Not really a review as such, but I remember feeling rather deflated when Matt gave Super Motherload a rather dismissive and derogatory “it’s fine” in a podcast episode, followed by very brief explanation that didn’t sound anything like the game I’d played and loved. It’s one of my favourites.
Edit: ok I’ve just re-listened and it turns out I’m not being very fair here. It actually got a full ten minute slot and was reviewed more favourably than I remembered, although it was very much damned with what I still think of as unfairly faint praise at the end. What I disagreed with, and still do, was the opinion that it abjectly failed to give the “serotonin hit” type response associated with video games, because it was the exact opposite experience to mine.
Super Motherload has a few interlocking elements to it: the communal board of gems and treasures you can mine, the light deck-building (with its own unique twists in both the way you buy cards and the way you play cards), and the cycling set of objectives that come up in the form of Major and Minor Achievements.
The clever twists in the deck-building are these: firstly, when playing cards, you have two actions on your turn, each of which can be used to either spend cards to extend the tunnels (and pick up any loot you find) or draw two cards. You do not automatically ditch your hand and draw back up to 5 at the end of your turn. In fact, the only thing that does happen at the end of your turn is that you discard down to five cards if you have more in your hand.
Secondly, rather than buying from a common market, players buy cards from four private stacks of four cards each. When you dig a gem or some gems, they all go onto a stack of your choice and when the value of those gems reaches the price of the top card, you gain that card and (usually) get a little bonus action as a reward for buying it. To be fair, Matt describes this pretty well, although unfortunately the bit about each player having their own private market and the fact that these markets are asymmetric gets rather lost.
And then there’s the achievements. I’d agree that the Major Achievements are pretty dull - they’re merely races of the type “first player to buy three cards from their red stack and three from their blue stack” which can be tense if two players are reaching for the same thing but are otherwise fairly uninspiring.
However, far from being the rote stream of petty tasks that Matt implies, the Minor Achievements, particularly how they interact with the other mechanics, are where the seratonin hits are to be found.
Let’s look at some examples. One of the achievements is the rather strange looking “have 9 cards in your hand”. Once you’ve grasped the card play rules, it quickly follows that one very boring way of claiming this achievement is to have the maximum hand size of five at the start of your turn, spend both of your actions drawing two cards, claim the achievement… and then discard back down to five at the end of your turn, thus wasting your entire turn to score a couple of measly points.
So far, so uninteresting, but why would you necessarily do that? Some diggy-diggy bonuses allow you to draw cards without wasting an action, as do some of the bonus actions you can get for buying or playing upgraded cards. So perhaps, just perhaps, there’s a way of getting nine cards into your hand and still have a productive turn in other ways? It’s a lot harder to figure out, and maybe the opportunity suddenly appears when you weren’t expecting it, or maybe you puzzle it out through good planning. Either way, when you do pull it off, there’s seratonin and possibly dopamine to be had.
Let’s look at another example: another Minor Achievement asks you to “have one [of a specific type of gem that I don’t quite remember, let’s just say for the sake of an argument that it’s] gold on each of your four card stacks at the same time”. This is much more fiddly than it appears at first; you have to spend a few turns deliberately avoiding buying cards so that the gold doesn’t disappear from one stack before you’ve got gold on the other three, which means that by the time you’ve pulled the achievement off, all your stacks are at bursting point, and sending one over the edge unleashes a combo of epic proportions that sees you buying all four cards in one turn, digging up a whole pile of new gems to get you most of the way to buying one from the next level, and setting you up for hitting the other minor achievements in your next few turns. Now if that’s not reminiscent of one of those insane Candy Crush board-clearing chain reactions, I don’t know what is.
In summary then, Matt was much more positive than I remembered, but I still disagree with the central conclusion that there was no “dopamine rush” type experience, and that board games are not a good vehicle for that in general. I’ve found myself describing this game as “Candy Crush: the board game” and I still stick by that description. It doesn’t always work out that way, particularly if players become super-defensive about not wanting to open up lucrative areas of the board (which, in my view is often self-defeating; those lucrative areas frequently lead to even more lucrative areas) and it’s one of those games where you have to have calm turns for your storm turns to punctuate. But in its favour, the odd rubbish turn doesn’t feel that rubbish because a) in this game a rubbish turn is a fast turn and b) your rubbish turn last time round set you up for an explosive turn this time. I’m just surprised that that aspect of the game seemed to have been utterly missed.