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Master Smashers: 2012 Smash Up Championship Recap

~Ed. Note: Before I even had a chance to get my hands on the game, I purchased a ticket to play in the 1st annual Smash Up tournament at GenCon 2012. I didn't have any impression that I'd win, but I thought it would be a good way to socialize with other players and to get the G&G name out there. That was the plan at least. The reality is that I spent the day prior playing games in Hall E and the JW Marriott until about 4am. That being the case, I chose sleep over the tournament (I know, I know, start flaming...). Luckily, Jason Slingerland of the awesome Building The Game podcast is far more awesome than me. He sacrificed sleep to brave the perils of the tournament to smash some bases, revive some zombies, summon 8 robots a turn, and make a spectacular run. Oh, and he wants Sharks to be a Smash Up faction too. 


The Super Awesome Smash Up World Championship
A guest post by Jason Slingerland

The first annual Smash Up tournament consisted of 21 players and a fairly level playing field.  Smash Up had been released only days before and most of us, being at Gencon, didn’t spend a lot of time to “practice” beforehand.  The player base appeared to be made up of everything from people just looking to have some fun all the way up to pro Magic players.  I myself fall somewhere in between, having played in several strategy game world championships previously but not in the last few years. 

In the first round I was paired at a table of 3 players, with only the winner moving on.  Luckily, I was able to get my top choices for factions: Wizards+Zombies.  The combination is very powerful together because Wizards allow you to take a lot of actions, including playing many minions, and Zombies allow you to play extra minions from your graveyard.  This was definitely my easiest round, with me winning by several points.  I attribute this mostly to my faction combo, which I’d happened to use before the tournament.

From the moment I sat down at my second round table, I was nervous.  All of the other players seemed to know the game better than I did.  I was able to get Wizards again and then Dinosaurs.  I wasn’t really happy with the choice, but it was the best option I had. This round was really rough, with me being in 4th place for quite a bit of it.  One of the players had Trickster Zombies.  Fortunately, he really wasn’t sure how to use either, as he had never played with them before.  Had this not been the case, I'm confident I would not have won.  The biggest takeaway for me this round was Tricksters are annoying, and in the hands of someone who knows how to really use them, they can be devastating [ed. note: Tricksters are my favorite faction}.  I was able to pull out some awesome Wizard moves in the end and leap ahead, winning by several points in just one turn.  Go Wizards!

The final round consisted of 3 players who definitely understood the game better than me.   The first guy took Zombies, which makes sense because they are incredibly powerful.  I then drew Wizards, the next guy took Aliens and Robots.  I was worried that if I didn’t pick up Tricksters, the last guy would and that combo with Zombies would be lethal.  So begrudgingly, I took them.  The round progressed quickly, with nearly a 3-way tie all the way to the end.  In the end, I made a bad move, and the Aliens+Robots guy was able to get to 14.  On the next turn he played Invader, an Alien that grants 1VP, and it was game over.  I came in 2nd with 13, and the 3rd place guy had 11.  All in all it was a great and enjoyable tournament.

Though fun, I was a little disappointed in way AEG handled prizes for the tournament:  No trophies or anything fancy, but 1st place got a $50 gift certificate to the AEG booth.   That's fantastic, but 2nd and 3rd got nothing.  It may seem to give off a sense of entitlement, but when you advertise The Super Awesome Smash Up World Championship, people kind of expect a little more than just a prize for 1st.  I wouldn’t let that overshadow the great time but… It certainly did detract a little bit from the otherwise positive experience.

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What's in Store for September:

Thanks to all of our readers for coming back continually to read our articles. Here's what you can look forward to in September:

REVIEWS:

  • Dominion: Dark Ages
  • Mage Wars
  • Ascension: Immortal Heroes
  • 7 Sisters
  • Hoplomachus
  • Blindside
  • If I'm going Down
  • Blaster Waves
  • Dicey Curves: Danger! Expansion
  • Sentinels of the Multiverse: Infernal Relics
  • Evil Baby Orphanage
  • Africana
  • Drinking Quest Expansion
  • Flowerfall 

OP-ED PIECES:
  • The Difference between "Reviewers" and "Critics" (and why we're proud to align ourselves with the latter group)
BRAINSTORMS/PLAYTESTING/MISC:
  • Progress being made on GYRE
  • Slide Rulers, a mancala tweak with dice, modular boards, and super playground powers. 
  • Coverage of the Buckeye Board Game Fest 
PREVIEWS & INTERVIEWS:
  • Jungle Ascent (5th Street Games) Preview
  • Q&A with Jesse Catron, creator of Salmon Run
  • Athenaeum (hope I spelled that right) preview from Benny Sperling


