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Chimera Station
60m - 90m
2 - 4 Players
Ages 13+
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
52.00
€
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Kickstarter – Gamefound
Board Games
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Ελληνικα Παιχνιδια
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D & D
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BrunoDeVries
Opinion after one play: It looks cute and seems a nice concept; upgrading your workers with all kinds of options. At first the game feels a bit constricted, while on the last turn there are so many options I asked myself whether I actually influenced the situation I got myself in. It looks like planning your turns is more of a premise than it actually is. But maybe I should play it again to better asses that. But I won't think this game is going to hit the table anytime soon anymore.
bcnevan
Chimera Station is an approachable mash-up of tile placement and worker placement. It also brings a few other twists/gimmicks to its package. The modding of workers and availability of action combinations make for a satisfying experience that can be enjoyed (and understood) by a wide swath of players. Taking place over 5 rounds, the game exhibits a pretty good arc as you're able to build up to some large point explosions. There's a good mix of tactics and strategy at play during the rounds, though the strategy is more present when you play with the B-side of the player mats. The tile-laying and displacements allow for positive interaction between the players. There's still plenty of room to play spoiler by building certain tiles and maintaining the first player marker. The rulebook does leave you with some questions. Also, if you compare Chimera Station to other broadly similar hybrid-style games--like Manhattan Project: Energy Empire (worker placement and emerging action combinations); Carson City (central board tile placement and worker placement); Troyes ("worker" placement and emerging actions); and Ginkgopolis (tile placement)--Chimera Station feels the least strategic out of that bunch. Chimera Station seems to lean more towards allowing the players to experience the chaos of the emerging combinations than other similar hybrid-style games. Though those games are heavier to varying degrees and, aside from Ginkgopolis, play a bit longer and are a bit less approachable than Chimera Station. Perhaps a good comparison is Lords of Waterdeep with the Skullport module added in. Compared to that game, Chimera Station plays in a bit less time and feels more engaging through its action combinations. LoW: Skullport, though, provides a bit more room for subterfuge between the players due to the hidden faction and intrigue cards.
Born-of-Ashes
This is just like an idea I had for building a station as you use it and having different kinds of workers. The best part is the agency the game gives you to form workers with different combinations of skills. Ultimately you want to focus on one type of strategy and carve out a corner of the station that works well for you and no one else. It is a refreshing take on WP, but may need a reminder before each play.