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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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Smashes, Seasons, and Sleepers: Games of GenCon

In our last article, we shed light on many of the great people with whom we hung out at GenCon. This time, we'll be taking a look at the games we played with those people: some highly anticipated and some under-the radar, and some not-yet-published or released to the public.

The Obligatory and Ubiquitous:

Tricksters + Aliens = Someone is rage quitting this game 

Smash Up
- AEG's highly anticipated game, Smash Up, was the first thing we picked up at GenCon this year. The vast majority of people to whom I talked said they enjoyed the game, and many estimated that it was the most played game at the convention.  To my knowledge, Smash Up did not sell out on Day 1, but it was unfortunately not available on Saturday afternoon when I went to pickup a copy for an out of state friend. Though Scott will be doing a more in depth review--and we'll be coupling it with a live report of the Gen Con tournament from J. Singerland, my initial impressions after ~20 games are that Smash Up is primed to be a really popular, light game. I'd like to play more to see if Zombies are as powerful as they seem (i.e. winning 80% of the games in which I've seen them played), though I'll continue to gravitate toward the Trickster/Wizard or Tickster/Ninja combination. I also applaud AEG for supporting this game from the get-go, as excitement only built throughout the convention (and before) with rumors of more expansions. From what I know, the next 4 factions will be Ghosts, Plants, Apes, and either Bears or some type of Steampunk goodness. Mr. Rowland... if you're reading this... I'd like to see Sharks as a faction.

Kairn the Destroyer. If you play me in Seasons, there's a 90% chance you'll see this card. 

Seasons
- I got a chance to demo this game from Libellud/Asmodee at Origins and immediately knew it would be a hit. It had amazing art coupled with an amalgam of popular mechanics. It would seem, by the line that wrapped around Asmodee's booth almost immediately after the doors opened on Thursday, that many people shared my sentiment. Within 90 minutes, Seasons was sold out. Fortunately, I got one of the last 5 copies available. Second (probably) only to Smash Up in total number of plays at GenCon, Seasons is easily in my top 5 games played in 2012. No, it doesn't go anything incredibly innovative, but what it does do is take a number of different things and handle them very well.


Android: Netrunner
- Selling out even more quickly than Seasons (an estimated 70 minutes), neither Scott nor I were able to get their hands on a copy of this game. To be honest though, it wasn't really high on my list of things to purchase. I played the crap out of this game in High School, but the lack of involvement from Richard Garfield and the money sink that comes with an LCG turned me off. I was also disappointed that FFG allowed VIGs and Retailers who got into the hall before the general public to purchase multiple copies (upwards of 10 a piece). I know that they got more copies in almost every day, and still sold out, but it seems like they're setting a bad precedent this way. I'd be interested to know the prevalence of this game and its asking price--if any--on eBay.  

(other highly anticipated games we will be reviewing in the future -- Dominion: Dark Ages, Mage Wars)

The Sleepers:


Evil Baby Orphanage
- I don't know how much of a sleeper a game that raised $100,000+ on Kickstarter can be, but nonetheless... I had to explain the premise of this game to a lot of people. Essentially, you are a Time Traveling Nanny who must go back in history to "pre-habilitate" the infant versions of some of History's most notorious dictators, despots, and terrorists. Through various methods such as adoption, toys, and time outs, you'll attempt to keep these evil tykes occupied, because if you don't, they'll start trying to reenact the terrible acts that made them infamous. Admittedly, I haven't gotten in many plays of this game, and it is a VERY light gateway/filler card game. However, it's chock full o' theme, and will provide a boatload of laughs if played in the right company. Oh, and if you were fortunate enough to purchase it at GenCon, you got a free Baby Heinrich Himmler promo card. That in itself, should tell you where this game is coming from.


