Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Science!. Show all posts
Showing posts with label Science!. Show all posts

Saturday, 9 November 2024

Star Trekkin’

These are the voyages of the starship FSS Brazen. Under the command of Captain Wayjane, the ship has been directed by the Federated League of Planets, to undertake a mission of exploration beyond the frontier to discover strange new worlds, weird never before encountered species, and promote the benefits of life in Federated League of Planets (a.k.a. FloP). With the engines primed and ready, the crew buzzing with exciting, the FSS Brazen is ready to set out from Near Space 9 and begin her five-year mission. However, this mission will not be without its difficulties. The crew will have to learn to get along as it discovers mysteries and uncover strange stellar phenomena and faces numerous enemies. These may be mighty starships from the martial Kulkan Empire or the devious infiltrators from the Boredian Dominion, but they could be old enemies too, such as Duchess Ali Cann, a super soldier who served FLoP until a truce was signed with the Kulkan Empire. Now she feels abandoned and has sworn her revenge, so guess which FLoP vessel she has in her sights? Then there is ‘R’, a super being incensed that the members of FLoP even exist and could even go so far as to put them on trial to prove that they have the right to continue living in the same universe! This is the continuing mission of the FSS Brazen: to recklessly go where plenty of people have probably been before… and hope that nobody gets too upset to start major interstellar war! This is the set-up for Beam Me Up, a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, where previous entries in the series have tended to be one-shot, film night specials, here the given scenario (or scenarios) is more expansive.

Beam Me Up is very obviously and unsubtly inspired by the Science Fiction franchise, Star Trek. Which has the advantage of making everything in Beam Me Up more than a little familiar to most people. As with other supplements for ACE!, it very much wears its inspirations on its sleeve—or in this case is that on its spandex one-size too small, but still fits all, jumpsuits? Whilst a player may find it just a little too familiar, he will also find the genre and setting very easy to grasp. Similarly, as with other supplements for ACE!, a set of pre-generated characters is available to download to use with Beam Me Up, but the players can create their own. Several new roles are suggested. These include Captain, Chief Engineer, Comms Engineer, Hologram, Gunner, Ship Counsellor, and Pilot. The simplicity of the ACE! system means that whilst Beam Me Up defaults a mish-mash of elements drawn from across multiple different iterations of the Star Trek franchise, the Game Master and her players could easily adjust their game to fit whichever era of the setting that they want to game in.

Given that this is a Science Fiction roleplaying game involving starships and high technology, there are some details on its role in the game. The setting is post-scarcity, starship crews can replicate almost everything bar weapons of mass destruction, and are usually armed with blazers, which they should mostly use with the stun setting. Also, translocators enable crews to beam up and down from planets and even move instantly within a ship. Beam Me Up also defines its starships and provides rules for starship combat. A starship has four stats—Science, Shields, Size, and Warp—typically rated between one and ten—plus ratings for Health, Defence, and weapons and damage. Where a ship’s stats are higher than those of a Player Character for a particular action, then they can be used for a skill check instead. For example, the Chief of Security might want to use the ship’s scanners, but his Smarts is lower the ship’s Science, so his player can roll using that it instead. It is a nicely little levelling effect and it highlights the fact that the Player Characters are aboard an advance starship. Combat is handled in a narrative fashion and each Player Character have a particular role when it comes to combat. Thus, the Chief Pilot will fly the ship, the Gunner will fire weapons, the Chief Science Officer will operate the scanners, and so on. Here Beam Me Up is underwritten, really relying on the skill of the Game Master to adjudicate the different roles and how they affect combat. Some pointers as to what the roles might do would have been helpful. Should an attack hit a starship, it will reduce the shields and then health, and once the latter has gone, the ship will suffer critical hits.

