Tampilkan postingan dengan label Mars Needs Mechanics. Tampilkan semua postingan
Tampilkan postingan dengan label Mars Needs Mechanics. Tampilkan semua postingan

From Markets to Mars...



As an aspiring designer myself, I try to make it a habit to read all the UnPub reports put out by fellow writers and reviewers (e.g. Jason Tagmire, Cartrunk Ent., etc.) In doing so, I came across a game called "The Market," a set-collecting, economic game utilizing timing mechanisms by a gentleman named Ben Rosset. Everyone who wrote about this game raved about it, and everyone I asked for information about the game loved it.

Ben subsequently took his game to more and more UnPubs. There it gained more visibility, became more streamlined, and caught the attention of Bryan Fischer and John Sizemore of Nevermore Games (Chicken Casesar) who decided to re-theme the game into a steampunk setting and entitle it "Mars Needs Mechanics." In July, Ben brought the game to Origins. It was on my radar to play. Unfortunately--or fortunately for Ben and Nevermore--there was never an open space into which I could squeeze and take the opportunity to play, so I made the game one of my top priorities at GenCon.

After playing twitter/email tag with Ben for a few days, I finally got to sit down with him and a three other convention goers (including a father and his 9 year old son) to try out the game. The first thing I noticed was the lengths to which Ben and Nevermore went to add some thematic spice to their demo version of the game: the starting player token was a bolt with some heft, and the board itself was affixed to a piece of metal. I highly doubt the final game will contain these components (ultra stretch goal!!) but it definitely helped things feel immersive.

And things didn't stop there. After we had settled into our seats and had a chance to look everything over, Ben launched into storyteller mode, spinning a yarn about the game's setting and generally making me wish that every copy of the game came with a mini-version of him you could take out of the box in order to hear the story again; it wasn't necessary for him to do this, but it was greatly appreciated and really got me excited to play.

The gist of that story and the setting for the game? ... 1873. The British Royal Academy of Space Exploration has been asked by the Queen to explore Mars by year's end through the use of the H.M.S Victoria VII. As one of the Empire's leading Aether Mechanics, you have been invited to compete for the title of Royal Astronautical Engineer. To win, you will need to prove your mettle by earning the most cogs by the competition's end. Can you build it... YES YOU CAN!

To start the game, each player receives 2 scrap metal cards which act as Wild Cards when making sets throughout the game. Players then receive 30 cogs (the game's currency) and three component cards; cogs are placed in front of the player and are always public information. Next, the 7 component tokens are placed randomly on the order line located at the top of the board and their corresponding markers are placed on the board row showing "5" (i.e. the direct middle of the board). Finally, 4 Mechanism and 8 Component cards are set out and the player with the best English Accent is given the starting player token. Got all that, chap? Jolly Good.

 

As the game progresses, you'll be purchasing Component cards from the center of the table for their market value (always 5 in the first round of the game). If a component card is purchased, its corresponding token is moved to the head of the line at the top of the board. When a player doesn't want to--or can't--purchase any more component cards, he/she passes. When all players pass consecutively, or all component cards have been purchased, the market prices are adjusted: the three tokens at the back of the line cause their corresponding markers to go down 1 in value, the 4th stays as is, and the 5-7th tokens (i.e. the three purchased most recently) get their value increased by 1.

During their turn, players may also build or break down one of the 4 mechanisms on the board. These mechanisms give you special powers such as giving additional cogs when you sell a set, or allowing you a bit of efficiency via the ability to build and break down a mechanism in a single turn. It should be noted, however, that you can (typically) only have one mechanism built at a time, so choose carefully.

After the round ends, players are then free to sell sets of 3+ cards at market price. Scrap may also be used to complete a set, though you won't get any money for it (e.g. if you sell 2 Wires + 1 scrap at the market value of 4, you'll only receive 8 cogs, not 12). Once this is done, the component cards are restocked up to 8. When there are no component cards left in the deck (or players purchase nothing for 2 consecutive rounds) the games ends, market values are adjusted, sets are sold, and the player with the most cogs wins.

If all this sounds streamlined and easy to grasp, it is ... until it's not. When you get the explanation of the rules, it seems simple enough: buy low/sell high. Admittedly, this would be easy if you were the only one controlling the market. It's not that easy though. Opposing players might steal your components (thus driving up the cost for you to get them on a subsequent turn). If you opt to not buy a component in hopes of driving down the price, you're going to need to buy it more in future rounds to drive the price back up in order to turn a profit. If you purchase them at the wrong time, the cost is going to go up, and your profit margin is going to get slimmer and slimmer. It's all about WHEN you buy and HOW you manipulate the market.