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Go To Pollo

When people find out that I went to Culinary School, the first thing they ask me is ... well, the first thing they ask me is something about TopChef or Food Network, or Chopped... but the second thing they ask me is "What's your go to recipe?" In general, I enjoy cooking Asian and Spanish cuisine more than anything, but these answers caused a sneer from most of my friends, many of whom classify their palates as "meat and potatoes"-centric. So, I had to adjust; because frankly, a go-top recipe loses something when no one will eat it. To compensate, I used the two things lots of people in Ohio seem to love, Chicken and Italian Food, to tweak a Chicken Saltimbocca recipe into perfection

 

Roughly translated, Saltimbocca means "to jump in the mouth," and depending on how many you prepare, there may not be any leftovers, because your portions are doing just that. Aside from Chicken, this recipe also uses Prosciutto, a meat taken from the thigh or hind quarters of a pig/wild boar and dry-cured for up to two years. The prosciutto in this recipe acts to give a nice, but not overwhelming, saltiness to the chicken. If you're not a fan of prosciutto, or simply want to change the recipe, feel free to use any other cured meat: speck, capocollo, sopressata, etc. The same goes for the main protein (Saltimbocca is traditionally a Veal based dish, but I changed it to Chicken to be more affordable) and the cheese (I typically use Parmigiano-Reggiano, but Mozzarella will do in a pinch).


INGREDIENTS:
  • 4 Chicken Breasts (size should be roughly 6oz each), pound the breasts to an even thickness. 
  • Salt & Pepper (to taste)
  • 1/3 cup Flour
  • 2 Tbs Butter
  • 1 Tbs Extra-Virgin Olive Oil
  • 2 tsp Chopped Sage
  • 1/2 cup Grated Parmesan
  • 4 slices Prosciutto
  • 1/2 cup dry white wine (Pinot Grigio/Sauvignon Blanc) 

DIRECTIONS: 
  1. Season the Chicken breasts with Salt and Pepper, then dredge in flour. Shake off all excess seasoning and flour before cooking.
  2. In a large frying pan, on medium/high heat, melt half the butter with the EVOO. Add the Chicken Breasts and cook until golden brown (generally about 5-6 minutes). Then, turn the chicken breast over and repeat on the other side. 
  3. Reduce heat to low, then sprinkle the breasts with chopped sage and top each with a layer of prosciutto. Finally, top the prosciutto with the grated parmesan.
  4. Cover the pan tightly and cook for another 1-2 minutes (or until the cheese is fully melted), then transfer to a serving plate and cover with aluminum foil. 
  5. Bring the heat on the pan back up to med/high. When the pan is sizzling, deglaze it with the white wine and reduce this mixture until there is about 1/4 cup left in the pan. When this is done, remove the pan from the heat and whisk in the final Tbs. of butter. 
  6. When ready to serve (which should be ASAP), spoon the glaze over the chicken breasts and eat up. Serves 4

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For everything, there is (a) Seasons...

    

Our more biblically inclined readers may know of a popular verse, Ecclesiastes 3:1, which states: For everything there is a Season, a time for every activity under heaven. For first time players of Asmodee/Libellud's newest game, Seasons, it may just feel like the game has every mechanic under heaven smushed into one package. Instead of leading to a muddled package however, Seasons handles all these things masterfully, and what results is a fantastic experience. 

Like many of the games I've played while running this website, I first heard about Seasons through W. Eric Martin's news article(s) on BGG News. Initial reports didn't have much information, but did provide preview cards with absolutely gorgeous art done by Xavier Gueniffey Durin. If nothing else, I told myself, I'd have to check this game out just to look at the pictures on the cards. 

It has begun...
As luck would have it, Stefan and company had a demo copy available at the Asmodee booth during Origins. So, I sat down and played a game with one of the booth workers; and, even after a clunky playthrough--we drafted 7 cards rather than 9 and forgot to separate them into seasonal piles--I was hooked. The game felt like Magic without being M:tG. I was drafting, I was managing resources, I was rolling dice... my brain was leaking out my ears trying to keep track of everything, but I was loving it nonetheless. After the dust had cleared and I had fully exchanged my energy tokens for Crystals and manipulated the board with some temporal boots, I came up just short of defeating the Asmodee worker (138-129 I believe). Nonetheless, I was impressed and wanted to share this new discovery with my friends.

