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Gaming Blog

The Networks

14/10/2020

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13th October 2020

Tuesday is here and we're at 'The Sovereigns' in Woking.

Time for the Woking Gaming Club to play a game and tonight we will be playing 'The Networks'.

This is a game for the budding media mogul inside everybody; create TV shows, hire film stars, fire chat show hosts, stick advert breaks everywhere, well at least during primetime! Fun for everyone.

When we played The Networks, a couple of expansions were also used.

What's in a game?
The Networks is a card game that has some nice additional components.
  • Starting cards: Each player is given 3 TV show cards, 1 Star card and 1 Advert card.
  • TV show cards: Each show has a production cost/requirements, a possible upkeep cost and a genre. All shows run for 4 seasons and the card will show how many viewers it accumulate have per season.
  • Star cards: Stars are everybody from Shakespearean actors to cookery show chefs. Star cards have a hiring cost/requirements and possible upkeep. Stars are hired for up to 4 seasons and can be put on to a show. They add a varying amount to a show's audience for each of those 4 seasons. Some stars will add less audience if they are not put onto a show of specific genre. A talk show host won't add much to a soap opera's audience figures for example.
  • Advert cards: Unlike the previous 2 types of card, a player will earn money if they take an advert! Furthermore, if an advert is attached to a show, it will generate money for every season the show runs. Certain adverts will make more money if attached to certain genres.
  • Network cards: These cards grant the player a bonus or advantage of some kind, it may immediate, at a certain time or at the game end.
  • Player boards: Each player has their own player board. Each player board has 3 spaces on either side. The 3 spaces on the right are used for the 3 timeslots you control (8pm, 9 pm & 10pm.). The 3 left spaces are The Green Room, Reruns and Archive.
  • Genre card: Part of an expansion I believe, each card shows the game's 9 genres and also has a bonus track.
  • Scoring board: Tracks player's accumulated audience figures and turn order which can change from season to season.
  • Tokens: The Networks also includes tokens, including cubes of the soulless little wooden cube variety!
  • Currency: Normally I wouldn't bother mentioning a games currency, but The Networks uses little plastic tokens for money, each one looks like a pile of money.
All the cards are very nicely illustrated with cartoony artwork and flavour text that cheerfully spoofs various different TV programs. Our game was played with an expansion that added classic British TV programs, I'm sure you'll recognise 'The IV Crowd', 'Drake's 8', & 'Creepy Puppets Save The World Again'.
All the other components are standard, except the money tokens which are cool.

Picture
Player boards for 2 players.
Picture
A stack of cash.
Picture
Starting cards genre card.
Picture
Season 1.

How's it play?
Setup
  • Each player takes a player board and starting cards.
  • The 3 TV show cards are put into all 3 slots on the player card. The Star card and advert card are both put into the Green Room.
  • Starting player is determined, this also determines starting money for each player.
  • All the cards are put into their relative decks and shuffled.
And the game's ready to go.

The Networks is played over 5 'seasons'.
At the start of each season, TV show, star and advert cards a dealt in 3 rows.
Network cards are only dealt out from the 2nd season onwards.
After this, in turn order, players take 1 action each. This continues until there are no more actions that can be performed or all players have chosen to finish for the season, this is called 'drop & budget'.
The actions are:
  • Produce a TV show: If a player wants a TV show, they have to pay for it. A TV show must be immediately placed into a time slot, any show that is currently in the chosen slot must be removed and then put into Reruns. Furthermore TV shows may require a star and/or an advert. If a player does not have the required star/advert in their Green Room, they cannot produce it. Some shows allow players to optionally add stars and/or adverts. In either case, any stars or adverts in The Green Room when the show is produced can be added to the show as part of the same action. Each show also has a limit to the number of Stars and Adverts that can be added to it. Finally; the player must put a marker on to the 1st season row on the TV show card.
  • Hire a Star: A player must pay to hire a star, the star is then added to the player's Green Room, not added to a TV show.
  • Get an Advert: As their action, the active player can take an Advert, unlike acquiring a TV show or star, the active player is paid to take an advert. Like a star card, an Advert cards goes into The Green Room.
  • Acquire a Network card: A player can take any available Network card. It's effect may occur immediately or later in the game, or at the endgame. Network cards become available from the 2nd season onwards.
  • Move a Star or an Advert: As their action, the active player can move a single star or advert from their Green Room to a TV show. They maybe some other requirements that must be met, otherwise the card might be flipped upside down to it's less effective side.
  • Drop & Budget: The active player, as their action can choose to end their turn (Effectively ending their season.). They then choose to either receive either money or an increase in audience figures. The earlier a player does this  - in relation to the other players, the more money/audience they acquire. This also determines the turn order in the next season.
Once all players have ended their seasons, the next steps occur:
  • Balance budget: Certain shows and stars require an upkeep and adverts generate profit. Once these are balanced, you may earn extra money or have to pay some money. If you don't have the money to pay your costs, then you lose audience figures instead.
  • Calculate audience figures: Each show will generate audience figures for it's current season, plus any bonus conferred by an attached star. Shows in the Rerun slot also generate audience figures for one more season.
  • Age shows: All shows in the Rerun slot are moved to the Archive slot. Then all remaining shows are aged. This is done by moving the marker on the current season row down to the next lowest row. If a show was in its last season, then it is put into Reruns.
  • Set up new seasons: Any cards which were not taken from the current season are removed and discarded and an entirely new set of shows, starts, adverts and network cards a dealt out. Thus cards are only ever available for a single season before disappearing. Then the new season begins with the new turn order.
There are additional rules about acquiring shows of certain genres, but that's more or less it for the main rules.
​

Endgame
The game continues for 5 seasons, at the end of the 5th season the shows are still aged. Then a 6th season is scored (No new cards or other actions occur).
​Accumulated audience figures are tallied, highest score wins.

Picture
My TV network part way through the game.
Picture
My network after the end of the 6th season.

Overall
The Networks has some cool design choices that give players interesting decisions to make.

A player can keep going and acquire more stars and adverts for as long as they've got money, which can give them an advantage later on because having these cards in their Green Room means that it's easier and quicker to develop shows. But ending your season early gives you more money/audience, more importantly though, it allows the player to be earlier in the turn order for the following season. So when the new cards appear, that player will get first dibs.

Because the game is very much about card drafting, players really have to think about how they prioritize their actions, as all players will be vying for the same cards.

Players have to try and use their actions as efficiently as possible, there's a fine balance between doing all the actions you want to do and ending your turn quickly.

All in all, The Networks gives players important decisions to make throughout the game and that's a good thing.
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