The scenario in Beam Me Up is in line with its inspiration, episodic in nature. Effectively, its three acts are separate and the first two can be run in any order (though they are written and presented in a simple and playable order). In the listed first act, ‘Shotgun Ali’, the FSS Brazen sets out on its maiden voyage and is sent to check up on a missing vessel, the FSS Independent. When the crew find her, they are suddenly attacked by the ship and then boarded! After driving off the super tough boarding party, the Player Characters need to return the favour and beam aboard the FSS Independent to find out what is going on. The second act is ‘Incident at Boredia I’ when on a trip visit the world, the crew’s weekly report time is interrupted by the appearance of ‘R’, an alien super being who puts the crew and the FLoP as a whole on trial. To do this, he drags a ship from the Kulkan Empire to Boredia I and the Kulkan Empire vessel has the manpower to invade and conquer the planet below. Effectively this is a test to see how the Player Characters and the crew of the FSS Brazen will react to the Kulkan interference. Lastly, in act three, ‘Gunfight at the Brazen Corral’ in which the Player Characters get trapped in the holosuite and themselves cast as members of the Clanton-McLaury gang an hour before they face Virgil, Wyatt, and Morgan Earp, and Doc Holliday on October 26, 1881. Events occur again and again until the Player Characters can spot and break the pattern and find out who or what is responsible.

None of the three acts are connected except for the FSS Brazen and the obvious inspiration. For example, ‘Shotgun Ali’ is drawn from Star Trek II: The Wrath of Khan; ‘Incident at Boredia I’ is inspired by ‘Encounter at Farpoint’, the pilot for Star Trek: The Next Generation; and ‘Gunfight at the Brazen Corral’ is based on ‘Spectre of the Gun’ from the original Star Trek. These are not the only Science Fiction references in Beam Me Up, but they are, of course, the big ones. Both the Game Master and her players will have fun spotting the rest, likely groaning at them, as they appear.

Physically, Beam Me Up is a bright and breezy affair. The artwork is decent and the supplement is well written.

Beam Me Up veers widely between being cringeworthy in the broad parodying of its inspiration to actually being amusing. Part of the issue is not just the familiarity of the source material, but also with the parodying of it, so both feel over done and not really all that funny. What saves Beam Me Up are the three different episodes which dig deeper into the source material and play around with it to elevate the humour a little. In some ways, Beam Me Up is the most accessible and the least accessible of the supplements for ACE!, being too familiar, too on the nose, its humour underwhelming as a consequence.

Monday, 23 September 2024

Weirder Wonders

Wilden Falls is a nice town. It is surrounded by rich forest and sits on a lake with a waterfall that brings tourists all summer long. Out on Route 767 stands the Osterman Labs Research Facility, but it has been closed since the sixties and nobody goes there. The kids of the middle school and the high school get to enjoy the countryside and time to ride their bikes or drive their cars, free of parental supervision for much of the time. Located in the Pacific North West, the town also has a Mines & Mining Museum dedicated to the region’s played out silver mines, KWF Radio on which DJ Cherry Kilbourne plays the latest hits, Camp Whispering Pines where all sorts of fun activities take place over the summer—except five years ago when that terrible thing happened that nobody talks about, and when the kids get bored, there is the Pastimes Amusement Arcade where all the latest video games can be played for a quarter at a time and Sal’s Video where the newest releases on VHS can be hired for the night. Though you may have to wait until next year for the release of Spirits of Manhattan and Montana Drones and the Raiders of the Cutty Sark. This is the eighties, the best time for any kid to have an adventure and also the setting for Strange Science. This is
a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, the scenario is primarily intended as a one-shot, film night special.

Strange Science is inspired by all of the kids in peril adventures of the nineteen eighties. The Goonies, Weird Science, and Back to the Future, with just a suspicion of Twin Peaks, Stranger Things, Eerie, Indiana, and A Town Called Eureka. Like all of the supplements for ACE!, it very much wears its inspirations on its sleeve, but as much a player may find it just a little too familiar, he will also find the genre and setting very easy to grasp. Wilden Falls itself is quite nicely detailed, including all of the notables places in town and in its surrounds that all together capture the feel of small town America. The set-up is also flexible in that the Player Characters can be either Middle School kids or High School kids and Strange Science and its adventure, also called ‘Strange Science’ can run without any changes. All that changes is the age of the children and just how aware of the world they are. What does not change are the roles that the Player can be. There are six, consisting of Brain, Cheerleader, Outsider, Protector, Radio Presenter, and Tycoon. These are classic archetypes of the ‘kids in peril’ genre.

