Not All Men – Language In Board Games

About five years ago I was first introduced to modern board games. I’d recently met some wonderfully nerdy people who were very into the hobby. They introduced me to the likes of Munchkin, Splendor, and Carcassonne.

At the time I was still mostly watching gaming YouTubers for entertainment (having given up on network television some years beforehand due to its lack of inclusivity or outright hostility towards people like me). A group I used to watch regularly, started making videos where they would play board games on Tabletop Simulator. One game that really drew me in was Battlestar Galactica. I’d really enjoyed the remake show and loved the idea of another way to experience that world.

So I bought my first modern game. It arrived, weighty and full of so many bits. So much punchboard (my favourite bit of opening a new game at this point), dials to put together, ships, cards, player stands, and (finally getting to the freaking point of this article) a manual. Every single example in the manual refers to players as he or him. Sure, they will sometimes say something like “current player”, but thereafter, everyone is he.

Are you a he? Come on in, pull up a hidden role card, dude. Experience life in the fleet, my guy. We’ll get that FTL drive up to speed in no time, fella. The rest of you, you don’t matter, get flushed out the airlock, the Men are playing now. Yes, we know there are women characters in this game, but they’re not for you, this hobby is not for you. Get flushed out the airlock and into the kitchen with the other toaster. Don’t come back without snacks. Frak off with that nonsense.

This is a blight across the world of board games. An unnecessary, insidious, boil on the bottom of the hobby I’ve come to love. With each new game, I add to my collection I tense as I read the manual for the first time. Is this going to be the same thing again? Will I be reading sections to my financée, and just correcting language as I read? It’s too common to find a game with this affliction.Too many board games, even ones released in the last five years, assume all the players are men. Almost as bad are games that go out of their way to write “he/she” and “his/her” over and over and over again. It’s completely unnecessary and still exclusionary. Do better.

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(Alert. Alert. Brace for current year argument. Repeat, brace for current year argument). It’s 2020, (warned you) all sorts of people play tabletop games. Groups who play together are often as diverse as the games they play. Many big name games are still in print. It would be the simplest thing in the world to go through the manual (and in some cases cards), hit Ctrl + H and replace he/him/his with they/them/theirs. It’s a nothing resolution, but fuck me, it’s a ridiculous problem and it’s far too common.

There are plenty of companies out there making games where players are always referred to as just that, players. Thereby completely circumventing The Boys Club. If the team behind Binding of Isaac Four Souls can do it, so can a huge ass company like Fantasy Flight.

Women, non-binary, and agender people play games, read the manual for clarification, or just read the cards in their hand and all too often it states “…he must do x”, “…he adds y to his deck”, “…he may use this on himself”. It’s completely unnecessary and can leave some feeling unwelcome. These are people who play games (thereby encouraging sales within their group) or buy games themselves. They back expensive, big box Kickstarters.

My best friend is a non-binary gamer who – in a fit of drunken anger – spent an entire game going through the manual with a biro to change every he/him to they/them. I understand the anger, even if I lack that level of commitment.

We are non-male people, we have every right to be here, and your language is outdated and exclusionary. If a gendered pronoun means so much to you, why not add some variety throughout the manual. Use a mix of pronouns. You’re taking nothing from anyone and making more people feel welcome in a hobby where players can spend huge amounts on new games.

Despite the marketing, and historical anecdotes, board and tabletop gaming is not, and hasn’t ever been, exclusively a boys club. Do better.

They Should – Tiny Epic Dinosaurs

I looooooove the Tiny Epic games from Gamelyn Games. Since my first (Tiny Epic Zombies) I’ve picked up three others for myself as well as another three as gifts for friends. The matching, small boxes, packed with tons of great gameplay are always a winner amongst boardgamers. My most recent arrival is the wonderfully vibrant Tiny Epic Dinosaurs.

The box art is fantastic, with its bold, bright colours, outside and in. The contents follows this beautifully with 70+ wooden dinosaurs, food and supply markers for each player (1-4), and a number of ranger meeples.