So I took to BGG, hoping to spread the word about this game. Slowly, and through the help of Asmodee and other reviewers, Seasons started to gain a little bit of visibility. BoardGameArena supported a free online version of the game, Podcasts featured it, Video reviewers got some preview copies, bloggers far more prominent than me put it on their most anticipated lists. All this seems to have had a good effect because, as of 10:45am on Thursday of GenCon, the game was sold out. Fortunately, I was able to snag one of the last 5 copies available at the show; and I've been playing the tangible and online versions quite heavily ever since. 


(Thanks to BGG and Asmodee for this image)
The first thing one will notice upon opening the box is the component quality and the great insert. Twenty, large, custom engraved die catch your eye. The card art will have you rifling through the deck looking at all the amazing illustrations, and the board and player tableaus have bright colors that pop and demand your attention. The insert itself is very well done (on par with something like the Lords of Waterdeep insert, and gives a definitive "a place for everything  and everything in its place" vibe. I do wish, however, that the two compartments for the cards were a little deeper, as the card stack becomes a little too high if players choose to sleeve their cards. I, admittedly, am a sleever... but I think something like this calls into question the fact that more companies need to acknowledge that players do sleeve their games. By making the wells for the decks deeper, it seems like they could kill 2 birds with one design stone, but I digress.



From a gameplay perspective, Seasons may seem a little intimidating. However, if pared down into its individual parts, it becomes much more palatable. To start, each player is dealt a hand of 9 cards. From that point, much like 7 Wonders, players will draft one card and pass the rest to their left. This will continue until players, again, have 9 cards. The 9 cards are then divided into 3 piles of three, with the first pile starting in the players' hands and each subsequent pile being unlocked once the marker on the seasons board completes one full revolution. With a total of 50 cards (each represented twice in the full deck) available to draft, the number of combinations a player can come up with is staggering.

Once each player has their cards assigned to piles, the real fun of the game begins: a number of die equal to 1+ the number of players is rolled, after which each player will draft a die and gain the benefits from it as indicated by the symbols etched onto its face. A large rectangle indicated that the player can draw a power card from the stack of undrafted cards. A number indicates that the player gains that many crystals (the game's term for VP), Symbols indicate the gain of a Magic-esque resource token (raindrop = blue, feather = red, fire = yellow, leaf = green.), and a star increases a player's summoning gauge. The summoning gauge dictates the maximum number of power cards a player can have in play at one time; and considering that every card left in your hand is worth -5 points at the end of the game, you'll want to get as many on the table as possible. 

Additionally, if a circle is present on the die, it indicates the opportunity for a player to transmute (i.e. change energy tokens into crystals/VP). The value of each type of energy changes dependent on the season. Lastly, there are four special actions players can take on their turn: they may exchange 2 energy tokens for 2 different tokens, they may also transmute, up their summoning gauge by 1, or draw 2 cards instead of 1 (and put one back) if they draft a die with the Power Card icon on it. For each of these special abilities used in game (up to a max of 4x), a player takes a larger and larger end-game penalty (ranging from -5 to -20) so it's advisable to only use these in dire circumstances and/or if the payout will be greater than the penalty. 

Personally, I really enjoy this game; I'd even go so far as to say that it's one of the 5 best games I've played so far this year (and I expect to see it on a lot of "best of" lists at the end of the year). Yes, it does have a lock of parts to keep track of, but all of those parts work as part of a greater, interlocking, whole and feel cohesive rather than individual elements layered on to add complexity for complexity's sake. 



I have, as you might imagine, heard a few complaints about the game, which is to be expected. The first, and most minor one is that the score track for crystals/VP is too small. This is a perfectly valid argument and one with which I would agree. The size of the board could have been enlarged; as it stands, if players are on the same number VP, you have to stack their cubes. Doing this makes the cubes much too easy to knock over, and if you get into the game hardcore it's easy to lose track of what number you were on. 

The second complaint about Seasons that keeps getting thrown around is that the cards are imbalanced. I think this is complete and utter B.S. Yes, some cards present ridiculous combos (e.g. The Longneck+Boots combo that seems to be all the rage online, or the Olaf's Statue+Runic Cube that gives you 30VP for 3Blue) and some cards are better in certain years than others, but no card is an auto-win all by itself. Take the Bespelled Grimoire for example; it grants you 2 energy tokens and lets you store up to 10 (normal max = 7). Many people argue that, if taken in year 1, the Grimoire provides a nigh-insurmountable advantage. FALSE. Absolutely False. For starters, in order to take full advantage of the Grimoire, you need to draft cards that give you 2 resources. If you're doing that, you're not drafting dice that increase your summoning gauge, which means most of the spells you would summon with said increase are going to be stuck in your hand. Conversely, if you draft a card to increase your summoning gauge and negate the drawback of the Grimoire, that's one fewer true power card you have to cast. The name of the game in Seasons is balance; generally speaking, the more things your drafted cards can do and react to, the higher the higher the likelihood is that you'll win.