As with other releases for ACE!, the eponymously named adventure in Strange Science, is a three-act affair. It specifically begins in April, 1984, when odd things begin happening at the school. There is the arrival of an odd new pupil, ‘Steve Twentyseven’, the replacement of the regular science teacher, Mr. Goodall, with a substitute teacher, and a van turning up outside the school handing out free protein shakes. Fortunately, the protein shakes taste of sprouts and cayenne pepper, so are positively disgusting and no kid in their right mind would drink one of them. Plus they look like snot. If Steve Twentyseven acts oddly, then his parents—dad ‘Steve Radioshow’ and mom ‘Steve BakingSoda’—are even weirder... Investigating the ‘Steve’ family will lead to the mall, revelations as to what is going on, a lot of exposition, and some time travel. This is back to 1884 and the town of Wildenville where with the help of the missing Mr. Goodall, the kids can prevent what is going on in the future and hopefully get back to that future. Sadly, this does not involve a steam train or shouts of “Great scot!”

‘Strange Science’ is a surprisingly lengthy and detailed adventure that will take two or three sessions to complete. For the most part, the scenario is very obviously inspired by its source material and the Game Master and her players should embrace wholeheartedly the eighties it depicts. However, given the lack of a DeLorean, the Player Characters need another way to travel back into the past, which is to have their minds cast back rather than their bodies. When this happens, their minds occupy the bodies of the men and women of Wildenville, which should lead to some roleplaying opportunities as the children of 1984 suddenly find themselves occupying the bodies of adults of 1884!

Written as a one-shot, Strange Science does include some notes on how to expand it. These are brief, but include adding in supernatural elements and possible sequel and crossover with Spirits of Manhattan. These are only suggestions though and the Game Master would need to develop and write it on her own.

Physically, Strange Science is a bright and breezy affair. The artwork is decent and the supplement is well written.

Strange Science is not a ground-breaking or even a great adventure, but then it is not trying to be. It is a little supplement and scenario that delivers exactly what it promises—eighties nostalgia, plus plenty of weirdness and a mystery that only the kids of small town America can see and solve. This is a great little combination that will be fun to play and fun to go back to if it gets the sequels it deserves.

Saturday, 8 August 2020

Hollow Earth Horror

To date, Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, Chaosium, Inc’s supplement of Pulp action set during the nineteen thirties for Call of Cthulhu, Seventh Edition has been supported by not one, but two campaigns. The better known of these is The Two-Headed Serpent: An Epic Action-Packed and Globe-Spanning Campaign for Pulp Cthulhu, a campaign in the traditional sense of Lovecraftian investigative horror. It presented a world-spanning conspiracy, which took the heroic investigators from Bolivia, New York, Borneo, and Oklahoma to the Belgian Congo, Iceland, and Brazil—and beyond! The other campaign is A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu, which although like The Two-Headed Serpent is set in New York and takes place in the nineteen thirties, is very different in tone and scope.

A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu takes place in 1935, ‘technically’ never leaves New York State, and focuses on investigators with Psychic abilities—using the optional Psychic ability rules from Pulp Cthulhu—or have an interest in Parapsychology. It takes two works of fiction as its inspiration. The first is ‘The Mound’, the horror/science fiction novella ghost-written by H. P. Lovecraft for Zealia Bishop, which tells of a mound that conceals a gateway to a subterranean civilization, the realm of K’n-yan. The second is Sinclair Lewis’ alternate history satire, It Can’t Happen Here, in which populist demagogue Berzelius ‘Buzz’ Windrip is elected President of the United States and with the help of a ruthless paramilitary force imposes totalitarian rule similar to the Germany and Italy of the Desperate Decade. Against this febrile background, the campaign draws links between the fringe science—whether Parapsychology or Occultism—and the fringe politics of the period.

Campaign set-up is supported by six pre-generated Investigators. They include a diverse range of backgrounds, from a Russian Cult Leader, an African American female Mechanic/Aviator, and a female Investigative Journalist to a Hispanic ex-Soldier, a female Scientist, and an Explorer. Only two of them have Psychic Talents, but the campaign can be run with the optional Psychic Talents rules from Pulp Cthulhu or without. It also adds a new Investigator Organisation, The Open Mind Group, a hero organisation whose members are fascinated by the possibility of powers of the mind—whatever their source. In general, the organisation is apolitical and politely asks members who are overtly political to refrain from discussing their views or leave.