Legacy: Gears of Time
- Had a chance to play this on Tuesday with Larry and the guys from Tasty Minstrel and really enjoyed it. I wouldn't call it a "brain burner" so much as a "brain bender." Once you grasp the way the game wants you to play, you'll be in the clear. However, getting acclimated to that way of thinking is much easier said than done.  Essentially, you're a time traveler (where have we seen that before?!); this time, however, time is used for more than just a thematic element. Throughout the game, you'll have the opportunity to travel back in time in order to invent different things. Some things, such as writing/electricity/wheels will be fundamental; other inventions (such as the printing press) will require 1 or more of these fundamental inventions (The aforementioned press, for example, will require electricity and writing. There are also some major catches to take into account while playing: First and foremost, you can ONLY travel backwards during the round, meaning, if you go all the way back to Age 5 early, you can't reneg and travel back to Ages 1-4. Secondly, if someone invents something in an earlier age than you, your invention becomes null and void. Lastly, the game includes influence cubes with which to gain control of particular inventions when they score (it should also be noted that, if you control a fundamental invention, you get points if an invention that requires it scores as well). In the game I played, I ran out to an early lead, then stalled in the mid game while Michael Mindes ramped up to what we thought was a nigh-insurmountable lead. In the end, I wound up eeking out a 5 point win by heading back to the beginning early and dropping all my influence on fundamental inventions.

Yet to-be-released/Kickstarter Darlings:

Part of me hopes a giant metal board is one of the stretch goals. 

Mars Needs Mechanics
- We'll be doing a session report on Ben Rosset's set collecting game on Friday, so I don't want to spoil anything. I'll simply say that Mars Needs Mechanics is an elegant, streamlined game that will draw you in with its accessibility and theme, and keep you coming back with its depth of strategy. You hear the rules, grasp the mechanics early on, and then return for repeated plays to try new strategies, get higher scores, build new devices, and introduce new players. Look for the campaign to hit Kickstarter on August 31st and consider backing this great game


Jungle Ascent

- on Thursday, Larry had told me about this great game he had played that was, in his words, "Like Donkey King on crack." I was a little skeptical, but figured, what the heck. I'm aiming to play 100 games this week so I might as well look at this one too. Truth be told, Larry's description was pretty spot-on. I'd put it more as a mash up between Donkey Kong and Pitfall, but there are barrels to avoid and a perilous climb to the top of the map. The game I saw had a really good skeleton to it, but still needed some kinks worked out. In a 4P game, and especially a 4P game played with hardcore gamers, there was a definite "gang up on the leader" flaw that caused the game to last about 2-3x longer than it should have. Despite this, the game has a ton of flavor and potential, and I look forward to seeing how it progresses.

100 Game Challenge: 
- Finally, for those wondering how I did with my 100 game challenge: Unfortunately, I didn't make it to 100 this time around. The sheer number of people at GenCon kept me waiting in line for a lot of demos, and I stepped out of the gaming hall more than expected to just have some down time away from crowds to rejuvenate the batteries. By my count, I did make it into the low 70s, and I think that's pretty commendable if I do say so myself. 

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Raisins In, Grapes Out: The people of GenCon

If, like me, you were standing inches from the door at 9:59 on Thursday at GenCon, you were involved in the Geek-esque running of the bulls a minute later when the doors opened to the public. You jostled for position, stood in line for Netrunner, or Seasons, or any host of other games whose shiny presentation caught your eye. Admittedly, there were a lot of high-profile games being sold and some sleeper hits that not many people noticed; we'll get to those tomorrow. However, it's important to note that with minimal exceptions, most of the games at GenCon were meant to be played with others, and, of the ~40,000+ people who attended this year's convention, I happen to think I gamed with some of the best.


Larry Fettinger - This year, instead of working in a booth, I stayed with Larry and his wife Tina in their house about 15 minutes from the convention center. I've thanked him immensely for his hospitality, but still feel like I need to thank him again. It was an absolute pleasure gaming with him before, during, and after the convention. I appreciate Larry's straight shooting demeanor (which meshes well with my opinionated nature almost perfectly), his drive, and his passion for games of all sorts. InD20Group has a great leader, and I look forward to spending future GenCons at his house. Larry, if you're reading this, I hope you're not in that MarioKart wheelchair next year...but if you are, let's plan on pushing you into some furries. 

The Four Horsemen of the Apocalypse - Otherwise known as AJ Porfirio, Grant Rodiek, Chevee Dodd, and Matt Worden. It was an absolute blast hanging out with these guys. As Grant noted in his GenCon post, we're "the best kind of assholes." Between multiple games of If I'm Going Down, Empire Reborn, Dicey Curves, and Farmageddon, I got to know these guys and feel like I made some really great connections in the world of Gaming. AJ is a phenomenal gamer who beat me in almost everything we played, Grant and Chevee churn out amazing games that make me envious, and Matt is the quintessential straight man and introspective designer. It was a pleasure to share some frosty beverages with them. Guys: let's never forget Zimbabwe, Husband Truth, "Surprise ___," and shots. But... if I may put in a request for next year, let's not commemorate any of those things at the JW Marriott.

