It’s a manufacturing arms race! Compete against other players as you try to build the most efficient set of factories in the shortest time. You must carefully manage your blueprints, train your workers, and manufacture as many goods as possible in order to achieve industrial dominance!
In Fantastic Factories, you race to manufacture the most goods or build the most prestigious buildings. There are elements of dice rolling, worker placement, engine building, resource management, tableau building, simultaneous play, and some card drafting. Each round is split into two phases, the market phase and the work phase.
During the market phase, you choose to either acquire a new blueprint for free or pay to hire a contractor. Blueprints are used to construct new factories during the work phase. Contractors can be used to reinforce your strategy by providing resources or allowing you to roll additional dice. You need to be mindful of what cards are available in the marketplace and the strategies your opponents may be pursuing.
During the work phase, all players simultaneously roll their dice and use their dice as workers to run factories. Factories start as blueprints and need to be constructed. Once constructed, each factory can be used once each turn. Worker placement can happen in any order and figuring out the correct sequence can enable a powerful chain of actions. Additionally, you can build training facilities that allow you to manipulate the dice values of your workers. Each work phase is like solving a unique worker placement puzzle in order to optimize your output of resources and goods.
Once any player has manufactured 12 goods or constructed 10 buildings, the game end is triggered and one additional and final round is played. The player with the most points wins (combination of building prestige and manufactured goods). With over 30 unique blueprints and countless synergies across buildings, each game is unique. Fantastic Factories offers a lot of replay value and satisfaction as players discover new factory engines with each game.
—description from the publisher
A large collection of solo puzzles have also been created for Fantastic Factories along with official tools to create more. This puzzle collection can be found in the BGG Play-By-Forum area.
AmethystJewel
6/20 N28-Basically a dice placement game. First to build 10 buildings or get 12 boxes of goods wins. Light to medium game play. Good choices for what to do with your dice.
AndySzy
Nice engine builder, cute little art, and easy to read iconography. The main issue with the game is that it's an open draft, which means sometimes a nice card flips out right for your opponent, but that's on you whether that (or topdecking a good card) bothers you.
agentpatman
I am a bit bummed about this one, but maybe my expectations were off. I think the main issue is that there really isn't anything unique and with a few other minor issues just doesn't make the cut in today's games. You start off with a single card draft and move into standard dice placement to generate resources to build more dice placement locations. You also see some player ability buildings and your standard set collection point cards. Everything I have seen before with nothing that makes it stand out. Dice placement is one of my favorite mechanisms and similar games all have some twist in the genre. This game is pretty similar to colony, which that one wasn't a hit with me either, but I think has a few advantages over this one. You are working off the same set of card abilities so it ends up more strategic. There was a lot more ways to get dice and dice mitigation, almost to the other extreme. That brings me to my next issue which is bad luck leading to a rocky start. All the buildings cost iron and you only start with a single one so its a very restricted resource initially. If someone rolls two 4's then they end up with 3 more iron during their turn and if the other player rolled 1-3 then end up with none. That is an extreme difference in the first turn of the game that leads to the other player taking 2-3 turns just to recover from bad rolls. The main issue is the fact that you need to pay resources to have bad luck mitigation and you need good luck to generate resources so you end up wasting turns while everyone else is running laps around you. It is very difficult to recover from bad luck initially. Most games have some way to mitigate like pay a resource to reroll one die, once per turn, etc. Not having anything is just too crushing and leaves those players stuck and ultimately not enjoying the experience. The game itself is really fun, but only because it has all been seen before. I also really don't understand why it is so expensive. $40 for a deck of cards and 16 dice is pretty crazy. I think if it was 19.95 or even 24.95 then it would be worth taking a look if you enjoyed similar games and didn't mind the issues I mentioned above. You can get so many more games that are similar to this that stand out a lot more for the price and that is ultimately why it won't end up in our collection.