The structure of the campaign, over the course of five of its six chapters, is linear. It takes the Investigators from New York City upstate into New York state’s Catskill Mountains, and from there, it takes a turn for weird as it plunges deep into the bowels of the Earth and across the sybarite and immortal remnants of the K’n-yan Empire. It begins with a missing persons case, a fellow member of The Open Mind Group approaching the Investigators because Brendan Sterling, her husband, has gone missing. He has a greater fascination with the outrĂ© than she does, and this has led him to participate in experiments in past-life regression. Investigating Sterling’s disappearance will first lead them to his links with various populist fringe political movements and then to the scientists who associate with them. Unfortunately, no sign of him has been seen either, and following him will lead the investigators upstate and into the Catskills. From there, the path literally leads inexplicably into the depths and the strange realms of the Empire of the K’n-yan. By now the Investigators will have already encountered some strangeness, most notably their  suddenly being cast into space and having to find their way back—being chased by some very strange cats—and ghosts haunting the halls of a centre for parapsychological studies in what is arguably one of the most bizarre encounters in Call of Cthulhu. These and similar encounters hint at the things to come in later chapters—far below the surface.

What lies below is the remains of the K’n-yan Empire, its immortal survivors divided between indolent sybarites residing in the mouldering towns and plantations, their buildings a combination of gold and weird science, and religious fanatics out in the surrounding wilds. Often cannibals and evilly indifferent, they are not perhaps the worst that the Investigators will encounter for there are surface dwellers other than their quarry down here and some of are looking to re-establish the K’n-yan Empire… It is here too that the Investigators will learn perhaps of the ultimate aims of the campaign’s antagonists and just what they will have to do to stop them. The culmination of the campaign itself is a suitably over-the-top drive further into the depths of the Earth to confront the villains of the piece and prevent their plans. The sixth chapter takes the campaign in an even more radical direction and can be run at any time in the campaign once the Investigators have sufficient means and motivation—even in the middle of other chapters.

As a campaign, A Cold Fire Within does something different. There have been plenty of scenarios for Call of Cthulhu which deal with the Science Fictional aspects of Lovecraft’s Cosmic Horror, but not a campaign. It is very much not a campaign of Lovecraftian investigative horror in the eldritch sense, but rather one of fringe science—or ‘Science!’ and fringe theories ranging from Theosophy to the Hollow Earth. A campaign which sees one ancient subterranean scientific empire attempt to rise again, aided by zealous surface dwellers, as the power and influence of Fascism grows and spreads on the surface world. However, as linear and as straightforward as the campaign is, and as solid a hook it provides to pull the Investigators into its events, the Keeper will need to work hard to keep the players and their Investigators on track and motivated. Especially to the point in the campaign where they learn what is really going on and then have a few more options in what they can do. The Keeper also has a lot of NPCs to portray, there being quite a large cast given the relatively short nature of the campaign. If the campaign misses an opportunity, it is perhaps the chance for a flashforward to see the consequences if they fail to stop the antagonists’ plans—this is only hinted at in the conclusion.

Rounding out A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu is a set of four appendices. These collect the campaign’s handouts and maps for easy copying by the Keeper, new tomes and spells, new skills and psychic power, and K’n-yanian Equipment and Vehicles. The new skills include Lore (K’n-yan) and Language (K’n-yan), and Science (Parapsychology), whilst the new Psychic Powers are Dematerialisation and Telepathy. The section on K’n-yanian Equipment and Vehicles details all of the devices and artefacts which the Investigators will discover in the subterranean world of the K’n-yan and any Investigator with a mechanical bent—especially if he falls into the Grease Monkey archetype—will undoubtedly want to tinker with and repair. Lastly, the six pre-generated Investigators are given.

Physically, A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu is a slim, full colour hardback. In keeping with the other Call of Cthulhu titles, the book looks superb, the layout is clean, the artwork—whether black and white, two-tone, or full colour—is superb throughout, though the cover is not necessarily as eye-catching as could have been. The maps are excellent throughout though, although perhaps the campaign could have benefited from better maps of the Catskill Mountains, New York state, and New York City.

