrain-based. You cannot muster Fairies if you don't control a forest, you cannot muster a troll if you have no hills, and so on. Enchanted items require your presence in an enchanted land, other items require your control of a town. In typical deckbuilding fashion, you must pay for these with cards remaining in your hand. There are exceptions, as there always are in games such as this; you have more buying power if you pay using creatures of the same home terrain, and some items and creatures permit mustering without payment. Again, opposing terrain prevents a creature being used in payment.

    As creatures are mustered, and the tableau replenished, Events may appear. These Events either provide an ongoing effect (ongoing until the next Event card appears, or an instantaneous effect, applied immediately and just once. These add a pinch of uncertainty to the game, and a dollop of flavour to it. Most of the time they aren't triggered, because when cards are drawn for any other reason, a drawn Event is discarded.

    Players will build their decks from a small deck of ten God Cards; these cards serve two purposes, apart from their general function as strength one cards. Gods can grant favour, giving the player a bonus towards particular actions during their turn, or can be appeased at an appropriate phase in the turn. Appeasement usually involves some quest or sacrifice being fulfilled; for instance, this could be defeating an opponent's hero in combat, relinquishing control of a number of territories, or sacrificing a number of creatures from your hand to the Barrows. Appeasement is required to win the game, so each player is aiming to meet these requirements through their conquests and acquisitions.

    Asgard's Chosen is a fantastic example of how deckbuilding can be used to best effect as part of a boardgame; the deckbuilding forms the core, but the play is dictated by the board state. Ultimately it's the board state which will drive the players' success in appeasing the gods; but this has to be achieved by first building a strong deck. I know, that goes without saying for a deckbuilder; however, there are many that are focussed solely on the deck content as opposed to using the deck as a tool to change the state of another element. In this case, the relationship between board and card is strong; the terrain you possess will directly affect your ability to fight, to recruit, and to appease. 

    What sets this game apart from other, similar deckbuilding games is the level of interaction. Frequently a deckbuilder sets everyone against the engine itself, with a touch of take-that from some cards, endeavouring to artificially induce direct conflict between players. Asgard's Chosen takes this conflict to the board; and while there will be frequent fighting with the game system, particularly on opening turns, the more decisive and engaging activity is always between players. The God Cards drive it this way, urging players into conflict. This not only works, it feels right in a game about heroes and monsters!

    Our first couple of plays were hampered by a combination of self-induced terrain confusion, and a lack of clarity on some creature and item abilities. Getting past these mild challenges had us enjoying the challenges of this underrated gem; there was consistent jockeying for control of key areas on the board, surprising (and sometimes unsurprising) combat outcomes, and the tension of difficult choices, typically between what to use in battle and what to keep for muster. Once we were used to the gods, it took no time for opponents to start playing to their goals; concurrently they would often undermine others efforts to appease, resulting in a competitive and challenging game of conflict.

    On the back of these repeat plays, I can heartily recommend you try Asgard's Chosen; preferably with someone who has experience of the game, to help avoid those first play hang-ups we experienced. Availability is a difficult subject to broach, as the game is now ten years old, and not readily available. Even worse, the publisher is no longer in business, having been assimilated; hopefully someone will give it a new lease of life, but I am not confident.

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  5.  Around fifteen years ago, a chap called Adam West designed a game. On the shoulders of popular games such as Puerto Rico and Twilight Imperium, West's design paradigm was of a science-fiction-themed role-selection game. The result was Galactic Emperor, a 4X game of galactic conquest through force and influence. It marked the first of CrossCut Games' output, and was a great opener for Mr West, who went on to design Ninjato, a game I discussed a while ago. I digress...

    GE was an interesting game; however, it was a little clunky in places (game-end for instance), components were comparatively cheap, there were clear weaknesses or imbalances with some of the roles (some were just not interesting or useful enough), and worst of all the game had to compete with the likes of TI3 and Eclipse.

    Thankfully, West took the base design of GE and turned it into something significantly more palpable - Empire of the Stars. EotS is less clunky, components are much better, the imbalances between roles have been suitably addressed, and as far as completing a space opera on a school night, EotS has suitably delivered.

    What exactly has West done to make things better?

    First of all, the role selection has been restricted heavily; gone are the individual role cards and they have been replaced with something akin to the action selection in Lacerda's Vinhos. Important roles are placed at extremities of a triad, with a central role forming the hub to three spokes of two roles. In order to reach the role a player wants, they have to pay for it, dropping a coin on each intervening space to get to the role they require. Warlord (the role for naval campaigning and colonisation) forms the hub; immediately in three differnt directions are Merchant (buying and selling resources), Steward (production)) and Scientist (technological development); beyond these are, respectively, Regent (political influence and appointing an Emperor), Engineer (shipbuilding and deployment), and Explorer (placing of regions in sectors). Thus, taking Regent after an opponent has taken Explorer will cost you three credits (to skip Scientist , Warlord and Merchant. The money placed has the effect of sweetening the roles skipped, akin to the same mechanism used in Puerto Rico.

    Secondly, instead of the ubiquitous hexmap approach, West has divided the galaxy into sectors consisting of four regions each; whilst this means there are potentially six neighbouring regions to any single region on the board, effectively a hexmap, the approach taken is much cleaner. It is deliberately restrictive, such that placement is limited to the board space; in combination with the sector grouping, this makes the Explorer action much more interesting than in most games of this type (and certainly more interesting than in GE). Sector grouping is important mainly because under combat in the Warlord action, all your strength in the affected sector is used! Which brings me onto...

    Thirdly, combat is spectacular. In many games of this type, you would, at this point, start rolling dice and assigning hits. In this game, you split your combined combat strengths among three different totals; Tactics, Weapons and Shields. Weapons and Shields basically form the attack and defence strengths, with one shield point negating one weapon point; the difference between your Weapons and the opponent's Shields dictate how many hits you may apply, and you get to decide where (in the sector) they may be applied. Before all of that, however, there is the tactical victory; comparing Tactics, if one side has a greater score, they win the tactical battle, score a point, and then get to move any ships in the sector. The limit on how many ships, is the difference in Tactics scores. Ships moved out of the sector can no longer be hit, and as there is a point to be had just for this tactical superiority, some interesting results emerge. This is very much like a development on the combat system used in Dune and Scythe; everyone can see how much strength you have, but cannot tell how it will be spent.

