28 Jun 2012
First Impressions - 7 Wonders & Mission: Red Planet
The problem with writing reviews is that to get a good feel for a game you need to play the it several times. But if a game is particularly bad or you just have a bad experience with it you’re not going to be tempted to play it again. Then there are the games that someone else owns and brings to a game night and you don’t get the opportunity to play it again. I’m going to start writing a series of first impression articles covering two or three games in each. Some of these games will have full reviews later on but some may never be mentioned on this blog again.
It would seem that Mars is rich with ore, ice and phleptonium (or other such nonsense) and the only solution is to stoke the coals of our steam powered rockets and mine that thing into oblivion. Mission: Red Planet is an area control mixed with role selection game with a steam punk setting. Players choose a role from their deck of cards each turn that allows them to add units to rockets heading for Mars. Victory points are awarded for controlling areas rich in mineral resource and via a series of secret mission cards. The themed art is beautiful and rich in steam punk traits but this is a game where the theme could be changed and the game would still work out the same. This could easily be about ships heading to the new world or lorries delivering to supermarkets. At first the game plodded along and it all felt a bit ‘meh’ but by turn seven of the ten turns the game rally picked up and gathered momentum. The big issue though was the hidden victory conditions and I don’t think I’m a fan of this mechanic. Without knowing what the other players where trying to aim for I couldn’t do anything to stop them and in the end it all felt a bit random.
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