
Every now and then, a very odd or unique game catches my eye. I knew nothing about Cosmogenesis when I bought it. It looked like a borderline "edu-tainment" product, with its theme about the creation of solar systems and origins of life. And I had success with previous edu-tainment games. Photosynthesis was a surprise smash hit, and turned out to be one of the most popular games in my collection. So maybe Cosmogenesis would capture that same lightning-in-a-bottle?
But solo designer Yves Touringny and publisher Ludonova are not Blue Orange Games. Cosmogenesis plays solidly enough, but it just lacks the sheer "table presence" of something like Photosynthesis.
Star child
Cosmogenesis plays like a tableau-building card game, but without any cards. Instead, each player has a cardboard player board with circular slots along one side, in which circular cardboard planet discs can be slotted. Other cardboard asteroids, comets, and planets can be placed on the board, on the same row as a slotted planet, to act as moons. And small, gray plastic discs (that looks like an Advil tablet) are used to track the development of life on a track on eligible planets (or moons).
The only player interaction is resource-denial, which is rare.
Each player is kind of playing your own little game with almost no interaction with the other players. This can be good for players who can be more sensitive to being "attacked" by other players, or for players who prefer to focus on what they are doing instead of having to try to consider how other players might interfere with their strategy. The only player-interaction that ever really happens would be resource-denial, in cases in which one player specifically claims a token or objective that another player wanted.
But even that seems rare. The way that the game is structured, players are always acquiring new objectives every game round. You always have your own objectives to accomplish, even late in the game. So most players are going to be claiming tokens that actually accomplish their own objectives or improve their own score, rather than wasting a valuable turn by claiming a token specifically to keep it away from another player. If you do claim a token that another player wanted, it's likely because it's also something that benefits you.
This high focus comes from the fact that every game round the players acquire new short-to-medium-term goals to work towards. Even in the last round of the game, you will still be acquiring a new objective (whether you'll be able to accomplish it or not). These goals always feel viable to attain. I've never seen a situation in which its outright impossible for a given player to compete for at least one of the goals that's available, if they work to try to achieve it. I'm sure it's possible, but I haven't seen it happen yet.
Acquiring new objectives throughout the game
keeps play focused and goal-oriented.
Each player is also given a secret goal during game setup. In most games, this would likely be an end-game goal that could make or break your strategy. But in Cosmogenesis, this initial goal is the same kind of short-to-medium-term goal as all the other objective cards in the game. This initial goal will likely influence your game-long strategy, but it isn't the end-all-be-all. Instead, it just gives every player something to work towards right from the start of the game, in order to keep everyone's play laser-focused. From turn 1 all the way through round 6 (the final round of the game), every player has goals to work towards.
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