TED is a worker placement game with a modular board (the four cards can be flipped depending on the number of players to keep things balanced). Your goal is to score points by fulfilling public and private contracts. By buying certain dinosaurs in, you can work towards fulfilling a contract. However, you have to keep each species of dino separate on your tiny player board. Not only that, they’ll need a full enclosure, if your park has no walls, they could just wander off and drink out of some rando’s swimming pool.

The game is played in a number of sections, over multiple rounds. Gain supplies according to what icons are showing on your play mat. Then players take turns to place rangers to gain food, supplies, dinos, fences, items, unique dinos, move fences that are already on the player board, claim the first player token, or complete a contract.

Next you arrange your park, placing down fences and putting dinos in enclosures. This can get a little Tetris and there’s hard decisions to be made. Especially as you can’t move fences that were already placed, during this part of the game.

Once safely in their enclosures, you must feed each dino (failure to feed them leads to them breaking out and potentially eating eachother). And finally breeding any dinos where you have a pair in the same enclosure which also has enough space to house the newborn. This could be a good thing if you need more of that dinosaur, but they will need feeding.

Then you start all over again. Once 6 rounds are over, it’s time to tot up the final scores for the contracts you’ve completed and declare a winner.

While it sounds pretty simple, the limited space on the player boards can often leave you scratching your head as to the best choice of position for fences and dinos. On top of that, there’s the risk that when you take a dino from certain spaces on the main board, that you’ll roll a die and end up with an extra baby for free. This could be great, or a sudden mouth you’ll need to feed that will be more hassle than it’s worth. You must also consider which spaces on your player board that you cover, as this will stop you gaining the benefit of unoccupied squares.

Tiny Epic Dinosaurs is a lot of fun, but it’s a much slower and considered game than a lot of Gamelyn Games other entries.

Pros:

  • So many adorable, wooden pieces.
  • Great artwork throughout.
  • Surprisingly cerebral.

Cons:

  • One or two of my dinos are a little wonky so they don’t stand up, but that’s not the worst thing in a box of over 70.
  • It feels like there is a ‘best’ first move for whoever starts with the first player token.
  • I’m bad at it.

Final Score: 8/10

The Roof Is On Fire – Flash Point Fire Rescue

Fire. The hot burney. It’s warmth, light, tasty foods, your un-pissed on enemies getting their comeuppance. Despite all these benefits, fire can also be destructive (who knew). At such times of firey destruction, true heros step up to save the day.

Flash Point sees players taking the roles of firefighters as they attempt to control the Big Yellow Toasty and rescue those trapped in its too-warm embrace. 2-6 players grab a mini in their preferred colour and prepare to tackle the blaze.

Action takes place on a 8 x 10 squared, double-sided board. Each side is laid out as a home, with kitchens, bedrooms, living areas, bathrooms, and closets taking up the middle 6 x 8 squares with a single space a border around the building where a fire engine and ambulance can be placed.

Initial setup is done by rolling a six and an eight sided dice three times to decide where the initial fires have broken out. The dice are then rolled three more times to place points of interest. These could be a person, a pet, or the empty nothingness of the void, a reminder of the endless abyss that awaits all things come the heat death of the universe (which is to say you probably heard a noise but it wasn’t produced by anything sentient (that you know of)).

In harder difficulties, (of which the game has 3, plus suggestions for other ways to make things more or less difficult) you will also roll to place hazardous materials which could explode in the event that they catch fire. Additionally, the initial fires will be marked as flash points. These can be made temporarily safe by extinguishing the fire, but should you roll that space again, you’ll not only place more smoke there (which can turn into fire in an instant), but you’ll also be rolling again to place more smoke. If the second roll is a clear space, or even just smoking, it becomes a flash point. If not, you’ll keep rolling again and again, placing more and more smoke, until you do. As in real life, a house fire can escalate really quickly.

When you roll a spot that is already on fire, you’ll have to deal with other chain effects. The spaces around that spot will be affected. This may mean more fire in each cardinal direction, but more than that, it could mean structural damage. Walls can be destroyed if they’re hit twice, turning them into smoking doorways, doors themselves can be permanently destroyed, and the more open an area is, the easier it is for fire to spread. Plus, if the building takes too much damage, it may collapse on you, ending the game.