Tasty Minstrel - Also staying with me at Larry's were Michael Mindes and Seth "Laffy" Jaffee (a nicknamed coined by Larry) from Tasty Minstrel games. I had met them both briefly at GenCon last year--though I'm sure they don't remember--but it was good to hang out with them more extensively this year. Michael has great insight into the gaming industry and it was a pleasure to chat and pick his brain about the ins and outs of potentially self-publishing my own game. Likewise, Seth is an impressively cerebral gamer; many times I was really impressed with his ability to do in-game calculations on the fly. I hear he and a few friends even spent 8 hours getting a perfect score in Hanabi. THAT, my friends, is dedication. Sadly, I didn't get to play as many of their games as I would have liked (e.g. Village, Kings of Air and Steam, EmDo expansion, etc). Rest assured though Seth: as soon as I find a baby, I'll be testing out your "raisins to grapes" hypothesis. 



Jacob and James Mccarthy - Like many of my gaming friends, I met James through Ascension. If you're a long time reader of this website, you might recognize James as the "Ascension tattoo guy." You might also recall him driving down to my house for the inaugural Road to GenCon tournament in which we took 2nd and 3rd place respectively. James is a heck of a player, and is the person who has logged the most plays against me both IRL and online. Unsurprisingly, James's cousin Jacob is also a phenomenal Ascension player. For starters, he took down some of the best online competition in winning the pre-GenCon Ascension iOS tournament. I sold him my ticket for the Godslayer tournament on Friday, and he then proceeds to take down the 100+ player 2012 World Championship the next day (besting his online nemesis in the finals to boot). If you're wondering, "is he really that good?" ... yes, yes he is. I look forward to playing him in more games of Immortal Heroes, seeing him on a card in an upcoming set. And hopefully, if things work out next year, I'll be playing he or James in the finals of the 2013 World Championship.

Bryan Fischer and Ben Rosset - When you meet these two gentlemen, you might think you're dreaming. Ben and Bryan are legitimately, some of the nicest people (not just gamers) you will ever meet in your life and it makes me positive that they will be successful in whatever endeavors they choose to pursue. I got the chance to play Ben's soon-to-be-published (Kickstarter, Aug 31st) game "Mars Needs Mechanics" on Saturday morning and really enjoyed its elegant, accessible nature. We'll be doing a session report about the game on Friday, so check back then for more info about it. I also had the chance to play Nevermore's first Kickstarter success, Chicken Caesar, on Saturday evening. It may have been the fact that I won, but I really enjoyed it as well. Due to the exhaustion of all players, I don't think the backstabbing nature of the game was as overt as is could have been, but we still managed to kill off a significant portion of chickens pretty quickly. In both games, it was evident that Nevermore is very good as choosing/making games that are deep, but don't layer unnecessary complexity on top of that depth. That's a giant plus for me, and I look forward to seeing what excellent games they release in the future.

 

Chip Theory Games - Contesting Ben and Bryan for the "Good guys of the Con" award were Josh and Adam from Chip Theory games.  After driving non-stop from Minnesota and arriving at Larry's house on Thursday evening, Larry and Josh kept busy demoing Hoplomachus, their game of gladiatorial combat (yes, we'll be doing a review of this one too). When not playing their game, the duo played RPGs, beat us at Smash Up, and entertained Larry's children with magic tricks. I'mm looking forward to getting their game to the table and seeing what else they have up their sleeves.

I could go on forever with people I met, reconnected, and hung out with... but I don't want this post to go on forever. I will simply say that if you have a chance to meet the following people, please do so:

Ryan Metzler, UnDead Viking, Joel Eddy, Father Geek Cyrus Kirby, Chris Urinko, Scott Morris, Jay Treat, John Sizemore, Chris Kirkman, Jason Tagmire, Jason Kotarsky, Phil Kilcrease, Tim Norris, Billy Tillman, Keith Collins, Adam Clark, Christopher Badell,  Cardboard Jungle, Brian Frahm, Huuuze, and MANY many more. 

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