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Moonwalking Mars - a Terraforming Mars Board Game Review
- WadeMonnig
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The Moonwalk: It's a dance we have all seen before but, the first time you saw the move (most likely when Michael Jackson performed it on Motown 25) it blew you away. Plenty of people will tell you that it has been around for decades but that doesn't take away from how amazing it was. Terraforming Mars is the moonwalk of the board gaming world. Maybe we have seen this before but it doesn't diminish from how impressive it is. And even years after it's initial release, it still can catch you by surprise with how excellent it is.
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- Jackwraith
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- Ninja
- Maim! Kill! Burn!
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Caveat: I've only played TM three times and two of those were teaching games (one using the intro corps, another using regular), so it's possible I don't have enough experience with it to understand some of the more enjoyable nuances (I was just making this point on Reddit yesterday to people claiming that they didn't like CE after one(!) play) but then I think about sitting down to discover those nuances and I immediately think of a half-dozen other things that I'd rather spend three hours with. [shrug]
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1). The appeal of the game is that you put these cards together that give you combos and that’s satisfying because it makes you feel smart. That’s cool if you enjoy that feeling, but know it’s an illusion. So much of it works together, and to be honest, it has to because the deck is so massive. It’s not like RftG where you have more agency over searching for specific cards that fit you engine. You’re not going to see everything, the game is too long and the deck too big for that to happen, it just comes down to what you get, what you decide to play and the order you play it in. Some of those choices will help, but none of them will actually break you. This is why I can’t shake the feeling of it being a farce and what it’s really satisfying is something much more shallow, and yet the hobby at large seems to be treating it like that’s not the case. It is, full stop.
2). The second reason kind of spins off of the first, and that’s that playing against the systems in place is really where the competition is. There’s some on the board, but it’s so insignificant to the card based engine building, which, as stated in reason one, isn’t actually as clever as the game would like you to think it is.
It’s also just...dull. For what it’s doing, I’d rather play OG RftG, even with that being a game I’ve moved on from.
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- WadeMonnig
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The in-game playmats suck - there's no getting around that.
The game can get long if you're new or if nobody wants to end the game. There's 226 (I think) cards in the game, and you'll have to read each one you draw until you play the game a few times. 2 hours is about average.
I've been playing it for 2 years now, and I'm not bored of it yet. The plan for tonight is to paint some miniatures, but I might drag TM out instead.
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Ah_Pook wrote: im fine with a high variance card game of making lemonade from whatever bullshit you draw into. im less fine with that same concept spread across a 4-5+ hour game, which is what TM is every time i ever play it or see it played at a meetup.
That is way too long; our games clock in well under 3 hours.
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was a consistent 90 minute game it would be totally fine.
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- Sagrilarus
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- Pull the Goalie
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Don't mind the playtime now that the rest of my group is good with it as well.
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- WadeMonnig
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