Once you’re out of family mode, you’ll also start using uniquely skilled firefighters. These may have more or less actions per turn and will have their own abilities. This could be providing movement actions to a fellow firefighter on your turn, to have a number of free fire suppression actions, or to be able to heal survivors – making it easier to get them to safety.

The main goal of the game is to rescue seven people, however, there’s nothing to stop you going for the full complement of ten. As mentioned earlier, hidden among these “points of interest” are some blank tiles. As such, you could go tearing across a burning building to investigate a space, only to discover it was a waste of time. Time that has allowed the fire to grow to new heights.

People are rescued by getting them outside, to the ambulance, which can park on any of four spots, and can be radioed to move to another location for precious action points. This means you can just dump someone outside on an ambulance spot, return to fighting the fire, and then arrange for the ambulance to pick them up once things are under control again. I’m sure the ambulance will see them there, and not accidentally run them over. They’re having a bad enough day as it is.

If the fire reaches a point of interest, you turn it over to find out if someone has been flambéed or if you saved yourself a few action points you can use to tackle the fire. Either way, at the end of that player’s turn, you roll to add another point of interest to keep the total at three. Should you lose four people at any point, that’s the game over.

Quick, important note here: at the start of the game, it asks you to remove two people and a blank tile from the pool of points of interest. This pool does include a dog and a cat. If you think losing either or both pets would be distressing to you, you can make these the two you don’t play with.

In addition to the ambulance, there’s the fire engine. Here you can change roles to a different fire specialist, take a ride to another engine parking space, or use the mighty (ish) deck gun.

The deck gun fires a big burst of water into the building, based on where it’s parked, and can help deal with heavily affected areas… if you roll well. You see the deck gun is based on dice rolls, you have to roll within the section of the board you can reach from it’s current parking spot, but on top of that, land it on the wrong side of a wall, and you’ve just rolled to make the carpet squelch, while the kitchen continues to be a raging inferno. When it works, it’s great, when it misses your target, it’s a massive sink for your action points, and that fire is still doing its thing.

I’ve found that you start to develop little narratives about the building as games proceed. A spot you keep rolling to catch fire becomes “that spot on the couch someone accidentally spilled a whole bottle of whiskey last Beltane”; the new point of interest you rolled, that is in the other bed spot, next to where you just rescued someone becomes a whole thing about someone hiding under the covers, worried that firefighter was an angry partner coming home to catch you. I wasn’t expecting it, but it seems to happen every game. “Who keeps smoking in the damn closet?!”

The varying difficulty settings mean this game can be played for family board game nights with kids as young as ten, all the way up to top strategists who can think 8 moves ahead. The double sided board adds additional replayability and there’s about 5 major expansions that add additional, double sided boards, as well as new features (such as windows you can open to climb through and fragile walls).

I wasn’t expecting to like Flash Point as much as I do, I’d taken it for Pandemic, but with the disease being fire (it’s not). What it is is fast paced, thoughtful and strangely fun, considering the subject matter.

Pros:

  • Lots of difficulty levels mean you can play with different ability groups.
  • It’s an easy teach.
  • Lots of fun.

Cons:

  • Sometimes you will encounter extreme difficulty spikes due to rolling in the same areas on consecutive rolls (the joys of randomness).
  • You might need to play a few games at a new difficulty before you work out how to even begin to manage.

Final Score: 8/10

Pixel Hunting – Streets of Steel

The year is probably 20XX, crime is a thing, for some reason there’s a big push to make some joke about the PTA. This is Final Streets of Rage Fight… I’m sorry, I’m just being informed, this is Streets of Steel – Kickin’ Asphalt and not any combination of beloved, nineties beat-em-ups.

Streets of Steel is a game for 3-4 players (despite the box saying 1-4. We’ll come back to that) that takes an awesome 16-bit art style and a modular board, designed to scroll along as you move through the level. As you progress, you face off against various enemies, roll dice to fight them and work your way to the end of level boss.