    Scoring has also taken a more interesting angle; the very tokens which represent your colonies and starbases are also used for scoring, and the game's clock (any player's supply running out of these tokens triggers the end of the game). There are, additionally, galaxy tokens which are used to score for extras, such as the Emperor's edict, reaching distant galaxies, and for some Power and Technology based scores. If you destroy another player's colony, you will also score that token, which goes into your "throne" (an oubliette which is checked for points during the final scoring); the upshot of this being that aggression is somewhat encouraged, and turtling will probably give an opponent the edge. This may go against the grain with those of you who abhor hidden trackable information; of course, it is always your choice to leave things open, but maintaining a little mystique is crucial for particular Powers to work. 

    Powers and Technologies are at the same time the most interesting and controversial changes; they tend to give benefits associated with one of the roles used in the game, or permit scoring for particular game elements.

    Technologies in EotS are divided into types and levels; they come in Military, Industrial, and Science & Culture flavours, and the cost of development will vary according to their level. No two technology cards are the same, although some are similar; this induces more theme to the game without restricting the milieu. There is no restrictive technological tree; it is heavily simplified into these three types, and having one technology of a type reduces the cost to develop another of the same type. By comparison, their GE counterparts are muted and bland; there were also fewer to contend with, some of them being duplicated rather than unique.

    Powers are the biggest change in this game; they have effectively been grafted over the top of the game to provide a bit of asymmetry between players' empires. Powers provide two levels of capability; the normal power is generally used on a turn-by-turn basis, but the surge power on the reverse gives a much more powerful version of the same power, which is triggered when a wormhole appears in the galaxy. They mainly behave rather like high level technologies; apart from bolstering the theme, this essentially provides racial differences without actually defining alien races. There are clear echoes of Cosmic Encounter here, and the combination of different player powers with different available technologies from game to game, completely changes the game's story arc from game to game. For your first game, it is recommended to put these aside, as they can induce great swings in the usefulness of particular roles or in scoring, and one definitely needs experience to deal with particular powers.

    I don't think I will ever play without Powers; they are part of what makes the game interesting and instantly replayable; however, I cannot say there hasn't been confusion over some of these game-changing abilities. Just remember the game is to be enjoyed; if you struggle with any of them, put them aside to ensure nobody gets to use them.

    Adam West has made the best effort so far in condensing the sci-fi 4X experience into a game under two hours long (although typically your first game or two is likely to stretch beyond that limit, this goes without saying for most mid-length games these days). There are the obvious influences from other games from inside and outside the genre; however, they are put together in such an original fashion that EotS feels very different to any of them. I particularly enjoyed the combat system; splitting your combat strength in aiming for an intended outcome is very interesting; it seems almost completely deterministic, but not knowing where your opponent is going to allocate their strength induces a spicy uncertainty I relish. The overarching reliance on particular roles to progress particular imperial aspects also appeals; coupling this with the Powers and Technologies forces every game to be different and play out differently. From massive fleet-building and continual combative expansion during our first game, we went to frugally avoiding too much engineering and politics in our second game, simply because one player was a Despot, and kept our fleets rather reduced.

    The only real downside I see in this game (and in all fairness it's not a massive downside) is keeping track of player Technologies and Powers turn-by-turn. At the start, it's not too bad; but as the game speeds on, and more Technologies appear, it's a lot to track and remember. I have gotten into the habit of requesting Power and Technology use before, during and after roles are selected, just to help others not miss out on using them. There may be a design intent there; players tend to lose games in general through making mistakes and forgetting to use abilities, and such stumbling blocks will help with this; however, at the moment all I find is it delays things a little, as players look around the table and make their analyses.

    As negative as that sounds, EotS is one of the greatest games in its genre, and if you can you really ought to try it. Unfortunately for most of you outside of the USA, that won't be easy; I have struggled to find it in stock anywhere, and although you can order it direct from the publisher, there's the shipping, the import duty, the Brexit effect...you get the picture. It's a shame there was not a wider distribution for this game; let's hope there is another crowdfunding campaign in the offing, or that another publisher/distributor takes it on. I really feel a lot of you folk are going to miss out.
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  6. The recent Crescent City Cargo KS campaign (well, delivered last year) marked the second game in the Cajun Trilogy designed by Jason Dinger (the third game of the trilogy, Acadians, is going to involve trade and settlement in Louisiana, but specific details are not available, and this information comes from designer comments in a BGG thread associated with the KS campaign). As part of this campaign, I pledged for the second edition of the first game in the trilogy, Captains of the Gulf. Here's a brief description, and what I think about it after a handful of plays.

    Captains of the Gulf sets players in competition as captains of fishing vessels, dredging for shellfish (shrimps, crabs and clams) in the Gulf of Mexico. The board represents a number of fishing areas (represented by sea hexes), three ports (Morgan City, Corpus Christi, and Tampa), and a number of tracks and rondels for displaying player trades, tracking game progress, and determining which core actions are available for players to use. There are also bonus actions on the board, which may be used by cashing in your bonus action cube(s) for the round.

    Players are each given their own personal board, representing their vessel. In the middle is the boat itself; below this the fuel tank gauge is displayed, with starting fuel tanks having a capacity of six gallons (which can be improved to eight or ten gallons). To the top of the board are three slots for fishing licences, to the right the slot for boat improvements, and to the left the slot for crew members. All of these slots are fed by the game's multi-function cards, which are used for any of these, and also for fishing.

    At the core of the game are two rondel mechanisms; the main action rondel, and a round tracking rondel. As any player completes a circuit of the main rondel, the smaller rondel is advanced; should that complete a full circuit, the round ends. How far you can move around the action rondel for free (you can always pay hard cash to move extra) depends upon how your ship is crewed, with more mates garnering extra moves.

    When the smaller rondel completes its circuit, the current round ends and, if relevant, the players then have to resolve the card for this round - which could involve paying customs, renewing all your fishing licences, or migrating shellfish from one fishing area to another.