There is a Science Fiction genre called Planetary Romance—best typified by the Barsoom-set of stories by Edgar Rice Burroughs—in which much of the story’s action and adventure takes place on exotic alien worlds, noted for their distinctive physical and cultural backgrounds. Now A Cold Fire Within is not set on another world, but it is set in another world, one which also has distinctive physical and cultural backgrounds in the form of the differing groups of the K’n-yan. Further, A Cold Fire Within is a Science Fiction campaign, involving as it does ‘fringe’ science and strange technologies, but of course against a background of Cosmic Horror. What this means is that A Cold Fire Within is a campaign of ‘Inner Planetary Horror’, one which both proves the existence of fringe science and to the horrific applications it can be put to. 

Friday, 24 February 2017

Because... Just because...

If the Nazis cannot have their Antarctic base at the end of World War II, then they will they will have their base on the Moon! Unfortunately the Nazis like to keep their secrets, so what you need is a guide. Fortunately, there is such a thing! Nazi Moonbase is a complete guide to, and history of, Walhalla, the base established in the Moon in the aftermath of World War II, and the war against it in the second half of the twentieth century. Published by Osprey Publishing as part of its Osprey Adventures line, our guide in this matter is Graeme Davis, the author of several previous titles in the range, including Knights Templar: A Secret History and Werewolves: A Hunter’s Guide, as well as being the co-designer of the seminal British fantasy RPG, Warhammer Fantasy Roleplay.

Nazi Moonbase is a sequel of sorts to the first entry in the series, The Nazi Occult by Ken Hite. In both, the Order of the Black Sun plays an important role, in The Nazi Occult, driving the rise of the Nazis, but then in Nazi Moonbase, pushing first for a way to save Nazi Germany, but in the face of certain defeat at the hands of the Allies, for a way to survive beyond that defeat. Essentially, this is done by taking control of Germany’s advanced weapon programs such as the vehicles of Projekt Saucer and then initiating Protokoll Bifrost first to escape to the Antarctic and then to Walhalla on the Moon using the Haunebu IV saucer where it would form the centre of the base. No Swastika-shaped moonbase for the Nazis! There they survive, repairing and upgrading their ramshackle facilities, even developing technologies, all in readiness to strike back at those that defeated them.

In response, the Moon Race of the 1960s was as much designed to confirm and monitor Walhalla as it was a scientific program. Indeed, the near destruction of Apollo 13 was Walhalla’s response to these endeavours. The American response to this was Operation Lyre, a direct assault on the base which would end in all but total disaster. Only in the last few years has the USA decided to attack the last of the Nazis once again after decades of failed Lunar probes and satellites from various nations.

Ending with a detailed timeline, Nazi Moonbase goes into detail about all aspects of Walhalla and the response to it. This includes its location and layout, how it operates, and the development of technologies such as the Eisenmänner (‘Iron Men’) labour and combat androids and the Mensch-Maschinen androids that could pass for perfect humans or as duplicates for world leaders. The response, primarily by the USA and the USSR, is a more measured and less fantastical in tone—lunar probes and rovers, satellites and manned stations. It does end on a note saying that Boeing is developing a space-plane capable of ferrying six astronauts plus equipment… (or is that a squad of US space marines or six player characters?)

The history lends itself to numerous campaign frameworks and set-ups. So in the 1940s, it might be chasing advanced Nazi technological development to the Antarctic and beyond; in the 1950s, it might be fighting the strange attacks and scouting missions by flying saucers on the Earth or the secret infiltration of replicants from the Moon; in the 1970s and 1980s, it could involve the US and Soviet manned assaults on the moon base; and perhaps in 2010s, the final strikes using remote warfare. The obvious starting point for such campaigns—especially given the links in Nazi Moonbase to The Nazi Occult with the Order of the Black Sun—is Modiphius Entertainment’s Achtung! Cthulhu, but Cubicle Seven Entertainment’s Cold War Cthulhu may open various elements later in this future history.