SoS was funded on Kickstarter in June 2018. It was one of those games that got so delayed that the comment section on their KS page was full of angry internet people saying “we’ll never see the game”, or suggesting it was all a scam on the part of Wild Power Games. It certainly didn’t help that the company stopped using their twitter account and took far too long to update backers.

However, the fact I now hold my copy shows that all the negative theories were incorrect. It’s here, woo. Let me put this down though, it’s hard to type while holding this vastly oversized box.

Why is the box so big? Well, they did the Kickstarter thing of designing a really cool game and then immediately going “it must have minis”. We must overcomplicate our design and massively increase the number of risks in producing the game.

Minis!? In a game that seems entirely based around it’s 16-bit art style? Do they at least have some kind of pixel art style, like that 8-bit Mario amiibo? No, they don’t. Honestly, they look totally at odds with the rest of the game. It was a poor choice, but one that does explain why the box is so big (and mostly empty if you went with the purely pixels version). They only designed one box. Naturally. It would have cost more to make different boxes for both versions.

To set up the game, players select their characters (If you’re playing in one or two player mode, you’ll be playing three or two characters respectively. This is why I mentioned earlier that the game isn’t nearly as well scaled as they suggest on the box. Two players is ok, but still, it proves that at least three characters need to be involved) from the four available (I believe that Telekinetikid is a KS exclusive so I won’t go into them here). You’ve got Average Joe, who’s basically Axel from Streets of Rage; Candy Connor, she’s got inline skates; Mayor Van Dammage, basically black Haggar from Final Fight; and Kiki… she kicks (geddit?)

Each player has a set maximum health, two special abilities, a set amount of movement, and specific style of attack. Specials are triggered by using Wild Power tokens, which you gain by taunting or defeating enemies. Normal attacks are performed by rolling the number and type of dice on your character’s board. For example Kiki, uses all four kick dice. These have a chance of doing one or two damage to an enemy. Beat the enemy armour level and you defeat them.

Because of her dice, Kiki is the most likely to score a victory blow on any enemy, and the Mayor is the most likely to fail (because he only rolls the four punch dice have a maximum of one damage and a minimum of zero). Despite their specials, some characters are just better than others.

The board setup is probably the most clever part of this game’s design. You start by taking the boss section and putting it face down, to start your street stack. You then pick out four of the five yellow street sections and pile them face down on top of the boss section. Lastly, put three of the four green tiles and place them face up, on the table to form your starting street layout.

Some sections of the street will feature a number from 1-3 and this will tell you what type of enemy to put on that section. If any of the tiles feature an item icon, add an item token to that spot.

As the game progresses, you imagine that flashing sign saying “GO” with a big arrow and the board scrolls along. Players and enemies in the far left section of board are killed (though players can spend a quarter to get back in the game, with a couple of i-frames). A new tile is added to the right side and appropriately populated with stuff. It’s a wonderful mechanic and perfect for the style they were going for.

Once a character has used all their actions for the turn, a card from the baddie behaviour deck is flipped. This will include instructions for how a type of enemy is to move and/or attack, if there’s none of that type of enemy, it’s likely you’ll just draw another card (though sometimes you’ll get lucky and have less game to play, because it didn’t instruct you to redraw).

Eventually, you’ll all die of boredom, or you’ll get to the final boss. At this stage you swap out the behaviour deck for a different, boss behaviour deck, which follows the same rules, but will include instructions for both the boss and standard enemies.

The boss has a number of hit points, and when you finally roll luckily enough to have picked them all off, the game will be over and you can get on with your life. I’m being cruel, but honestly, every time I finish a playthrough of this it feels anticlimactic and sort of like “yes, we have done that now. Time to clear up this attractively designed pixel art mess and never speak of it again (except in a review, but probably not after that)”.