    The actions are divided into port actions (indicated by an anchor), and boat actions; port actions may only be implemented whilst at port, boat actions at any time.

    Port actions include the shipyard, selling, and refuelling actions; all three actions are usually carried out, but as the game draws on and boats become more efficient, players will skip them to gain an advantage. Refuelling simply fills your boat with fuel, but shipyard and selling actions are a bit more interesting.

    At the shipyard, you can improve your vessel; increasing the number of holds, fitting a bigger engine or bigger fuel tank, adding in a galley and so on. Each of these improvements affects some other aspect of the game; for instance more holds means more fishing, more fuel means sailing farther without having to refuel, and better engines will use less fuel when idling, or moving faster. In addition to boat improvements, players can also employ crew. A good crew can, for instance, help you trawl more efficiently, garner a better price at the market, or reward more benefits for sales at ports. Lastly, fishing licences may also be purchased, permitting you to fish for crabs, clams or shrimp.

    Selling is something one generally does on returning to port; you get to sell whatever is in your hold. Not only do you get money for this, but you also get to build up a good business reputation in the port where you are selling. Selling a variety of seafood enhances this reputation, as does the right crew; a mate will move the marker a little further along the Port Sales Track.

    Boat actions involve sailing to or from port; quite simply, one can either fish, or return to port. There is one action on the rondel for each, and one to do either. The key action of the two, as one might expect in a game about fishing, is the fishing action.

    Fishing first involves sailing out to sea, to wherever you would catch the produce you require. This costs fuel, whether you sail some distance or not. Next, the shellfish are taken from the waters; however, in order to do so, the captain has to meet three conditions - for each shellfish extracted a captain must possess exactly one licence, on free hold space, and be able to play the appropriate card. Generally, in a single fishing action, no more than two tokens can be taken from the sea; crew members may change this somewhat.

    Returning to port puts your boat back in a position where you can carry out the port actions previously mentioned; thus, you can carry out port actions, earn money whilst increasing sales, and get your vessel prepared for the next fishing trip.

    There are also bonus actions, which may be carried out either before or after the main action, and only one is permitted per turn. Again, these are divided into boat and port actions; port actions are depicted on the board, and boat actions are on a player's boat board and on the upgrades applied to it. The good thing about the boat actions is that they can be implemented wherever your boat is.

    The clever part is how the game deals with depleting supplies, and how the shellfish repopulate. At the end of every round, a process is undertaken where heavily-fished areas fail to repopulate, untouched areas maintain stability, and areas which were previously fished but were left alone for a while grow in supplies. This has two key, interesting effects on the game. First, it forces diversification somewhat, as if players are (for instance) going out for clams like they are going out of fashion, soon there will be no clams to fish, so captains clamour for crabs or shrimp. Second, areas of abundance shift; whereas the North East might have been heavy on shrimp at the start, by the end this could have shifted to the South West.

    On the face of it, this game seems to be a rather run-of-the-mill engine-builder; however, the design has been rather tightly-wound. As one might expect (it being typical of games with multi-functional cards), the cards you really want for a good fishing action will also bear the more valuable crew members and boat upgrades, so there is instant tension there. Tension also exists in the order of actions; for example if you want to snag that last crab, you need to get out before the next fellow, so you need a fast turnaround at port, which might entail skipping that engine improvement until you're next in port. This in turn might require paying extra to move more quickly around the rondel, which in turn might trigger the end of round quicker, making the long-term strategy you currently have, suddenly change in importance.

    These tough decisions turn an outwardly humdrum engine-builder into a challenging competition with significant interaction. Captains of the Gulf had a mixed reception in our group, mainly because for some the tension was too great; however, there is no greater pleasure than watching the light come on in an opponent's eyes when they finally realise how clever this design really is. For me, this is one of those games I will likely hold on to as long as I am a gamer; the constant challenge at every turn, the variety of approaches, and the palpable uncertainty brought on by the ever-diminishing stocks seem to introduce different outcomes in every game, forcing gameflow away from repeat strategies, because there's no guarantee one is better than another.

    I find it really difficult to describe the game experience in a convincing manner; this is mainly because it is an economic game, and any mechanical description of the game is bound to come across as bland. The playing experience is far from bland, however; this is one of those games a new player will initially think of as mildly challenging, until they discover in actual fact there is very little they can do which won't paint them into a corner. And whilst they undertake their damage limitation, trying very hard to prevent themselves falling from contention, they notice other players are experiencing the exact same thing. A couple of rounds later, the game has opened out a bit, and these players then realise there are a lot of options, a lot of clever things they can do, and no strategy is really guaranteed to work.

    It's not just the game structure which enhances the appeal, however; the thematic ties are difficult to break. Depleting supplies, economic pressures, and hard competition for both fishing and sales, all contribute towards a fairly realistic representation* of the industry, minus perhaps an inherent risk to life and limb on the unforgiving seas.

    I can highly recommend Captains of the Gulf, a game which is likely to stay in my collection for a significant time to come, and which has been enjoyed by most who have engaged with it.

    *Disclaimer: I am not a fisherman.

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  7. If there’s one genre which tends to grab my attention more than any other, it’s transport; if there’s one subgenre of transport which to me is undersubscribed in boardgames (generally in favour of rail games), it’s aircraft. There are a few good ones out there (Aeroplanes: Aviation Ascendant, and Tin Goose for instance), but most seem to overshoot the runway quite a bit.

    When I heard about Pan Am early last year, it went straight onto my wants list. Pan Am promised to be a well-themed game about building routes, and also looked like it would be fun to play. I got a copy late last Autumn, but due to restrictions, I never got to play it I’ll recently.


    The game follows a timeline in the form of events relevant to the history of Pan American Airways, and at the start of each turn one event card is drawn. These event cards come from a deck consisting of four for every round, giving some replayability, as one can never be certain which events will come out for each game.


    Event cards do three things; they provide a random event affecting all players, a change in the Pan Am stock price, and an indication of how far Pan Am is going to expand this turn.


