Cooper Island - typical Euro. At least the game has some strategic depth.
Food Chain Magnate - The other players only played it twice and thrice. But it would be lame to hold back. At least, one said that I showed how my Cola Rush destroyed their tempo by disrupting their engines. But that’s FCM for you. I literally won by using an army of minimum wage workers.
SCOUT - Is it skill due to repeated play or just dumb luck? Tbh, I don’t know and I can’t be bothered to find out.
Terra Nova (a Terra Mystica game) - ooohhh this is interesting. I read the rulebook and any Terra players will get it immediately, albeit a few rules change.
What I liked: I do liked that they coalesced the two resources: coins and workers, into just coins. These two resources are duplicates that does the same job - fake depth by making you do Cube Accounting™ twice. You can switch them and you won’t notice the difference. I didn’t miss the temple tracks. But I feel that Gaia Project only introduced blinkers with the Tech Tree. And without the temple tracks, priests doesn’t make sense to put into this game (they aren’t in the game).
I do miss the temple tiles which is an avenue for you to do engine building.
And so, you end up with this game that is still manage to evoke interesting spatial decisions. Indeed, The buildings in Terra Nova are the only means and end in this game. Does that sounds good to you? There you go. For me, that is a plus. The game still rewards foresight and without the anguish of inefficient accounting. But it does feel smaller, in a way that Big Terra would have offered more tools for you to play the game. I will have to think more about Terra Nova and get more plays out of it.
No comments on the factions, as I only played this just now.
Autobahn:
Grumpy grumpy!
What a steaming pile of shit. Our table stopped playing it mid-way. The system is just fiddly and soulless. The ideas actually sounds fun: you build a shared infra that is the (West) German Autobahn and then you use lorries to transport goods here and there, and service stations worked as toll gates for other players. Sounds alright!
But the whole game is just this typical Euro vomit of mechanisms and mechanisms and mechanisms, and it was so rote and monotonous. I know that you know that I don’t like Euros, but I wasn’t so repulsed since Tapestry?.
“What’s the point of all this?” asked one of our players. I don’t know, man. I don’t know.