Oh, I didn’t even mention the rules. They’re badly written and confusing. I had to ask in the KS comments section for a clarification on if a certain type of card meant that an enemy could attack under (pretty common) conditions. Honestly, the answer didn’t ultimately matter, if your play group (don’t punish anyone by making them play this) is willing to just say “I read it this way let’s say it always means that” that’s fine, it only makes the game a tiny bit harder.

And another thing (old woman ranting at board game now, I guess), you can buy multiple base games and combine them (there’s also Streets of Steel – Rush ‘n Scare (geddit, because it’s typical 90’s “red scare” crap, with problematic content in it)). Just pick which boss creature, which level 1, 2, and 3 baddies from your base games you’ll be mixing in and you can make a whole new… oh, wait, it’s basically the same thing but reskinned.

Right, I’m done thinking about this year-late disappointment. Here’s the wrap up.

Streets of Steel was a brilliant idea that just isn’t well executed. Wild Power Games massively over-extended themselves with the minis and probably should have spent more time on the actual game design, because it’s pretty tedious to play more than once.

Pros:

  • Great art.
  • Rolling street tile boards is a great idea.
  • Card stock feels very nice quality, especially for board tiles.

Cons:

  • Even with the ability to re-roll dice, combat is far too much a game of limited chance for some characters.
  • Unless you have the optional minis, the box is mostly empty space.
  • Winning is the least fun part of the game.

Final Score: 4/10

TEh neu wAive – War Of The Worlds: The New Wave

I grew up listening to the Jeff Wayne musical version of War of the Worlds along with various remixes and updates thereof. Of minor note, I’ve also read the H.G. Wells book it’s based on (there is a surprising amount of ejaculation in that book. So much so that I wonder if the martians didn’t die of an STI), but who pays any attention to that, right?

War of the Worlds is some pretty cool sci-fi. Unknowable aliens come to Woking, build tripods and start wrecking the world, killing and eating humans with technology so far advanced it seemed incredible at the time (and just kind of impractical now (I know, mech walkers and massive tripods would be cool, but they just aren’t viable as military units), but heck practical, we want cool!) At the end though, the aliens were small minded anti-vaxxers who died out due to a common bacterial infection.

The New Wave is set about a decade after the initial invasion, and this time it seems the aliens have all had their jabs and are going to show those boomer aliens how an invasion is done: with flying saucers and nerve agents and frightening sounds and stuff. Their invasion ship lands on the west coast of Scotland and they’re ready to go straight away with a tripod, a saucer, and 30 health.

Standing against the seemingly indestructible martians are 30 human civilian tokens with no military and very little in the way of support. Good luck, puny humans.

I bloody love deck building games, so the idea of an asymmetrical WotW deck builder board game sold me immediately (inner voice “fooooooooool”). The Kickstarter videos were great and felt informative. However, while I’ve had really good luck with KS board games so far, this one feels like a real fail and will definitely make me think twice in future.

On opening up the rather nicely designed box, I was greeted by two manuals and two board pieces (I picked up the Irish Sea expansion, so enthralled as I was by the shiny KS presentation).

Deeper within, I found the main decks for each faction, a small set of additional cards (I think these were stretch goals), and the last few cards which go with the expansion.

Then there was the miniatures box (which, if you didn’t get the KS version, you’re expected to buy separately) which held three tripod figures, two saucers, three tanks, and two battleships. They’re a lovely weight and I almost immediately felt a deep desire to paint them, to make them just a bit more interesting.

Next there was the bag of building stands (literally just plastic holders for the building tokens, not strictly speaking necessary, but they do make it easier to tell which regions have buildings on at a glance.

Then came a bag of 31 civilians. These little green meeple resemble soldiers with rifles and bayonets (so are they civilians or army… militia… historical re-enactors?!).

Last up, one of my favourite bits of any new board game, punchboard tokens. There’s something really satisfying about poking out all the tokens in a new game.

The art looked good, I was satisfied with the pieces and so I delved into the manual and was almost immediately struck by sheer number of typographical errors. Now, I’m dyslexic and consequently, my brain will very often autocorrect things like transposed letters in words, but even I was shocked at how many typos I was seeing.