    Once the event is resolved, players take turns to place their engineers in various action spaces. This works in a similar fashion to the classic Knizia design, Amun-Re; some of the actions have auction spaces with fixed values, which players must pay if they are successful. For instance, to buy a clipper plane, a player could bid 2, 4, 8 or 10; if they are outbid, they take back their engineer and may place it elsewhere, or on a higher bid again (if one is available). These mini-auctions apply to three areas - Airports, Destinations and Aircraft; the remaining two areas for Routes and Directives represent a limited number of actions and the order they will be implemented.


    The Airport section permits one player to build an airport, which gives permanent landing rights for the owning player, and an increase in income. The Destination section presents four cards named for cities on the board; these give landing rights too, but how permanent those rights are depends upon how they’re used. The Aircraft section permits the purchase of aircraft for a player’s fleet; as technology progresses, better aircraft become available. The Routes section enables the building of routes anywhere, provided the player has the appropriate landing rights, an aircraft which can go the distance, and that the route has not been claimed by another player first, or else been taken over by Pan Am. Routes also result in an increase in income. Finally, Directives gets a player a game-changing Directive card, and priority access for the following turn (meaning the engineers placed there get to act first in the following round).

    Landing rights are the core game concept for route building; any Destination cards or airports can be used to give landing rights, but can only apply to one end of the route. Different cards or airports must be used for the other end of the route. A player always has landing rights to a city named on a card, or where they have built an airport. Temporary landing rights can also be obtained through discarding Destination cards.


    Once all actions are resolved, the round enters the Expansion phase. Pan Am expands as an airline, taking over routes which the players own on the way (whether you want them to or not). This results in an instant payout for the takeover, which gets bigger as the routes do, and an appropriate reduction in income for losing the route to Pan Am. After expansion, players receive income from their remaining routes and airports, subsequent to which they may buy as much stock in Pan Am as they wish.


    After seven rounds are completed, the player with the most stock in Pan Am wins, with ties being broken in favour of the player with the most money remaining.


    The game is a lot of fun, and has produced close results so far; however, I am not so sure it rewards skilful play as much as it should. If you want to know why, read on; if you like surprises, just go and play the game (because when you don’t know what is in the Events deck, it’s a surprise).


    Still here?


    I shall proceed, then. Whilst on the face of it, the game is very strategic (Pan Am expansion being random but fairly predictable), the turn of Directives and Events throughout the game can be rather swingy. A good number of Directives cards can give players free stock certificates at the end of the game; at that point they’re usually around $10 each, which is difficult to compete with using profits alone. Additionally, there is at least one swingy event in there, awarding a stock certificate every route a player still has after Pan Am expands in the last turn (that’s the bit that surprised me, and yes, it’s a bit of a spoiler if you’re one of those people who doesn’t have to know the consistency of the deck before playing).


    Are these things bad? It’s difficult to say yes, because this is clearly a family game; it’s also difficult to say no from a gamer’s perspective, since there is no question that this is a little bit swingy. There is an argument, however weak, that knowing this card is possibly going to be turned in the final round adds an interesting strategic consideration. Do you lean towards setting yourself up for Pan Am takeovers, away from it, or perhaps take the middle ground, concentrating on neither?


    Quite frankly, it doesn’t really matter as I see it; it does grate on me a bit that a seemingly strong strategy throughout is not rewarded when this card appears, yet at the same time, the game is a lot of fun, and really doesn’t outstay its welcome. I suppose if I wanted to be serious about it, I could remove the offending event; however, that arguably removes what could qualify as a viable long-term strategy, so right now, I think I will keep it in, and view it as a kind of challenge.


    Pan Am fluctuates between £20 and £30 delivered; it’s a real pleasure to play, and even the sourest of gamers should garner some pleasure from it, especially as it’s going for half the price of its competitors. I think Prospero Hall have done a great job of presenting an enjoyable and accessible game at a very reasonable price, and for this they should be lauded.

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  8. Whatever you think about the situation in the world and how it was dealt with, there is one truth all gamers have had to face up to, and that's the lack of facing up to opponents. Whilst there have been a number of online opportunities, playing via Zoom, utilising some of the popular online tabletop simulations, or playing web-hosted games, I found myself craving the analogue. Yes, when restrictions were lifted a little here in England late last Summer and into the Autumn, our group managed a few sessions; it was glorious but short-lived. Before and after this occurred, I decided to try a few games solo.

    For the most part, I detest solitaire play in boardgame form; however, needs must, so I decided to try a few games for which a single player option had been developed. Knowing how I feel about solo gaming, it came as no surprise that I found just about everything I played solitaire to be dissatisfying to some extent. It was still rather interesting to try out games I love without real life opponents, but ludonanism just does not appeal to me; generally, any real challenge is removed in favour of a semi-random "AI", or a target number of points.

    I expected nothing more; solo gaming is not very far removed from my least favourite kind of game - the cooperative game - and like that style, it can be done well, but mostly it is done very badly, unless a little player competition is injected (a type of semi-cooperative game), or one or more players are actually playing against the rest (asymmetric and/or traitor mechanisms). Despite my expectations, there was some pleasure derived; admittedly, nothing like the pleasure I experience being trounced by one of my fellow gamers, and generally not as challenging, but some pleasure notwithstanding.

    The first game I tried to play solo during "lockdown" (it really wasn't lockdown though, was it - I worked, I shopped, I walked in places around town I had never before been in a lifetime), was Arkham Horror (2nd edition). Arkham Horror is one of a myriad of Lovecraftian-themed horror games, most of them being spin-offs from Sandy Petersen's acclaimed 1980s role-playing game, Call of Cthulhu. Players (I suppose in this case I should say "player") move investigators around various fictional New England locations, picking up clues, fighting off Old Ones and their minions and their cultists, and risking life and sanity in their endeavours to close the interdimensional gates which threaten to bring a Great Old One into early Twentieth Century America, who will subjugate humanity in terrifying ways. Arkham Horror is, technically, a cooperative game; however, it is a rather old-school thematic game, where the pleasure is more about the journey than the destination (the destination usually amounting to investigators writhing in tortured agony as the horror of what they are facing becomes apparent). As a game, mechanically, Arkham horror is rather prone to fate; the draw of a monster, the movement of a shuggoth, the appearance of a clue, are all down to chance, as is the success of any investigator against adversity. Chance can be mitigated as part of the game, but time is against the player, and so is just about everything else. It can often feel that everything is just random; however, the resulting stories are fascinating and interesting. Arkham Horror usually ends up being a long and drawn-out adventure, but an adventure it is; the most annoying part is the (rather too frequent in my plays) final battle with the Great Old One, which generally amounts to a lot of dice-rolling, and not many interesting decisions. I know I would struggle to keep our group's attention with this one long enough to finish a game; in isolation the mechanisms used are boring and random, and few interesting decisions exist. However, the "fun" of this game is akin to watching a fresh film on an old genre, or reading a book you haven't before; there is absolutely nothing you can do to change the unfolding story, but watch it unfold, and the story can be exciting. Ironically, whilst this might be one of the least strategically interesting games I have played, it could be one of the best solo gaming experiences I had.

