Terraforming Mars

Steam recently released a digital version of the board game Terraforming Mars. I haven't played the digital version (which is getting "mixed" and negative reviews at the time of this writing), but I have played the board game version. It's pretty fun, and in celebration of the latest NASA probe landing on the surface of Mars, I thought I'd launch a review of the board game.

Terraforming Mars has a wide variety of gameplay mechanics, which makes it kind of difficult to clearly categorize it. It also makes it a little difficult to teach the game to new players efficiently. It's not an overly-complicated game, however. It's just a lot of different concepts that you have to explain. Regardless, I've been able to get through learning games with new players in about three or three-and-a-half hours (including the rules explanation). So it's not overly burdensome to learn and play. It's also not terribly hard to simply play a sample round to teach the game flow, and then mulligan the game if any players feel they dug themselves into a hole.

Terraforming Mars has multiple distinct mechanics, ranging from tableau-building to tile-placement.

There's tile placement with adjacency bonuses. There's resource management. There's action economy. There's a little bit of tableau building and hand management. There's even a certain degree of bluffing. Playing with the non-basic corporations adds variable player powers, You can even optionally play with card drafting! Pretty much the only thing that we're not doing is loyalty / betrayal mechanics. Despite including so many varying game mechanics, nothing feels out of place, and everything fits together well.

The rulebook includes footnotes explaining the scientific basis for the rules and mechanics.

Depending on how you play, however, the actual game board and your tableau of cards can sometimes feel very disparate. If you're not actively placing tiles on the board, then the whole board can pretty much boil down to a score and prerequisite tracker. However, if you're avoiding placing tiles on the board, then you're probably going to lose, as I've yet to see a predominantly card-based strategy win the game.

The board itself includes a map of Mars' surface, and has notable landmarks on Mars clearly labeled. Unfortunately, the board only covers one half of Mars' surface, so there's some notable landmarks that are not included at all (perhaps the other side of the planet is an expansion?). The resource cubes are very shiny and pretty, and have an appropriately sci-fi aesthetic to them. The rulebook also includes little footnotes that explain some of the scientific bases for the game's rules and mechanics. it's like the kind of thing you might expect if Neil DeGrasse Tyson wrote a board game. Science and space nerds will probably really appreciate these efforts at scientific accuracy.

The resource cubes are pretty, but shift around very easily on the flimsy, card stock economy boards.

Other components besides the resource cubes are kind of cheap and flimsy though. The player economy boards are printed out on basic card stock. There aren't any slots or grooves for the production cubes to sit in, so they slide around very easily if the table is jostled, or if the economy board is shifted around. You may want to invest in some third-party replacements or overlays in order to solve this problem.

The box also doesn't have any inserts of any kind for storing components -- just a handful of plastic, zip-lock bags. They expect you to just drop all the cards in a plastic baggie and just toss them in the box haphazardly along with all the other pieces!

At a price point of $70 (USD), I expect more from a game's components! Fortunately, where the game lacks in production value, it more than makes up for in entertainment value!

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Cities: Skylines: Snowfall

I described Cities: Skylines' first expansion, After Dark, as " just tak[ing] the Cities: Skylines canvas, and offer[ing] the player a few more colors to optionally paint with." That expansion didn't really do much to change the way that the game is really played, but rather just focused on adding further specialization options for any city that you care to build. I wasn't too upset because the core game is still a phenomenal foundation to build upon, and the expansion just gave us more to play with within that same phenomenal foundation. Snowfall, however, is even more narrow in scope. It offers one new color to paint with, and that color is white.

I got really excited when I loaded up Steam and saw the title of the new expansion. I had written a wishlist blog in which I specifically asked for the next expansion to offer seasonal weather changes and more recreational and transportation specializations suited to those different seasons. On the surface, Snowfall seemed to provide that. There's now a winter, and snow, and you can build a specialized winter wonderland. But that's the extent of what this expansion provides, and that's disappointing.

Snowfall doesn't provide a full season system or any real changes to the game's core economic loop. Instead, it has a few snowy, winter-themed maps in which you can build snow-themed cities. Those winter maps are always snowy, and the non-winter maps are never snowy (although they can see occasional rain and fog). Note: I'm going to get real tired of saying "non-winter maps", so henceforth, for the sake of simplicity, I will refer to them as "summer maps", even though summer isn't really a thing (yet). Your city doesn't progress from springing to summer to autumn to winter (or even just from summer to winter) and then back again, and you don't have to manage your economy so as to maximize profits during your tourist season and find a way to maintain employment and revenue during the off season. Depending on which map you select, it's either always winter, or it's always summer.

I complained about After Dark feeling like I had to go out of my way in order to use the expansions new features and specializations, but at least those features and specializations were available in all cities, and they could be applied to my existing cities from before the expansion. You have to go so far out of your way to use the Snowfall features that you have to start a whole new game on a specific subset of maps. It makes After Dark look like a broad game-changing expansion by comparison.

Cities: Skylines: Snowfall - snow maps
Only maps designated as "winter" maps will have snowfall, and they aren't very different from existing maps.

Disconnected from reality

The actual functionality of some of these winter buildings is also questionable. One of the first snow buildings that you'll unlock is the "snow dump", which is a landfill for snow. Snow plows in this game will drive around the city similar to garbage trucks, actually collecting the snow off the streets, and then taking them back to the snow dump building, which (according to its description) melts down the snow to make room for more snow. It seems like they just took the garbage truck functionality and copy-pasted it to apply to snow, only without the need for a separate incinerator building.

Cities: Skylines: Snowfall - plowing snow
Snow can slow traffic and must be plowed.

The really weird thing is that there is also a new general road maintenance office that keeps the roads in good repair and traffic flowing smoothly. If you don't bother to build the road maintenance office, or build the snow dump or plow the snow, it will slow down your roads and eventually make them unusable. Why did these need to be two buildings? Why couldn't the road maintenance office also be the depot for snow plows?

And then there's the ski buildings, which also don't seem to work in any way comparable to real life. The ski resort is an artificial ramp that you build on flat ground. Again, that's not really how ski resorts work. Typically, a ski resort would be built high up on a mountain, where there's a natural slope and a lot of snow. The game does include a separate ski lodge building, which you could build up in a mountain, but it wouldn't work all that well. It seems to me that the Ski Resort shouldn't be a ramp, it should just be the ski lift that you build on inclined terrain, and the Ski Lodge should be built nearby and should enhance the functionality of the resort. In fact, the new snow maps don't even include mountainous terrain on which to build a more realistic ski resort and lodge. So this all seems to be a result of the game's underlying framework not having very good support for building on slopes, and Colossal Order didn't bother to design a system to allow such niche buildings like a ski resort to be built on a slope.

I may live in a desert, but I'm pretty sure that this isn't how snow plowing or ski resorts are supposed to work...

Look, I live in the desert of Las Vegas, where it was 80 degrees by mid-February, and air conditioning is not an "option" for a car. Maybe it's not my place to tell a development team in Finland how ski resorts and snow plowing are supposed to work, but I'm pretty sure that this isn't how ski resorts and snow plows work!

Don't get me wrong, these buildings are all functional, and they all work within the game's existing mechanic set. It isn't like they are broken; they're just not very realistic, and they have a disappointing feeling of sameness to them, since they don't feel functionally distinct from buildings and features that already exist. For games like this, I tend to lean towards wanting more realism whenever possible, but that's a subjective personal preference. I understand that this is just a game, and certain amounts of abstraction and creative license need to be taken...

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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