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Infamy
60m - 60m
2 - 4 Players
Ages 13+
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price.
Auction/Bidding
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
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
47.00
€
30 day low:
Out of stock
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cfarrell
OK, a few general comments on this one, which I continue to like. For me there is a definitely Waterdeep vibe to it: you gather resources, complete missions, try to find mission and special power synergies. Combine it with a tactical and bidding game for resources and a small worker-placement-ish element, and there are a fair number of interesting moving parts. To me, it's more interestingly thematic than Waterdeep, since the missions have more range and because as a game it's more chaotic; you're definitely looking for ways through a rapidly changing environment and ways to cut down on your risk. That feels truer to the "Mars crime syndicate" than the somewhat bloodless Waterdeep does for a similar setting. But, just because I like it for a lot of the same reasons I like Waterdeep doesn't mean that reasoning will work for most people. I think the appeal of Waterdeep for a lot of people is that there *isn't* much risk in the game; it's a fairly bloodless Euro (which is totally fine; I like Waterdeep). Infamy has an edge to it that may specifically turn off Waterdeep fans even though the games are broadly similar in a lot of ways. Infamy is also thematically darker. The two games are of the same order in how much they let you hose other players (Waterdeep has a fair number of moderately nasty Intrigue cards, and Infamy has nothing as nasty as Waterdeeps mandatory quests; still, on balance, Infamy consistently offers a bunch of ways for players to interact and inconvenience or trump each other). But because Infamy clearly *looks* more cutthroat because that's the setting, and has fewer "friendly" intrigue cards and quests, plus it has the directly head-to-head bidding process where the stakes can be fairly high, I think it may turn off Waterdeep fans who like the more predictable and less sharp environment. Infamy is short. It's rated at an hour, which you can probably do with experience, although 90 minutes is more likely first time. I think that's fine, but it's one of the rare games that I think could actually stand to go just a little bit longer - an extra couple turns maybe. It might let the game breathe a little more; as it is, completing just a few missions will be enough to win. But allowing it to run longer would require many tweaks to the system, as it is it ends pretty much at the right time, which is to say once one person is clearly winning and before the players who clearly don't have a chance can get too bored. Last comment, as an early game from a new publisher, there are a couple presentation SNAFUs. Much of the game is actually quite nice, but the mission cards have small text, white on black, this is both important, hard to read, and not easily accessible to all players by virtue of location. There are some tags which are even worse, really small fonts with even lower contrast. It's not awful, I've seen worse (I actually think Imperial Settlers is much worse), but it should be better and it detracts from the game somewhat. Secondly, the terminology isn't great. Given how well-developed the setting is in so many ways, I would have preferred using clear terms like "start player" instead of "triggerman" (which is also gendered and so not the best choice on those grounds alone). "Mission" and "Scheme" are also confusing. It's not terrible, but it doesn't help make the game accessible. Anyway, I rather like Infamy, for the reasons that are contained above. But I think for fans of euros and Waterdeep, it may be a bit more niche than I initially would have guessed, just going on my own sense of taste. --- I liked this - it has a bit of a Waterdeep vibe actually, with lots of missions you need requiring a variety of resources that have various payoffs. The core mechanic here though is an auction, for various roles that give you resources and temporary tactical powers. It does have just a touch of that Kickstarter vibe, it feels a little unpolished mechanically - some elements feel superfluous while some of the good stuff isn't quite allowed to breathe like it should - but on balance it's still pretty solid I thought and I ended up ordering a copy for myself.
Kamaitatchi
Bidding game with minor bits of worker placement. I almost feel like they should've skipped the board and just put the M/Resource/HQ stuff on the cards themselves. Surprisingly fun. Seeing your reputation engine chug along and enable crazy gains from simple cards is good fun. Very fast as well. I first thought the 15i victory condition was the only one possible but a quick rep train also works.
djberg96
Cyberpunk theme that combines an interesting bidding element with action selection and multiple paths to victory. Using a fixed number of bribes as currency, one of which you must spend just to bid, is an interesting approach. The ability to re-enter a bid after you've passed presents an interesting dynamic. Some people seem to really dislike that mechanic, but I found it added some solid tension to the game. Combined with the day/night element, you really had to strategize about how to spend those bribes. I feel like we didn't dig into the faction cards as much as we should have due to inexperience, so I want to explore those some more. If anything, I would prefer a little more variability with the contacts and perhaps one or two more sectors, but it's fine as is, and could be easily expanded.