    By this time, our group had been playing a lot of Through the Ages on the application, which also has a great solo implementation in the form of challenges. With that in place, there is no need to pursue solo rules for that particular game; however, Nations, a similar but less involved game, stared out from its shelf. boasting a player count of 1-4. I decided, having packed Arkham away after the third or fourth game, that Nations would be worth trying. With nations, I came across a typical issue with analogue game AIs; predictability. Knowing how the AI works means that in single player mode most games reveal the basic puzzle of making the best move you can on the basis of the move the AI is going to make. Yes, it can be a challenging puzzle, but the downsides are clear; everything I play games for - the tension, the challenge, the unknown vagaries of opponent decisions, the risk-taking and so on, are gone. Instead, there is no such thing as an optimal move on the part of the basic AI; you know what the AI is going to do, and hence your optimal move becomes quite obvious. Nations manages to circumvent this a little bit, by virtue of the fact you don't really know what cards will turn up on the display, and you don't precisely know what is needed to outstrip the AI from epoch to epoch (there is an AI deck to draw from, which changes the AI stance each time); however, such chance elements often cannot be helped, avoided or mitigated prior to their being drawn. The result is a minimal change in the AI puzzle, and a barely interesting decision set. It wasn't at all bad, but when all is said and done it is nothing compared to the long-term plans of a cunning opponent. I can recommend nations for solo play, but it didn't really do much for me, because it lacks the tension of the multiplayer game. It isn't necessarily easy to win, but it feels arbitrarily so, such that the player has to think less about building the civilisation and more about resource management. The solo game did hit the mark for me in one respect; it made a good refresher for what I would consider an overlooked title, a game which essentially does what takes Through the Ages half a day in just one school night.

    One of my favourite designers is Vital Lacerda, and his games frequently include rules for solo play. Skipping the obvious cooperative title, CO2, I went for Escape Plan as my first Lacerda solo try-out. The familiar non-player character of Sandra, a strict supervisor in Kanban, returns as a police officer in this game for two player and solo play; for solo play, there is also the corrupt Lt Costa to contend with. For those unfamiliar with the game, players compete to escape the city with the best part of their haul from a crime caper that went wrong; as players zoom about the city to free up their assets in accordance with their escape plan, the police close in, making it more and more difficult to move about safely. Eventually, players either escape the city with some or all of their ill-gotten gains, or it's off to the penitentiary for them. As a solo player you are up against two AIs, each of which behaves differently. Sandra is simply disruptive, whilst Costa is looking to earn as much as he can on his "escape" plan whilst putting the squeeze on you. With the disparate AI behaviour, the game gets very interesting; you know when particular locations are not going to be touched by the non-players, because they never visit the same place twice, but there's every risk that they could close off one of your business interests before you can extract your stash. Coupled with the ever-present threat of the core game mechanics - time running out and the police closing in - Escape Plan feels a lot more like a game than a puzzle when played solitaire. I have to say, this was one of the best solo experiences of the lot; the player is forced to gauge his actions and plan for the worst case at the same time, then hope the worst case doesn't happen. The unknown of where Sandra and Costa are going to turn up becomes more determinate as the game draws on, so the player is forced to not just think about his game, but their semi-random game. It's not the same as other mediocre approaches, because the results are partially predictable with just enough chaos to keep a player on their toes. It's hard to describe why this is different in, say, Nations; quite simply I think the difference is a whole order of magnitude of depth in figuring out the best approach, without actually guaranteeing it will be.

    Teotihuacan: City of Gods is a bit of a challenge to play with multiple players, so when I tried it solitaire a couple of times, I was expecting to suffer similar difficulties. The challenge from Teotihuacan comes not so much from strategy and outdoing ones opponents, more so it is the challenge of remembering to do everything you must do under the rules. Your workers are dice, and the pips represent their age and experience, with higher pips able to do more, but closer to "ascending", which gets you bonuses, moves you further along the Avenue of the Dead (which means points and bonuses), and gets you a fresh-faced and inexperienced replacement. Just like every time I have played Teotihuacan competitively, I somehow managed to forget from time to time that I was supposed to "advance" my workers. It's not the only thing that gets missed, but having to do it for "Teotibot" (the AI) as well means it's more likely to be forgotten than usual. The solo game has a bunch of dummy workers laid out just to clog spaces, and an AI whose workers move just like yours. the AI carries out fixed movement and fixed actions based on the situation when their turn commences, and the challenge a player faces is to outdo the AI player's score, which ramps up at a significant but arithmetic rate, since they don't score the same way as you, the human player. On the whole, whilst it sounds almost as puzzle-like as Nations was, playing Teotihuacan solo was not a bad experience. Unlike most games, it is fairly close to the competitive version, simply because the main thing you look for in that is how opponents' workers affect your actions, and moving a dummy player's workers around with fixed actions for each space, coupled with fixed AI behaviour based on the game situation, means you you mostly doing the same thing you would with competitors - figuring out how to be least screwed whilst screwing your opponent as much as possible. The "puzzle" of playing against Teotibot is obfuscated by a detailed set of AI functions, so detailed that one has to refer to them almost continually to avoid getting the AI's action wrong. However, it is a very rewarding result; if this is a game you enjoy playing competitively, I think it is likely you will also enjoy the challenge of a solo play.