 

This, in my estimation, is what makes Mars Needs Mechanics so great. It's an incredibly streamlined and accessible game (as proof, the 9 year old with whom I played picked the game up after about one round) that still manages to achieve a deep strategic element. In my game, for example, I was hording aether tubing. I knew I didn't have to get all 8 of them, so I let the kid's father purchase the stragglers, thus increasing the cost of the commodity until it maxed out at nine. I then built a rocket booster (+1 when selling sets) and sold my set of 4 tubes for a profit of 37 cogs. I was up to 55 cogs and thought I was in good shape. I was... aside from the fact that I had no cards in my hand and there were (by my estimate) 2 rounds left in the game. The 9 year old played a fantastic game those final two rounds and only came up short of beating me by 3 points {55-52}, but the tension of those final rounds simply added to the excitement of play.

If you haven't figured it out yet, I really enjoyed my play of Mars Needs Mechanics and I'll be one of the first people to support it's kickstarter campaign when it hits the sight on August 31st. Ben, John, and Bryan have a great game on their hands, and I encourage people to check it out. Having met all three of them at GenCon, I know they are great people and great designers, and it's always good to help people like that succeed.

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Anticipatory GenCon 2012 post

Thanks to the scheduling gods and the gracious invitation of InD20's Larry Fettinger to let me stay at his house (thus saving 900-1000$ in hotel fees), I'll be going to Gen Con again this year. This time, however, should prove to be quite a different experience, as I'll only be in a booth for a few hours of the convention instead of 8-9 hours a day like 2011.

Coupled with the fact that I'll be arriving at Larry's on Tuesday and sharing space with prominent and promising publishers (Seth and Michael from Tasty Minstrel, Josh & Adam from Chip Theory), reviewing royalty Ryan Metzler, and Ascension Archnemeses James and Jacob McCarthy. I'll have plenty of time to play games and wander around the vendor's hall and open gaming area. While doing so, I hope to meet up with some of the people with whom I interact frequently on twitter and play some of their games as well as some of the big name games that will be released at the convention. Listed below are but a few of the many games and things I hope to play and accomplish at this year's convention as well as the ones Scott hopes I bring back for us to play together.

GAMES TO BE RELEASED AT GENCON:


#1: Smash Up -- My main goal at conventions is not simply to pick up the hottest games for the sake of reviewing them, moreso they serve as a place to buy games that my wife and/or family can play together. Fortunately, AEG's Smash Up fits squarely into both categories. With it's intriguing "Shuffle building" mechanic, players can take a number of popular gaming tropes, combine them, and actively work to score bases and set off devious combos in hopes of scoring the most points. No, it doesn't look incredibly deep, but it does look insanely fun, and that's the most important thing in a game to me. 

#2: Seasons - The visibility of this game seems to be growing by leaps and bounds (and hopefully, some of that visibility has come b/c of my efforts to tell people about it), and I think this beautiful title by Asmodee might end up being a sleeper hit of the convention. Using beautiful art from Xavier Durin, Seasons takes the resource management of Magic: the Gathering and the drafting of 7 Wonders and mashes them together with a dice mechanism that dictates the progression of time and duration of the game itself. I played a pre-production copy of the game at Origins and came away VERY impressed, so I can't want to make it a part of my collection. 


#3: Dominion: Dark Ages -- Like many other tens of thousands of people around the world, I'm a Dominion addict; and this latest iteration from Donald X. has me salivating like Pavlov's dogs at any hint of a preview card or insider information. To date, we just know that the focus of the expansion will be upgrading and trashing. I was a big fan of the 3 card in Ascension that let you manipulate things in the graveyard/Void, so I'm waiting with bated breath to see what kinds of shenanigans can be pulled with these new kingdom cards and how the new Ruins card impacts play. I am not, however, looking forward to schlepping my big 3200-count box containing the entirety of Dominion collection through Hall D.


#4: Android: Netrunner -- (Scott) My gaming history goes back to the early days of collectible card games.  One of my favorites from back then was Netrunner.  I especially loved the cyberpunk-ish theme and I loved the two distinct play styles of the Runners and the Corporation.  When I recently heard that Fantasy Flight was going to bring back Netrunner, I was extremely excited.  I was a little apprehensive about it being rethemed into the Android universe.  However, the Twilight Imperium reimagining of Dune into Rex seems to have worked well, so I have the utmost faith that Fantasy Flight has not hurt my baby.  Also, I hope that it's successful enough that we see more than 2 sets for this edition.

