8th February 2022 Tuesday night games with the Woking Gaming Club at The Sovereigns continued with Fantastic Factories. I don't know if factories are fantastic but I guess we're going to find out. What's in a game?
From an art perspective, the game makes good use of cheerfully bright colours. The art itself uses heavily stylised illustrations of both factories and contractors which is fine and suits the game's slightly light-hearted theme. When built, factories provide a varied amount of special actions, consequently the game makes use of quite a varied amount of iconography. For the most part it's straightforward, however, on occasion 2 cards may seem similar but they'll be a small difference between denominated by a single small icon or sometimes they'll just be something I wouldn't say it's any kind of a gamebreaker or that there's too much iconography but for a few turns players will probably end up referring to the rules. How's it play? Setup
On to play Broadly speaking, a round is broken into 2 phases; a market phase which occurs in turn order and a work phase, which can be performed simultaneously by all players.
Endgame Play continues until either a player has built their 10th card or acquired their 12th good. In either case, the current round ends and 1 more round is played. Players then total the VPs from their buildings and the goods they gained. Points are tallied, highest score wins. Overall
On a basic level, Fantastic Factories is mechanically pretty straightforward; acquire blueprints, acquire resources to build factories, use factories to acquire resources. It's a mid-weight engine building game that provides players with strong card synergy and offers a good selection of choices and avenues to follow for building that engine. I feel for the most part that players will want to focus on blueprints and building them, which is natural as this is what gets resources and VPs. Players shouldn't neglect the contractors who provide instant if transitory benefits for a relatively low cost. Applied at the right time, they can be game changers - provided they're available at the right time! Once again, it's a case of reacting to opportunities as they are revealed. There are a couple of there elements that make Fantastic Factories interesting. Firstly; dice rolling. Players will never be guaranteed getting the results and thus the resources they want. It means that players may not be able to build the card they originally wanted to and will need to adapt and react to the situation as it arises for optimal play. Of course it's always possible to play it safe and have all the required resources before getting a card, it's safer but it's also slower. Secondly; Fantastic Factories makes use of a hand-as currency mechanic. This forces players to think ahead, players may need to get blueprint cards just to discard for another building, or may be forced to discard a blueprint they still want in order to build another, it can be a tough decision. There's also some high level play, where it pays to watch what other players are working towards then wipe the marketplace to deny another a player a card they want. Fantastic Factories is a well balanced game, it's rules aren't particularly complicated and are easy to learn but also have depth that comes from recognising how to exploit the available cards that appear during the game to build their engine optimally and to maximum efficiency. The gameplay is solid and will appeal to fans of engine building games, which I am. so I guess factories can be fantastic!
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