The other reason that I really enjoy Seasons is that, without fail, every time I play, a story is born that I feel like I need to share with all my gamer friends who weren't present. Whether it be the 180 beatdown Grant Rodiek put on a few of his fellow gamers at GenCon or the epic 2+ hour, 4P game last night that included a perfectly timed Air Elemental --> Glutton Cauldron combo and a Double Amsung Longneck into Temporal Boots combo that rewound the game from late year three to very early year 2, there always seems to be something to talk about after a game is concluded. As stated earlier, Seasons is the game this year that's changed more apprehensive gamers, asking "does this have a tutorial" into convinced fans who constantly blurt out "I love this, let's play again." To me, that's the mark of a great game. 

Other opinions about Seasons:

InD20 Group 
Eekamouse

 




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We Do The Monster Smash...




Headed into GenCon, one of the most anticipated titles was a “Shufflebuilding” game from AEG entitled Smash Up. During the convention, it was hard to turn a corner or go more than a few table lengths in Hall E without seeing someone playing it; and now, a little more than a week later, it seems to have overtaken the gamer zeitgeist. Rightfully so…

Simply put, shufflebuilding means players will choose two faction decks and shuffle them together to build a deck. With 8 factions to choose from in the base game, this equates to 28 different pairs to play with from the onset. Though some pairings are, in my opinion, better than others, each set has a distinct personality to discover: Trickster Aliens feels different than Trickster Wizards. Likewise, Wizard Pirates feels vastly different than Wizard Ninjas.

To start, players draft their factions in a “snake” type methodology, meaning player 1 will draft a faction, then P2, then P3, etc. Once P4 has drafted his/her faction, the draft order snakes back around, with P4 getting the first pick in the 2nd round, then P3, then P2, and so on. Once players have picked their 2 factions, they shuffle the decks together and deal themselves 5 cards off the top.


Admittedly, there is a heavy “screwage” aspect to the game. Your minions will often get blown up, bounced, moved, etc. There is also a lot to keep track of, especially in a 4P game where you need to monitor how much power is on a base, tally modifiers, keep track of what belongs to whom, etc. Detractors of the game mention that 4P games tend to look like the component dumps of a well-known video reviewer. They also complain that, with modifiers and multiple minions on a base, tallying things up every turn can make the game feel too “mathy.” I will concede the first point. The game’s sweet spot seems to be—for me—with 2 or 3 players, as 4 gets a tad too chaotic for my tastes.


I don’t however, think that the game is too mathy, because everything is simple math. The highest you’re going to count is, I believe, 25. For adults, that shouldn’t be that hard. If you’re playing with kids, it’s also an excellent opportunity to practice adding and counting. The only time the game gets too “mathy” for me is when I’m playing with/against Robots and myriad microbots come out. At times, the microbot +1 abilities and stacking can get a bit fiddly to keep track of. I’ve remedied this by putting some d10 in my box, but I can understand if people don’t like doing that.

Plenty of room for expansion. (Thanks to GFBRobot.com/GeekInsight for the photo) 

Lastly, I’ve heard a lot of people disappointed with the fact that Smash Up doesn’t come with a way to keep track of your score. This was justified by some of AEG’s higher ups by saying that the inclusion of score markers would have upped the price for the game, and I can respect that. It’s not that hard to rustle up some d20 to use, but that doesn’t mean I wouldn’t like to see something more “official” included in future expansion packs. 
Overall, Scott and I both greatly enjoy Smash Up. While we haven't played every combination of factions, we have seen each card dozens of times, so we’re starting to chomp at the bit for expansion factions*. In any case, Smash Up will continue to hit our tables with great regularity and we look forward to seeing how the game expands in the future and how it’s implemented on iOS.  

And, for those wondering about the base factions and their specialties, here they are:

Aliens – Aliens are pros at bouncing minions back to their owners’ hands. Many alien players will also utilize the 1VP ability of the Invader to their advantage in addition to switching out a base with the Terraforming action. When playing with the aliens, you’ll be able to recycle minion abilities constantly. I typically like to play against Aliens with Robots (to quickly overwhelm the bounceback abilities) or Ninjas (to sneak in at the last minutes and not give them opportunities).