From a gaming standpoint, it is good to see Nazi Moonbase include a list of games that would work well with this system-less sourcebook. Previous entries have always included a bibliography, but never included games that could be used with such material or reference similar material. There is no RPG that does so directly—though with its depiction of United States Space Command special forces fighting terrorism, Fantasy Games Unlimited’s Year of the Phoenix, might be the nearest—so these are pointers and the GM will need to develop the ideas and background in Nazi Moonbase himself. The bibliography covers fiction and non-fiction, comics, games of all types, and movies and television programmes.

Physically, Nazi Moonbase is very nicely presented. The artwork is excellent and the book is an engaging read. Nazi Moonbase is not so much one campaign idea, but several, spread over a secret history lasting over seven or so decades. As a secret history, it gives you enough details and pointers to take away and develop into your own game, whether that is a war game or a roleplaying game, though there is an obvious inclination towards the latter rather than the former. Either way, Nazi Moonbase provides an engaging alternate background around which a GM can develop a campaign against the evil space Nazis from the Moon!

Friday, 3 October 2014

Of Mice and the Moon

Conduct scientific research! Undertake ground-breaking feats of engineering! Manage the greatest minds of the age! Get some dullard of an accountant to manage your finances whilst you prepare for the greatest endeavour of all time—getting to the Moon! The year is 1898 and Her Majesty Victoria, by the Grace of God, of the United Kingdom of Great Britain and Ireland Queen, Defender of the Faith, Empress of India, has decreed that only the British Empire can put a man (or woman) on the Earth’s nearest celestial neighbour. The race is on for the honour of fulfilling Her Majesty’s dream, one that will see England’s many Clubs or Leagues desperately designing and building mad-cap rockets and launching them into space!


This is the subject for Rocket Race: A Steampunk Rocket Building Card Game from Triple Ace Games. Better known for its RPGs such as Sundered Skies, All For One: RĂ©gime Diabolique, and Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age!, this is the publisher’s first non-RPG design. It is set in the same world as Leagues of Adventure and was a big hit at UK Games 2014 where its Preview Edition of one hundred copies were quickly snapped up. Now the game is coming to Kickstarter.

The game comes in Standard and Advanced versions. In both, the aim of the game is to get a rocket to the Moon. To do this, a player must assemble a rocket, which must consist of a capsule, a propulsion system, and a steering mechanism, with up to three accessories. Their attempt can be affected by Events such as bad weather or sabotage, but eventually one League will ensure that Her Majesty prevails!

Rocket Race consists of fifty-seven cards, two six-sided dice, sixty cog counters, and the rules booklet. The cards are done in full glorious colour and depict the components and accessories that go into building a rocket, events that might help or hinder the process, and for the Advanced version, the Leagues themselves, plus their Workshops and Workshop Accessories. The components and accessory cards are each marked with a number that goes towards the Reliability total for a player’s rocket, plus a research cost used in the Advanced version. Every card is fully illustrated and titled, and many come with a piece of colour text. For example, the Capsule, ‘Martian Salvage’ has the text “I managed to secure one of the Martian landing capsules used in their abortive invasion from the Aegis of Terra. Oh wait, that’s supposed to be a secret. Forget I spoke.”; the means of Propulsion, ‘Giant Helium Balloons’ has the text “Do balloons float upward? Is the Moon not up above us? Then my logic is sound!”; and the Steering Mechanism, ‘One Hundred Hungry Mice’ has the text “The Mice will naturally be drawn toward the Moon, which is made of cheese, which in turn tip the craft to point in the right direction.”

In the standard version of the game each player begins with ten tokens, each representing his finances and resources he has to devote to the rocket building project. On his turn a player turns a card over from the deck and everyone gets the chance to bid or pass on it using their tokens. The highest bidder gets the card and has to put the tokens he bid to win the card actually on the card—this represents the card’s development time. At the end of the turn, any player with tokens on a card can remove a single token. Once a card no longer has any tokens, its development is complete and it can enter play. This applies not only to the components and accessories needed to build a rocket, but to Event cards too.

Once a player has assembled a rocket—complete with a capsule, a propulsion system, and a steering mechanism (plus any accessories)—he can launch it into the heavens. To do so, he adds the total of the Reliability factors on the cards and rolls two six-sided dice. If the result is equal to, or lower than, the Reliability total, he has successfully landed on the Moon and may bask in the glory of his achievements. If not, he has crashed on take-off, must discard a random card from his rocket ship, and begin again! The winner of course, is the first player to successfully land on the Moon.