    I have a tendency to pursue civilisation games; it's part of a long-running quest for the elusive "Civ-lite". A few games have come close to it, but there is always something missing, to the point I think it is unattainable. Unlike the previously mentioned Nations, Historia tends to concentrate on the technology track, with territory and population taking a back seat, and in-game strategy and tactics being governed by hand management. It works fairly well, but ultimately a lot of folk who have played consider it rather bland. As the player count is listed between one and six, I decided to give it some table time during the pandemic. The AI in this game consists of randomised players called "Civbots", whose actions are decided by the random turn of cards, coupled with strict AI rules for each card. For instance, if a Civbot draws Art, instead of building a wonder as a normal player might, a random wonder is discarded from the game; if war is drawn, the the Civbot will attack, but only if it will win, human first, other Civbots if the human player cannot be attacked. One of the main problems with Historia in the solo mode is that it suffers the same fate as Nations. It will either be arbitrarily difficult to win, or arbitrarily easy. Only one Civbot has to beat you, the single player, and it doesn't take long before you can see which one you need to beat; however, the achievability of that goal tends to depend upon the draw of the cards. And it's the draw of the cards you will mostly be dealing with, if you'll pardon the pun; shuffling and drawing three to five cards for each Civbot seems to take forever and gets very boring very quickly. If you decide to give it a go, download an appropriate randomiser application (a couple have been developed specifically for use with this game). Based on this experience, I would recommend using Civbots as suggested in the rules for lower player counts than six. Play solo to learn the rules, but not if you're looking to experience a challenge the solo game just drags, is rather average, and is unrewarding.

    I have always felt Suburbia was a bit ho-hum as a multiplayer game, with mild interaction and an easily absorbed set of options with no real depth. It is exactly as it is meant to be; accessible, easy to learn, and great for family game nights. The tendency of Suburbia towards multiplayer solitaire means it lends itself well to solitaire play; however, in this case two modes of solo play are offered - one permits the player to just aim for a good score, the other pits the ludonanist against a simple AI (Dale the Bot), which basically takes all the good stuff on its turn, before you can get it. I am the kind of player who prefers the latter kind of play; merely trying to better my score is like playing Klondike, challenging, but uninteresting. However, I found the AI was too light, and while I could have handicapped myself for a greater challenge, I decided instead to move on. Suburbia is fine in the solo mode, so I can recommend it for those who are perhaps already interested in the game; however, like a lot of games which include these solo options, it just isn't intended to be played that way, and it felt less engaging than the not-too-engaging multiplayer version. Well, it wasn't for me, anyway.

    One thing that lockdown gave us was a propensity for indoor activity, and boardgames is the second best indoor activity you can do with your partner. The best? Well, that certainly isn't binge-watching television shows from decades past; however, that is exactly what the Missus decided to do. Top of the list for her was The Walking Dead, which prompted me to table The Walking Dead: No Sanctuary, in an endeavour to draw her in. She really wasn't interested. In all fairness, though, I still have time to encourage her. In any case, i tried it solo, not only to see if I got any joy from playing it, but also to familiarise myself with the game rules. As a solo outing, it didn't work very well; this is because a lot of the game revolves around the player interaction, or more specifically the player-character interaction. Trust is a characteristic representing the level of trust the others have for the player; an untrusted player loses a special action their character has been given. This isn't the only interactive dynamic; there is group tension, which forces players to spend trust to remove the tension. More importantly, there are things characters know that other characters do not, typical of your cooperative game against a common enemy, where the designer has tried to turn something tactically simple into a nightmarish challenge. However, no matter how many characters I used as a single player, the game just felt plodding and pedestrian for the most part, followed by a short-lived crescendo of action which was just too short lived to be memorable. I suspect this game will work so much better with the interactive dynamic of a number of disparate minds around the table, but "zombies" and "cooperative" are a tough combination to sell to the group.

    One of my favourite worker placement games is The Manhattan Project: Energy Empire, in which workers don't necessarily block spaces, because opponents may spend more workers or else stack more energy with their workers in order to use the same action. The restriction is that each subsequent use of the space requires more workers and energy in the stack. Because of the reliance upon other players to actually drive up the cost of placement, I was sceptical that the solitaire game would provide suitable competition. I was correct. Essentially the game was transformed into a challenging but ultimately, comparatively, dissatisfying puzzle (compared to the multiplayer version, that is). As solo experiences go, you could do a lot worse; this was certainly not what I was after for a solo experience, though, and I can only really suggest it is a handy method for rules familiarisation.

    Alban Viard's Tramways fared slightly better; a simplistic and easy to remember set of AI rules, coupled with special rules for the auction, resulted in a good mix of chance and challenge. The regular multiplayer game involves players competing to build the most lucrative tramways and earn prestige for passengers utilising them. That's not the only way to score; building, upgrading and other players using their tramways will also, for instance, earn a player prestige. All the while they are trying to do this, they are having to build up their deck, and manage each hand they draw. The solo version allows a player to puch their luck to retain better cards out of the auction, but at greater cost; this replaces an interesting and cut-throat turn order auction in the multiplayer game. An interesting enough puzzle, this kept my attention enough to play it three times before having to persuade myself to make room for something else.

    That something else was Alubari: A Nice Cup of Tea, a Snowdonia variant, both being designed by Tony Boydell, in which players build a railway through India, opening tea plantations as well as stations, and spend chai in order to bolster their actions. At its core it is Snowdonia, but there are particular rules changes which set it apart; for instance, players are able to build anywhere before the next bridge (although they still need to lay track from the railhead). I cannot compare this to the original game as a solo experience, because I haven't yet tried Snowdonia solo; however, as a solo outing, it was not decent enough to rail me in for a second attempt. Like Energy Empire, however, I was left mildly disappointed in the pedestrian and predictable nature of the AI. The AI doesn't necessarily make it easy, but the decision points where the AI is concerned mean it is easy to turn things to your advantage, whilst simultaneously a lucky contract draw will make or break your game.