Considering how much the game was and how much time they’d spent checking and finalising during production (info which came to backers in fairly regular updates), I was pretty appalled by how bad it was. My only conclusion is that maybe they sent the wrong final document to the printers or something, because otherwise I have to wonder what the heck they were doing between completion of the Kickstarter and their announcement that it had gone into full production.

This manual also loves a gendered pronoun. Good gravy, there’s just line after line of “he/she” “his/her”. If there was ever a prime example of how clunky this language is, it’s this freaking manual. I mean, I’m glad they didn’t default to he/him as too many manuals do, but this is ridiculous. The word ‘they’ exists, it’s free, maybe try it out.

That said, I was willing to look past the spelling and hope that the game itself was good.

On setting up the board for the first time, I was further confused by the civilian tokens. They’re placed in threes in areas of the map with a specific icon. Apparently, no one lives on the south coast of England as there are about 5 regions at the bottom of the country that stand empty.

Then there was the alien setup, they get an invasion ship, a tripod and a saucer, all located just south of Ullapool in Scotland (was that deliberate?). While the board itself shows the alien space ship, you also have a token for the ship, and if you have the building stands, you have this too. Of immediate note here, it’s very obvious that the humans are at a huge disadvantage, starting with no real defences or units (the humans live here, you’d think they’d have some of this stuff kicking around, but no).

Each faction starts with a deck of ten cards, a shop of five cards (one item from which you can swap out each turn to try and get something more useful), and a deck of other shop cards. The top five shop cards are laid out, available to purchase and offer upgrades to your basic cards, buildings that generate resources or offer protection, new units, etc.

Many of the starting cards feature multiple ways to use them. UFOs can move or shoot before discarding the card, or cause double damage at the cost of removing that card from the game entirely. Humans can move a single unit from one area to an adjacent region or use the card to generate a resource for a discard, or remove the card from the game for two resources.

This mechanic of removing your starter resource cards to buy upgraded versions is really good, though your ability to do that is very much based on what you’re getting in the shop row. However, you do have to keep a close eye on what you’re removing from the game as you risk being unable to do anything useful if you burn all your attack power or resources too early or on the wrong things. Luckily, they print the number of each card type on the card itself, allowing for you to accurately consider what you have spare.

The rules state that alien units and buildings are indestructible – only receiving damage to their total health of 30. However, this means that they can just march through the humans and wreck all their things. During my first few games, I found less and less reason to build any of the resource generating structures when playing humans. This is because, unlike the aliens, human structures have a base health of only one. Consequently it’s simple for the alien saucer to just head down country by the fastest means possible and start a pincer movement with the tripod.

Oh, you’re struggling to get any kind of money? Well tough, I’ve just jetted down from the north and destroyed the thing you built last round to help with that. The thing you burnt a couple of your precious resources on. Also, bonus for me, human units can’t even damage the saucers. Meanwhile, I’ve covered Scotland in resource generating structures and am about to be able to regenerate my health each round, because of all my excess funds. Bwahahahah, git gud human scrubs.

The balance of the game is really delicate. While it is possible for people who know the game really well to have consistently close games, I’ve found playing it with someone who tries any strategy other than the intended one for their faction will be mercilessly crushed. It then comes down to who has the best luck on drawing useful items on the shop row.

While there is a mechanic which allows you to remove one shop item to the bottom of the deck and replace it with a new one each turn, if you have an unlucky shuffle, you could be waiting a while for the really useful cards to come up.

(All final thoughts are based on the base game and not KS exclusives, upgrades or the expansion)

Pros:

  • Great art work
  • Interesting game play

Cons:

  • Typos galore in the manual and some on a few cards too
  • Not well balanced
  • Some contrast issues with the board meaning regions aren’t always clear

Final Score: 3/10

Big Money, Big Prizes – Tiny Epic Mechs

Big Money, Big Prizes – Tiny Epic Mechs

In the (unlikely for humanity in our current timeline) far off future of 3030 (oops, we’re less than a line in and I’ve already melted the bleak alarm. That’s the third one this week *sigh*) bipedal mechs are a viable method of transportation and combat. This is the world we get to experience Tiny Epic Mechs.