Thus the standard version is a simple bidding game with limited resources and a simple balancing mechanism. Bid too much on a desired card and it not only takes too long to develop, it reduces the finances a player has to gain new cards. Thus smaller bids will invariably bring cards into play quicker and give a player greater control over his finances. Of course, a player can make bids to drive up the cost of card without any intention of buying it, but that might not go his way...

Where the Standard version of the game will support as many as six players, the Advanced version is for two to four players. It adds the Leagues of Adventure proper, makes use of cards that will enhance each League’s laboratory, and the advanced options on each of the Event cards. Each player is assigned a League and a workshop card. Each of the four Leagues—Aegis of Terra, Daedalus Society, Lunar Exploration Society, and Society of Aeronauts—sets a player’s starting values in three scientific disciplines, Chemistry, Engineering, and Electrics. Each  workshop has a track for each of the three scientific disciplines. Finally five cards are drawn from the deck—which now include the Workshop Accessory cards—and laid out in a row.

On his turn, a player can undertake two actions, selected from two sets of options. The first set of options are Launch, Scientific Research, or Event Acquisition, whilst the second consists of Component Acquisition or Discard. Launching a rocket works just as it does in the Standard version; Scientific Research allows a player to increase a single scientific discipline and roll for the chance to increase all three; whilst Event Acquisition lets a player take an Event card from the line. During Component Acquisition a player can use up the points he has in scientific disciplines to purchase components and accessories, whilst if he has not taken an Event card or any components or accessories, he can Discard a card from the line.

The Standard version of Rocket Race plays in about ten minutes. The Advanced version is double the playing length, and is slightly more complex. It also feels slightly more random than the Standard version, with less skill involved, whereas the Standard version gives the player some decisions to make in what to bid for and for how much. Both versions could benefit from more Event cards to encourage more player interaction. Nevertheless, both versions are decent fillers and both are let down by the flavour text that is printed just that little too small. (It should be noted that the publisher will address the size of the text with the new edition launched on Kickstarter and will offer more Event cards as stretch goals as part of the Kickstarter).

What Rocket Race really has going for it—and what it has not in spades, but in whole shedfulls—is charm and flavour. The cards themselves are a delight, beautifully illustrated, and the flavour text has a certain tongue-in-cheek humour.  Rocket Race: A Steampunk Rocket Building Card Game is an amusing, if simple diversion that brims full of derring do, erratic scientific endeavour, and of course, the best use of One Hundred Hungry Mice ever!

Friday, 9 May 2014

Charming Chemistry

Compounded: Better Gaming Through Chemistry is a game about chemical research. It is a beautifully appointed, heavily themed game that sees the scientists undertake the roles of scientists competing to complete as many Compounds as possible whilst avoiding the possibility of lab explosions! Originally published through Kickstarter.com by Dice Hate Me Games, it is a set collecting and trading game that can be played through in roughly ninety minutes and is designed to be played by two to five scientists aged thirteen and up.

The theme to Compounded starts with its components. The first is the Scoring Board, which is done as a Periodic Table. It is perhaps a bit fiddly in use once everyone’s scoring counter is on the scoring track, but thematically, it is perfect. Second is its decently written Rulebook, which looks a little like a scuffed and battered chemistry school textbook.

The third are the scientists’ Work Benches. These have spaces for each scientist’s Element Storage Area, Lab Tools gained, and to track the progress of his Discovery, Study, Research, and Lab experiments. Each Experiment can be improved by completing certain Compounds.

Fourth are the game’s Compounds, such as Calcium Oxide, Acetylene, Nitric Acid, and Methanol. Each Compound is a square card marked with a name, its chemical formula, spaces for each of the elements it is comprised of, a spot to place a Claim token, and a scoring value—the latter ranging between three and eight Atomic Points. Others also have icons that grant Lab Tools and improvements to one of a scientist’s Discovery, Study, Research, or Lab experiments when the Compound is completed. Some also have icons indicating that they are flammable and could explode.