    The last two games I will discuss for the time being are from that master of convolution, Vital Lacerda. The Gallerist is one of my favourite games of all time, and also one of his less convoluted designs. It is an absolute pleasure to play, and never fails to grip me. The solo experience was no exception, and I found myself becoming once more engrossed in the gameplay, forgetting the added challenge of trying to minimise the actions the AI gets. The AI itself was extremely linear and processional, basically acting like a timer, which the player could speed up or slow down through careful choice of location. The rules set specific victory conditions which are more about achieving particular curator and dealer goals, with points just being a qualifier; naturally, this is not as easy as it looks. I failed to achieve anything above the lowest rating in both solo games I tried, and felt the solo variant added too much strategic focus; there were just too few paths in comparison to the multiplayer game. It's fine having a narrow set of possible achievements, but when the core game offers slightly more variance on how to get that win, closing it up a bit felt comparatively stifling. I just found the solo game too restrictive, with the perception of choice being left, whereas there is no real choice if you want to win. Adding that to the one-dimensional AI left my win hollow, and my loss in the following game unavoidable. In all, I think I will stick to the competitive game for this one.

    In contrast, the AI in Lisboa felt much more like an AI; again, the AI was fairly predictable. However, random card and tile draws are not predictable, only what the AI will do when they appear. This forces the solo player to develop a strategy on the basis of what is and what may appear, to challenge the AI in light of the actions it is potentially going to take, and where possible to take advantage of the AI's activity in order to make the greatest gains. It's not a tougher AI than the one in The Gallerist by any means; yet the challenge is greater, because the solo player is not only contending with the AI. One has to think forward a lot more, planning the usual approach one would take if the AI was another player; clearing rubble of the right type, building for future points as well as immediate points, and setting up the goods production to permit the best actions later on. Yes, the AI is far from perfect, because once again the player can predict exactly what the AI is going to do on the basis of their own move. It's just another puzzle, like any other solo variant; in Lisboa, however, it seems to give so much more.

    If you have stuck around as far as this, then you've done well, as there was a lot to get through. And for that you deserve to hear about my conclusions. The key one was, of course, that solo games behave generally as I expected, usually being a combination of predictable and random elements. This generally leaves me cold on solo play, and few games which do this actually felt good when played. The unexpected conclusion I have reached is that I greatly prefer games that tell a story when playing solo; Escape Plan is not exactly all story, but certainly develops like one and I rated it highly for solo play. Arkham Horror is mechanically awful, but it's an experience; I knew I was never going to win (well okay, I might have done if I had permitted myself more investigators), and I just enjoyed the story. It took me back to Call of Cthulhu in the 80s; even though I was games-mastering at the time, it was an experience watching the tales of terror unfold, watch the characters come up against nearly insurmountable dangers, and ultimately die in screaming agony, or else spend their remaining years in a cushioned room. It was such fun; I know if I ever get other players around the table for it, the experience will pale in comparison to solo play.

    If you're going to play something alone, my advice is to make it something with a bit more chance involved, avoid mechanical and predictable AIs, and if possible, play something with palpable theme. Better still, confine solo play to computer games, and save the boardgames for competitive play.

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  9.  Those who know me also know I will play just about anything. That doesn't mean I like just about anything I play; I used to be significantly less fussy, then I realised time was passing way too quickly for a game to just be a pastime. Don't get me wrong, I am a sucker for a long game with the right ingredients; however, I no longer rely upon my instincts so heavily when deciding a game is a good fit. That said, it is difficult to avoid anything else when there is scant information on such a game, especially in an age where the preferred business model is crowdfunding, and the only way you will get to see it is via a campaign.

    Along came MERCS Miniatures in the guise of MegaCon Games, and their ostensibly wondrous space opera, Emergence Event. Around six years ago, the game was released amid almost no fanfare whatsoever. It received enough attention to be reviewed on The Dice Tower, and in all fairness, Mr Vasel was critical (and rightly so); however, I don't watch it with any frequency, so I missed it. In 2016, the following year, there was a Kickstarter campaign for the first and only expansion. I was drawn to it, partly because of my desire for something that did Firefly better, partly because of the touted mechanisms, which boasted a more deterministic approach than your typical space exploration adventure.

    They almost delivered on it, too; the presentation was fantastic, the artwork very exciting, the miniature starships were good-looking, albeit that a couple from the expansion were cast in different coloured plastic and refused to remain on their stands. As one looked a bit deeper, beyond the cosmetic, things got, well, ugly. There was important game-significant information missing from player mats, some cards were misprinted, and the rules failed to cover everything (it would be unfair to say they failed to cover anything), with still unanswered questions and ambiguities in abundance. Last, but a whole parsec from least, the expansion set's galaxy tiles which formed the playing area had their backs printed with the opposite type, giving a clear differentiation from the base game which was game-affecting (inner galaxy tiles had outer galaxy backs, and vice-versa).

    In short, it was a shambles.

    As shambolic as it was, this wasn't going to stop me trying it out with our group. I had managed to work through the rulebook and pin down most of the errata, I had devised a simple means of working around the misprinted tile-backs, and I was pretty sure we could work through any other minor anomalies we came across.

    And we did.

    The trouble was, it just didn't work very well. The game was passable, and with some effort, the rough edges could have been ironed out; one might have thought this would have been provisioned alongside the expansion. It was not. The game clunked along, starting off very slow with players' actions being very limited, then being drawn out past its welcome by discussions over what cards actually meant, what rewards should be given for open space encounters, whether or not hand size increases, stat increases, or move increases were permanent, how random and unbalancing various elements were, and so on, into the darkness.

    I don't give up on a game just because of one or two bad sessions. At some point I decided to look to the Megacon Games website for advice, an FAQ, anything. The site was gone. I looked to the Kickstarter campaign; it was brimming over with angst and anger, as umpteen pledgers complained about the component errors, the lack of support, and being sold short on the campaign. Their pitchforks were out, and they wanted replacements, recompensing, or refunds. They were not going to get any of these things; that was already apparent. One or two helpful aficionados have contributed useful files to help correct the errors, but fixing those alone really isn't going to fix this game.