After a successful Kickstarter back in 2018, Gamelyn Games have been shipping copies of their latest (I’m fairly certain) creation. Fitting in the same size box as all of their previous offerings (meaning you can fit even more of them on your shelf before you have to justify the space) and featuring their beloved Itemeeple, TEM is a programming game with lots of cool weapons you can buy and equip (more on that later) and awesome mech suits to arm and pilot.

The game can be played by 1-4 people, with different board layouts, depending on the number of players. Starting with the central point – where the Mighty Mech will be located until it’s claimed – the play area is layed out from a deck of shuffled tiles. Each tile shows a number and either a power or money symbol. Each player then takes their base tile and positions this in one of the locations shown in the manual. Players select one of their mines – numbered 1-4 – and places this, along with their itemeeple on their base. These base tiles (as well as the central tile) show one of each power and money symbol, in addition to a number 2.

With board setup complete, players are dealt two pilot cards and will pick one to play as. Each pilot card shows the character one side and and their power-armoured mode on the reverse. Each pilot has a unique special skill that can be utilised while in character or power armour mode. This could be something like taking extra resources on collection phases or being able to change the direction of your movement (for a small fee). These cards also track the player’s health in each mode.

Players also get a tracker board which shows money and energy reserves, as well as acting as a cheat sheet for what actions you can take, scoring, and building costs; an itemeeple in their colour; 4 mine tokens; three turret tokens; program cards; and a set of basic weapons to select their starting loadout from.

As well as the basic weapons, there’s the advanced weapon deck. These are layed out to form the shop. Each card corresponds to a delightfully dinky weapon which you can attach to your itemeeple, powersuit or the Mighty Mech.

Last up there’s the score and round tracker boards. Players place their two-sided score marker on the appropriate board (this can be flipped once you get to the end of the track to show you’re on your second go around).

Phew, it’s a lot of setup, and can take a while the first time you do so. However, once you’ve got it, it’s pretty straightforward and will be considerably quicker in future.

The program cards each show an arrow as well as the type of action that will be played once the player gets there (if they get there). This could be to place a mine – which costs money, deploy a turret – which costs power, collect resources – one for each tile showing that symbol which you control, to power jump two spaces in one direction, to move diagonally (usually you can only move in one of the cardinal directions), or to purchase something from the shop.

Each round starts with players picking their four actions, laying them out on the table (covered with the remaining cards). Starting with the first player (who rotates each round) everyone reveals their first action. These are played out before moving on to the next player and then on to the second actions. Should any player move into a space which is occupied by another, they will enter combat.

Combat is played out in turns, each player exhausting a weapon and passing to their opponent. Should a player be reduced to 0 health, they respawn back at their base with a minimum of 2 energy and cash and back to full health. However, if a player runs out of weapons before defeating their opponent, they are forced to retreat to an unoccupied, adjacent space.

Each weapon has a type and these types can play off of each other in a rock, paper, scissors style. By chaining off of the last weapon type, you get to use the weapon’s power attack. These attacks will not only do more damage than usual, but most will have an extra ability such as stealing/acquiring resources or removing adjacent turrets.

Once everyone has taken their actions and the dust has settled from any fighting, play moves to the next round. Every other round is a scoring round so it’s a great time to take some extra ground. You’ll be awarded points for each mine and turret, as well as the position you’re holding (based on the number on the tile), as well as points for controlling the Mighty Mech. After 6 rounds, the final scores are tallied as per the previous round and plus extra points for the weapons you’ve acquired throughout the game.

It’s a really fun little game that can be played in around an hour, with nice art, quality components, and it’s just such a joy to load up your powersuits and the Mighty Mech with your itemeeple and weapons. You’ll feel like kind of a badass stomping around the board in a fully tooled up mech.

Pros

  • Fun to play
  • Lovely character art
  • Quality pieces

Cons

  • Can be difficult to recover if you get behind in a two player game

Final Score: 9/10