Sadly the new game smell isn't as fun as I remember it when there is little immediate opportunity of trying out the boardgame. Oh well. Factory Fun is probably going to be rather difficult to play, although in a trial solo game (without competition but limited tile selection), I did manage to place all ten possible machines in my factory without going broke. However the bonus points are probably what will decide the game. I'm not sure whether I want my variant to add the points immediately (and lose them if they lose the bonus token), or to run the game properly and add the bonuses at the end. The former allows you to build machines that are really too expensive for your factory, although this can be useful when setting up for future machines (remember that it is a game where you want machines to feed other machines), and give a truer picture of the actual scores. With the second it means that if you can't afford to build a machine then you don't, and if you don't place a machine your losses are limited if you can't afford them. And instead of the dexterity grab free-for-all when revealing new machines, I'm thinking of dealing out the first machine randomly to each player, and then players may choose their subsequent machines in reverse turn order (with lowest token on the scoring track [both in terms of position on the scoring track and position on a specific number of the scoring track] going first). Although this may require the addition of an egg-timer (preferably electronic so it easy to reset) to limit the time available for people to choose. On the other hand the FFG edition of Cosmic Encounter is rather nice. This is the [Eon, Mayfair, Hasbro, FFG] fourth version of the game. I had the original Eon edition with about six of the expansions (plus an extra set of cards), but that was stolen by "friends," and while I still think that was the best edition of the game [nostalgia?], the FFG edition is probably the next best thing. The tokens are particularly cute, being flying-saucer type spaceships, that have the advantage of stacking very well. The powers are nicely illustrated and many of the standards are still there, although some have gone through a name change. The lack of an actual map board is an advantage, since it means that the game is not limited to just 6 players. In fact if the two expansion packs are added, it can currently cope with 7 players. The powers are nicely defined, along with specific timing instructions, but that is only to be expected for a fourth generation game. The cards are less random, with the absence of negative numbers in the attack cards, but they maintain the idea reinforcements that entered later editions.* "Edicts" have become "Artifacts," which I think is a terrible name change, especially since the game adds "Tech" (which must be researched). "Negotiate" is also the new game for "Compromise" which is probably a good name change since a compromise may not actually be achieved. [Although the tradition of saying "baseforabase" as fast as possible will probably still be upheld as an important ritual of the game]. Flares are still there, but no moons, suns,** or lucre as yet. All in all, an excellent game in a great new format. Bring on the triple hidden powers game and feel the awesomeness that is the Amoebic Macron Virus! Of course, one of the possible fun things with Cosmic Encounter would be to run a Slipstream style campaign (cf Savage Worlds retro-50's space game trapped in some sort of black hole] using the races of cosmic encounter. Meanwhile a friend's recent comments about Space Alert are now wanting me to have my own copy of the game, although it is a game that is really designed for a full roster of 5 players, so I'll never end up playing it myself, methinks. It's also a difficult game that requires the players to act cohesively under a good deal of time pressure. And I picked up a set of commercial "Zocchi" dice. These are the more exotic polyhedrals (d3, d5, d14, d16, d24). The d3 and d5 are a bit of a waste but it will be good to have a d14 and a d16 that either (a) won't damage the furniture or players (as my self-machined metal one will do), or (b) shatter, as my resin cast one's have done. No more of the later as the moulds are dead and the prototypes too fragile (and too expensive to replace now that I don't have access to a fabber).a d14 is very useful. Of course, there is always my electronic dice versions, but it's always more satisfying to physically roll dice than press a button. [* The expansions do add some of the variations introduced in later editions (such as negative attack cards).] [** This will probably be the method they will use to introduce the old idea of systems to the game. At least this approach will work better than just having six systems, particularly if they put some thought into defining the stars.] |