    I still haven't completely given up on it. Last weekend, I broke it out again, and reappraised myself of the rules; I don't think I will ever put it on the table for our group again, as there are just too many good games out there, but I might just give the solo variant a try. What else am I to do with it? I doubt anybody in the world who doesn't already have one will want to buy a copy, and although giving it away might be an option, making it better is another one. Let's face it, what we have here is something which may have had potential with just a little bit more development, support and gumption from its creators.

    Emergence Event is like a puppy somebody got me for Christmas; an unexpected and initially unwelcome guest I would ultimately rather not get rid of. And because of the nature of crowdfunding, I will likely make the same mistake again and again.

    I think I will fix this game; all it probably takes is a few house rules to tighten things up and it's good to go, and who knows, maybe the group will suffer a couple of hours of it again.

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  10. Over the past few years, there has been a plethora of games themed around space exploration; this may have something to do with the lunar landing anniversary, a renewed worldwide effort in space exploration, the general rise in public interest for science, or even general discussions towards a plan to colonise Mars. In particular, the colonisation of Mars has been repeatedly utilised as a setting; from the retro-stylised Mission: Red Planet to the Robinson Crusoe remix of First Martians: Adventures on the Red Planet. Some of the games have been rather successful, like Terraforming Mars, with its basic and familiar mechanisms; others not so successful, like Martians: A Story of Civilization, with its rather clunky game flow and lack of development.

    On Mars is Vital Lacerda's contribution to this exciting sub-genre. In typical Eagle-Gryphon Games' style, On Mars has been issued in a big-box deluxe format; however, complaints about wear to components on punching has upset a few people. Personally, I can get along fine with it, as most information is open; the wear is there, but how serious is a separate discussion. I will simply discuss the game here.

    The game revolves around the generation of key resources - minerals, energy, water, plants and oxygen - each of which can be used to build what is essentially a factory producing the next resource along (so energy is used to build a water extractor, water to build a greenhouse, etc). Mines are the exception, and require a colonist to man them, who becomes a miner. Minerals are also an exception, since they can be used as any resource. In addition to resources, there are crystals; these are picked up when building shelters, when scooped from the planet's surface by a rover, or via goals and upgrade actions.

    The board depicts a hex grid at its centre, which represents the surface of an area of the planet, chosen for colonisation. In the centre of this grid are a number of starting spaces, on which players' starting shelters, and four of the colony's essential buildings which form the Life Support System (LSS) are placed. Players also start with one robot on the surface, a rover vehicle at the central mine (kept off-board at the start), and three colonists who work to improve the colony.

    On either side of the map are two action areas, orbit and surface, in which different actions are performed; between these, along the top of the board is a player order and travel area, used to differentiate between actions available to players (orbit or surface), the order they are conducted, and when the shuttle going to and from the surface takes off or lands.

    Orbital actions include taking blueprints, developing technology, researching technology, taking resources from a warehouse, and travelling to the surface independent of the shuttle. Colony actions include building, upgrading a building, employing a scientist, taking an Earth contract, welcoming a ship to the planet, and moving your rover and robots. Each action is important to other actions; better technology is required to build larger complexes, ships introduce more of your colonists (workers) and robots (builders) to the colony, building drives the colony to the next level, blueprints permit building upgrades, and scientists permit the use of upgraded buildings.

    There are three randomised player goals which are intended to limit the clock for the entire game; the number of goals required is reduced by taking the colony to particular levels of advancement, so that fewer goals need to be met to trigger game end. The goals are divided into short and long goals, and to meet them, particular actions must have been taken a minimum number of times. For instance, a blueprint goal with three players will require the action to have been conducted at least seven times before it is met. The players are encouraged to meet these goals through the reward of crystals. In my experience of playing, shorter goals seem to force the game to a premature end. Shorter goals do, however, permit finishing this game on a work night, at the cost of a decent story arc.

    Furthermore, in my experience of playing, On Mars does not lend itself to clear or obvious approaches; it's all very well setting goals, but while players are trying to fit the parts of the engine together in the correct order, the goals will form nothing but a distraction. There is no more accurate way of putting it; the game is easy to understand, and the actions are rather straightforward; however, performing those actions in the right order, coupled with balancing out one's time on the surface with time in orbit, is not as easy to achieve as it looks. Your first couple of games will undoubtedly result in blank faces and disgruntled players, as they fail to account for the nuances of the game, fail to produce or obtain the resources they actually need, or reach the first stage of enlightenment as they end up forced to take a lesser, alternative action which results in no return.

    One of my favourite aspects of this design is the openness of it; nobody exclusively owns a building or complex (although they can own the upgrade to a building), anybody can add to a complex if the appropriate technology is available, and the technology itself doesn't have to belong to the builder (a benefit is received by the technology owner). Blocking fellow players is possible; however, this is a rather nuanced approach rather than directly preventing a player from doing something. Building, for instance, is only possible if you have a robot in the right place, the relevant resource, and somebody has the right level of technology; should an available space your robot could have built on be used to build something else, or the resource you require become unavailable, or the owner of the technology decide to choke its advancement, then the build isn't going to happen.

    Whilst I am on the subject of building, it is through building LSS buildings that the colony advances. Helping the colony advance brings rewards, and when it eventually levels up, nice things happen for those who have contributed to this advancement (points). Additionally, depleted warehouse resources are restocked, and more technologies made available - provided they haven't been already.

    On Mars is a fabulous and challenging engine-building game; however, some of the aspects of play seem a little artificial in relation to the theme. If you're the kind of person who likes a strong thematic link to mechanics, these may put you off a bit. For instance, why is greater technology required just to build a bigger complex, why is travel between surface and orbit so difficult, and why are some actions generally only done in orbit when location is irrelevant? Like his previous design, Escape Plan, Lacerda has thrown theme to the wind - well, more of  a light breeze - and as a player, some suspension of disbelief is required.

    As I said, though, this is a challenging engine-building game; it's easy to overlook such thematic distancing when faced with the tantalising dilemma of deciding what to do next with your limited actions, limited workforce, and limited resources. The game works very well indeed, despite being a bit unintuitive in the way actions connect; if it takes a couple of plays for you to get it, then you really need to get it - and play it!
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