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Gaming Blog

Gizmos - First Play!

30/4/2023

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30th April 2023

Sunday is here again and we're logged into Board Game Arena for some gaming goodness.
Gizmos not about some cute puppet that spawns a legion of malignant sprites, instead it's drafting and engine building game about building gizmos.... through the power of science!

Caveat: We've only ever played this game digitally.

What's in a game?
  • Player board: The player boards in Gizmos are very long rectangular boards.
    There's enough room to place a row of 6 cards (Or 6 columns of cards.) which represent the game's 6 facets. Each of these 6 'slots' also has its own associated icon.
    The first slot lists the player's 3 stats - maximum storage, maximum file size and research limit.
    The second slot is for placing 'conversion' cards - more on this later.
    The remaining 4 slots are for placing cards that relate to the game's 4 core actions, - File, Pick, Build & Research.
Picture
A player board.
  • Starter cards: Each player will get 1 or these starter cards.
  • Cards: Gizmos utilises square shaped cards to represent gizmos and each one is illustrated with some sort of scientific activity and also displays quite a lot of information.
    Firstly, in the top-left corner it will be an icon which displays the card's type, this will match one of the 6 icons on the player board.
    The top-middle of the card will show its action.
    The top-right will show how many victory points (VPs) the card will earn.
    Finally, around the edge of the bottom half of the card it will display what type of resource (And its associated colour.) is required to build the card.
    ​Additionally, cards come in 3 'levels', the higher the level, the more powerful the card is.
Picture
Picture
Picture
  • Resources: The physical game comes with a set of coloured marbles (Red, blue, yellow and black.) to represent the game's 4 differing types of energy. The digital game simply uses coloured dots.
  • Dispenser: Again, the physical game comes with a dispenser which is a box that randomly deals out a line of marbles which players draft during gameplay. This is all done automatically in the digital version.
Picture
What the dispenser looks like in the digital version of Gizmos.
  • Victory point tokens: Used to track additional VPS which are acquired.
  • Storage ring: In the physical game, these rings would be used to store energy tokens, in other words, stop the marbles rolling away!
Picture
Is used to store marbles (Or energy.).
Gizmos' only art appears on the gizmo cards and although it seems quite small, it is varied and detailed, appropriately depicting various scientific activities in bright colours.
In fact Gizmos makes good use of bright colour throughout on iconography and components.

With regards to iconography, there is a fair amount of it but for the most, it's intuitive and easily understood, some of it however, will have players looking up the rules, especially regarding the picking and drawing of resources. 

How's it play?
Setup
  • Players: Randomly give each player a player board and starting card which should be placed in it's appropriate slot under the board (As dictated by the icon in the cards top left corner.).
    Also give each player a storage ring.
  • Dispenser: In the physical version of the game, marbles will be placed into the dispenser, they then randomly trick out to form a row of 6 marbles.
  • Gizmo cards: Sort the gizmo cards by level and shuffle them into their respective face-down decks. Then remove 20 cards from the level 3 cards.
    Next deal cards from each deck with 4 level 1 cards at the bottom, 3 level 2 cards in the middle and 2 level 3 cards at the top. Thus creating a sort of pyramid shape with 9 cards in total in the central playing area.
  • First player: One of the player boards is marked 'first player board'. Whichever player received this board will be the first player.

On to play
Players are attempting to accumulate VPs in Gizmos and they come from 2 sources, the cards and by acquiring VP tokens.
This is done by drafting resources and cards, then building cards to gain cards and resources at faster rate to build more cards and so on!
Gizmos uses a typical turn order with the active player taking their action before play progresses to the player on their left.
  • Stats: Before describing actions it's a good idea to explain what the stats do. Furthermore, all of the stats described below can be upgraded by playing the relevant gizmo cards. E.g.,  The maximum storage for energy can be increased from it's starting value of 5.
    Maximum storage: This is how many energy marbles a player may have in their storage ring at any time. The starting value is 5.
    Maximum file: This determines how many gizmo cards a player can have 'archived' at any time. More on archiving below.
    Research limit: Players can choose to draw cards from the face-down decks and potentially build or archive them. This stat determines how many cards they can draw.
  • Actions: During their turn, the active player can perform 1 of the following 4 actions. 
    • File: The active player may draft a card from the central playing area and 'archive' it alongside their player board.
      The player's maximum file stat determines how many cards they can have archived at any one time.
    • Pick: This action allows the active player to draft 1 of the 6 resources from the resource line and place it in their storage ring, provided it does not exceed the maximum.
    • Build: This action allows the active player to build a gizmo card by paying its cost. This can be taken from the central playing are or the player's personal archive.
      When a gizmo is built, it should be placed under the slot that matches its type. Convertor cards go beneath the convertor slot and so on. This will upgrade the slot it is placed under. Thus placing a gizmo card under the pick action may allow the player in later turns to pick more resources when they chose the pick action.
    • Research: The active may draw 1 or more cards blindly from 1 of the 3 face-down deck and then immediately build it, archive it or discard it.
  • Additional rules: there are some other rules that should be noted.
    • Upgrades: When upgrade gizmo cards are built, they will increase a player's limits.
    • Combos: When one of the 4 actions are activated by the active player, all the cards built beneath it can be activated in any order to provide extra actions, thus creating combos.
      Combos will allow the player to gain extra energy resources or cards or even VPs etc.
    • Convertors: These can be activated when certain actions are activated by the active player. Essentially they work a little like combos however, while combos usually acquire extra resources or cards, convertors, as the name suggests will turn one thing into another, such as turning blue energy resources into red.
  • Next round: Once the active player has completed their action and activated the cards they can or want to, play progresses to the player on their left.

​Endgame
Play continues until one player has built a total of 16 gizmo cards OR built 3 level 3 cards.
In either case, play continues until all players have had equal turns. Then players total their VPs from the cards they've built and any VP tokens they've acquired.

Points are tallied, highest score wins.


Overall
Gizmos' theme about building gizmos for a science fair is fairly light and perhaps a little unexciting but appropriate. It's also a game that's all about building an engine to trigger combos.

Players will look to find the most effective and efficient way to pick energy and build gizmos through upgrades, arguably the 2 most important actions in the game: Although it's probably not a good idea to neglect upgrading other stats or actions. Increasing energy storage and conversion is especially useful as it allows the player to manage their energy resources with greater flexibility and in fact, some gizmo cards require 6 energy to build! - Forcing players to upgrade their maximum storage.
A lot of the decision making this will involve will be contextual, depending on how energy resources appear and are drafted by other players. As always in these situations, players will need to adapt to circumstances (Which is why energy conversion and storage is so useful.). The same is also true of gizmo cards. This can lead to some unusual combos appearing.


Gizmos other 2 actions, file and research feel a little surplus to need and maybe just pad the game out unnecessarily a bit.
There's a higher level of play regarding the file action that involves watching opponents, seeing which energy resources they are going for, anticipating what gizmo card they might be aiming for and hate drafting that gizmo with a denial strategy but conversely. However, those other players will probably archive cards they want to build before beginning to accumulate the energy requires which sort of makes attempting to hate draft moot.
Research also feels less useful, essentially when researching, the player is making a bit of Hail Mary play, hoping to find a gizmo card that matches the energy tokens they possess but for whatever reason cannot use to build a currently available gizmo card.

These are minor drawbacks though and players are generally not required to use them. Otherwise, Gizmos is a fairly solid engine-building game with a slice of drafting. It hits a pleasant sweet spot of blending fairly straightforward rules that are fairly quick to learn  with hefty and frequently meaningful decisions to make.
Worth trying if you like this kind of game.
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