Fifth are Compounded’s Lab Key—a wooden key used to determine scientist order and various Lab Tool tokens—Bunsen Burners, Graduated Cylinders, Lab Keys, Pipettes, Safety Goggles, and Journals. Sixth, and lastly, there are the game’s Elements—in ascending order of rarity—Hydrogen, Carbon, Oxygen, Nitrogen, Calcium, and Sulfur (sic). These are represented by coloured chips of plastic. Again, pleasing on the eye and nicely tactile.

At the start of the game, each scientist receives a Work Bench and the wooden tokens to indicate his progress on the Bench. He also receives a Fire Extinguisher card. If this is filled, it can be used to stop the effects of a Lab Fire or saved until the end of the game for more Atomic Points. Likewise, he also receives a Wild Element that can be used or turned in for Atomic Points. He also receives his initial allotment of Elements. Then, sixteen Compound cards are laid out in a four-by-four grid Research Grid. Initially, these will include the yellow-bordered starting Compounds. The Compound deck is seeded with Lab Fire cards.

Compounded is played in four phases—Discovery, Study, Research, and Lab. In the Discovery phases draws Elements from the black cloth bag included in the game. Initially, each scientist can only draw two Elements and can only store four Elements in his Element Storage Area, but both can be increased by three. Once Elements have been drawn, scientists are free to trade Elements—as well as Lab Tools, promises, and so on.

In the Study phase, each scientist can use his Action tokens to claim Compounds. Once a scientist has claimed a Compound, no other scientist can score from it. Initially a scientist has only the one Action token, but by completing Compounds can increase this number to four. 

During the Research phase, the scientists take turns placing Elements on their claimed and unclaimed Compounds. This involves placing an Element of the right type on the spaces marked on the Compound cards. Initially this is just two, but can be increased to six. If a scientist does not have the Elements he wants, he can now trade in three of one type for one he wants.

Lastly, during the Lab phase, the scientists score Atomic Points for completed Compounds on the Periodic Table and adjust their Experiments if the completed Compounds help improve them. Completed Compounds are replaced from the Compound deck. If a Lab Fire is drawn, Flame Tokens are added to any flammable Compounds that have empty Flame icons on them—typically no more than two on any Compound. Should a flammable Compound gain enough Flame Tokens, the Compound explodes and is removed from the game. Any Elements on the exploding Compound ricochet around the Research Grid and will reappear in empty slots on adjacent Compounds—if they have space for that type of Element. 

A game of Compounded ends with one final round once a scientist has either scored fifty Atomic Points or completed three out of four of his Experiments. The game ends immediately if the Compounds in the Research Grid cannot be refreshed to a maximum of sixteen. The scientist with the most Atomic Points is the winner.

This is for the three to four player standard version of Compounded. Included in the game, is a two-player variant that adds a third ‘dummy’ player named Nobel, his actions being controlled by the lead scientist. Another variant, this for three and more scientists, adds ‘Lab Partners’ Compounds, double-sized Compounds intended to be completed by two scientists, who each receive the Atomic Points and its benefits for completing the Compound. They are much more complex Compounds and require many more Elements.

Although Compounded has very nice and thematically fitting production values, it is not quite perfect. The text on the Lab Benches and elsewhere is too small to read with ease, and the wooden tokens to track each scientist’s Experiments and their Action Tokens are a bit small and difficult to use—as are the Flame Tokens. Nor are the phases—Discovery, Study, Research, and Lab—as obviously named as they could be. In game terms, they are ‘draw Elements’ (Discovery), ‘claim Compounds’ (Study), ‘place Elements’ (Research), and ‘score Compounds and effects’ (Lab), but this is not all that clear on the Lab Benches.

Compounded is not a complex game—in fact anyone who has played Ticket to Ride or Pandemic will have no difficulty in understanding its rules and play, its complexity being light-medium rather than medium. The game is also informative, educating players as to both the nature of the research process and the atomical content of each of Compounded’s compounds. Beyond drawing Elements and new Compound cards, there is very little randomness to the game, though Lab Fires can upset many a scientist’s aim of completing particular Compounds. Compounded’s chemical theme is quite gentle, which when combined with its mechanics, makes the game unthreatening in terms of play. Although Compounded’s theme might be said to be rather dry, it is not ‘pasted on’; rather Compounded fully engages in its chemical theme to create a relatively light and appealing reaction.