Dinosaurs – Boasting the largest minion in the games (basal stat wise), the dinos are simply BIG, and many of their actions will only serve to make them and their fellow minions bigger. Typically, I like to pair Dinosaurs with Wizards to allow for multiple growth actions on a single turn, or with Zombies to allow my actions to dig the monstrosities back out of the discard pile to break bases in multitudes.

Ninjas – Masters of stealth, I think I hate playing against the Ninjas more than any faction in the game. If they aren’t neutralizing your stuff (via poison, infiltrations, etc) or bouncing back to your hand to play more minions (Acolyte), they’re popping in at the last second to add 3 or more to the power (Shinobi) on a base and go from 2nd to 1st. The tricksters seem to be a good foil to the Ninjas due to their discard abilities which can yoink the stealth cards from hand.

Pirates – One of the most popular picks in my group of friends, the Pirates seem to be very well balanced. They have minions that are immune to attacks (Buccaneers) , ways to destroy or move minions (Saucy Wench, Cannonballs, Sea Dogs, Broadside, etc), and perhaps one of the most annoying minions in the game (First Mate). Considering their versatility, it’s no wonder people first pick this faction with great regularity.

Robots – The robots are your typical swarm deck, aiming to flood the battlefield from the onset with microbots (whose power scales with each additional microbot added to the field). Through the use of things like Zapbots as well, it’s not unusual for a Robot player to put 3 or more minions into play on a single turn. Though most of these bots are small, easily bounced/destroyed 1 or 2 power minions, the Robots can bring in the heavy weaponry (like the indestructible Warbot). And, just in case you flood the battlefield too quickly with one of the 18 minions in the robot deck, there are safety valves present in a paid of card drawing actions (Tech Centers) to replenish your hand.

Tricksters – I guess it says something about me that these little a-holes are my favorite faction. The Tricksters are griefers, masters of denial and resource denial. Many of the minions in this faction (Goblins, Brownies) will cause you to discard if you try to affect them, while others will outright kill off your minions (Gnome, Leprechaun) if they don’t think they’re up to snuff.  If that weren’t bad enough, many of the Trickster actions are ongoing effects that cause you to waste a card to get rid of them (Flame Trap, Pay the Piper), or just shut you down outright (Mark of Sleep, Take the Shinies, Block the Path)

Wizards – Probably my second favorite faction in the game, Wizards don’t seem like they could win a game by themselves, but are a fantastic catalyst to the more outrageous combinations in the game because they enable you to play multiple things during your turn and/or manipulate your deck so that you are drawing what you want. Cards like Enchantress will make sure you have a full hand every turn, while complimentary cards like Summon, Time Loop, and Archmage will guarantee you have board advantage more often then not.

Zombies – Admittedly, when I first started playing SmashUp, I thought the Zombies were a little OP, as they won 11 of the first 15 games in which they were played. Having played more with my wife and family, I don’t think the Zombies are OP anymore, though I do hold the opinion that they are the most user-friendly faction in the game. Here’s how to play the zombies: get them in the graveyard as quickly as possible, then bring them back into play continuously. Thankfully, many of the zombie cards are designed to get them into the discard pile. You can do this slowly (Walker) or en masse (Mall Crawl). Once there, you can play them as minions will things like “They’re Coming to get you!” or even swarm a base with the best named minion in the game “Tenacious Z.” My favorite play is to pair Zombies with Robots to give a steady swarm of monsters throughout the game: Lead early with the robots, let them get destroyed, bring them back in force with a steady helping of zombie actions, then reinforce them with the undead.

Breaking a Base -- Zombie Wizards (me) vs. Pirate Ninjas (Wife) -- Pretty sure my wife won this one. 

*Through art on BGG and various posts by AEG bigwigs, we know that Ghosts and Plants will be 2 of the next factions. Also rumored to be in the works are Apes, Bear Riders, and some sort of Steampunk fun. The validity of these last three is TBD, however.

**Also Also… just in case Mr. Rowland or his friends with clout happen to be reading this, here are the top 5 factions I’d like to see in the future:

1.) Sharks – Seriously, they get their own week. They should get their own faction. I’d personally like to see “Sith Sharks,” equipped with Darth Vader style breathing apparatus to help them survive above water.
2.) Carnies – I want to pair a Ninja with a Bearded Lady. Ya know, just because.  
3.) Chefs/Cook – Yes, I’m biased. So what?
4.) Spies – A picture was spoiled on a geeklist somewhere, so I’m hoping these are in the works.
5.) Dragons – Obvs. 

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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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