#5 Aeroplanes: Aviation Ascendant  -- (Scott) Clunky title aside, we have a new economic game exploring the early 1900s by Martin Wallace, hooray!  Actually, Wallace's Automobile has been a favorite of mine since its release a couple years ago.  Aeroplanes covers a similar time frame, but apparently is a bit lighter and more forgiving than Automobile.  Hopefully that will help it come to the table a bit more often than Automobile does.

#6 Africana - (Scott) Africana is the new game by Michael Schacht, a designer whose games I've greatly enjoyed over the years (Zooloretto, China).  In Africana, players are going to be travelling around Africa, going on expeditions in order to gain enough money to set off on a grand adventure.  I'm intrigued by the "Adventure book" mechanic, which Schacht borrows from his own Valdora.  Sounds like it will be a very fun game.

Other published games I'm looking forward to playing: 
  • Farmageddon
  • Alien Frontiers: Factions
  • Morels 
  • Sentinels of the Multiverse: Infernal Relics
  • Viva Java
  • Libertalia
  • Sheepland
  • Libertalia
  • Nefarious
  • Chicken Casesar
  • If I'm Going Down
  • Timeline: Discoveries
  • 7 Wonders: Cities
UNPUBs ON THE RADAR:

#1: Mars Needs Mechanics -- I met Ben Rosset briefly at Origins this year, and he seemed like a bright, passionate designer with whom I'd like to speak more. I, unfortunately, didn't get to play his game, Mars Needs Mechanics, but made a mental note to do everything in my power to play it at GenCon. MnM, from what I could deduce, is a set collection game that uses timing effects in order to allow players to build combos and be the most successful engineer. As a lover of engine-building games, the ability to build an engine (both literally and figuratively) in this game has be eagerly awaiting my turn to play it. 


#2: Swinging Jivecat Voodoo Lounge -- Loyal readers of this site will know that this game has been my White Whale since Origins 2011, when I fist saw it. I was within feet of multiple playthroughs of it at Origins this year, but never got the opportunity to play myself (though getting to play Princes of the Dragon Throne and Forge were pretty sweet consolation prizes) . Nonetheless, I didn't get to touch the martini glasses or the skulls, or the plastic monkeys... and that makes me a sad panda. In SJVL, players are hepcats in the club scene of the late 50s, and through careful usage of the cards they are dealt/acquire, they progressively build cliques in the four areas on the Lounge. It's abstract-y to a point, but still maintains a hilarious theme, (i.e. it's right up my alley.)


#3: King of Tokyo: Power Up -- Though I'm sad that the expansion to one of my favorite games of 2011 got pushed back from GenCon to Essen, I am pretty pumped that IELLO will have demoable copies at their booth. For those who haven't been obsessively following the news about this expansion, Richard Garfield has appeased the throngs of players clamoring for individual character powers. In Power Up, characters may activate a specific character power by rolling 3 heart symbols. After this is done, one of the character's cards is flipped up and subsequently gives them powers to use throughout the game: The Kraken might make a player lose health and VP, the Cyber Bunny may steal energy cubes with an attack, etc etc. And, while all this sounds pretty cool, the inclusion of an additional character named Pandakai ups the "want" factor on this game to 11.

Other UnPubs/Not Yet Released games that should be on your Radar:
  • Empire Reborn
  • Dominare
  • Innovation: Figures in the Sand
  • Chaos & Alchemy
  • Forge
  • Heartland Hauling Company
  • Hexploration
  • Take The Bait 
  • Compounded
  • Fleet
  • Mice & Mystics
  • Biomechanical Dino Battles
  • Castellan
  • Crude: The Oil Game
  • SolForge
OTHER NEFARIOUS PLANS TO SET IN MOTION:
  • #1. Find someone who can beat Christopher Badell in one of Heartland Hauling's infamous "Mustache/Beard-offs." I doubt this can be done, but I'm going to find someone who can; maybe George R.R. Martin.

    #2. Get more visibility for my "Strip King of Tokyo" tournament scene.
    (joking, completely joking)

    #3. Test some of my current prototypes, including Aches & Brains, Gyre, & Slide Rulers 

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