Latest / Pick Up and Deliver / Things I Like About Anachrony (Message from the Deep)
Transcript
- 0:04Welcome to pick up and deliver the podcast where I pick up my audio recorder
- 0:07as I step out the door, I deliver an episode do you while I
- 0:10walk around. I'm Brendan Riley. Well, good morning listeners. It's a
- 0:23pleasant day here in suburban Chicago. The sky is sort of very lightly overcast.
- 0:28It doesn't seem to be in danger of raining on me anytime soon,
- 0:32but it could rain today for certain. I've been I'm a little later walking
- 0:37around to do my walk than I normally am. I usually go between seven
- 0:42and eight in the morning, sometimes eight thirty. It's almost eleven right now,
- 0:47which is, like I said, a little later than I usually like
- 0:49to do it. But a combination of needing to charge my recording phone and
- 0:56not being sure what I want to talk about gave me a bit of time
- 0:59a time delay. Today. I did, however, come up with something
- 1:02to talk about, and so I thought I would. One of the things
- 1:04I do occasionally on this episode is I will do a Message from the Deep
- 1:07episode, which is meant to be kind of a deep dive review of a
- 1:11game, and generally the idea is that it is a game that I've played
- 1:15many times and I'm thoroughly familiar with. So I thought today I was looking
- 1:21around and figured out there's a game I have talked about many many times here
- 1:26on the podcast, and as far as I can tell, I've never done
- 1:29a deep dive review of it. I did a search for this game.
- 1:33I would think that if there's an episode that just has the title of this
- 1:37game, or has the title of this game in the podcast title, that
- 1:42I would find that near the top, and I did not. I went
- 1:46through several pages of episodes because that's how many times I've talked about this game
- 1:51on the podcast. So I hope this won't be too repetitive because this is
- 1:53a game I've covered a lot, but I've never actually done a straight up,
- 1:59full focused, deep dive review on it. So that's what I'm doing
- 2:01today. Now I haven't said the game yet. If you have in your
- 2:06head a thought about which game you think I'm probably talking about, take a
- 2:09moment and note that, and then go over to board game geek kild three
- 2:14two sixty nine and post that game there, or send me a message about
- 2:19it if it's something you'd like to hear about, because I'd be interested to
- 2:22know, like, what game do you think I talk about all the time
- 2:23that I've never actually done a full review of. It'd be interesting to know
- 2:28unless your answer is an Acrony, which is the game I'm going to talk
- 2:30about today. So an Acrony is a game that came out in I think
- 2:38twenty sixteen, maybe twenty seventeen, it's twenty seventeen. It was designed by
- 2:46David Turksy, and then Richard Aman and Victor Peter that you sort of founding
- 2:52designers behind mind Clash Games, helped develop it enough that they are also credited
- 2:58as designers on the game. Turxy designed the solo mode himself. The artists
- 3:01are Villo Farcas Laslo Feyas or Fegis Laslo Forgoch, Martin Gula Kiss, and
- 3:08Peter Mezzs Lenny So I apologize if they are wrong, they probably are.
- 3:15Nonetheless, Mindclash Games came out, an Acarny came out in twenty seventeen.
- 3:19I was a Kickstarter subscriber. I took Kickstarter Backer to the original edition,
- 3:23and I also backed the Super Expansion Megabox thing that they did as well,
- 3:30And so I thought I would do a message from the Deep episode about an
- 3:34Acrony four things I like about an acrony if you're unfamiliar with it. An
- 3:38Acrony is a worker placement economic game with a heavy theme. The idea is
- 3:44that the future in the future, the Earth is has dissembled into a difficult
- 3:53place to live, and so different communities people live in these. There's a
- 3:59mega capital city and then there's all these outposts that people have built, and
- 4:03moving between them is difficult. People tend to use these mechanized exosuits to get
- 4:10around when you're outside of the protected cities. At one point, there's an
- 4:14explosion and it damages stuff all around the world. And after the explosion,
- 4:19people find that there is a new mineral on Earth that has to do with
- 4:25time travel. It has special properties and it allows us to build time travel
- 4:30machines. Unfortunately, or fortunately, the reason that that material appears is that
- 4:34a giant asteroid hits Earth generations in the future, and the material, because
- 4:42it's time travel relative, splashes back through time and causes damage throughout the generations
- 4:46before. So the game begins with this damage having been done by this explosion
- 4:50in the future, and so we know we need to prepare for the prepare
- 4:55for the coming apocalypse by building up our remote societies away from where the CA
- 5:00capital city is, because the capital city is going to get destroyed during this
- 5:02apocalypse. So the idea of the game is that you are trying to build
- 5:05up your civilization, your society to be the dominant or best society in the
- 5:12post apocalyptic world and hope that yours wins out. The game takes a fairly
- 5:16long amount of time to play on the table, generally between two and a
- 5:19half and four hours in my experience, depending how many players you have.
- 5:24It is a big, beefy euro game. It's not quite as dense as
- 5:28some of the other mind clash games. I feel like Track Carryon is more
- 5:32intense in terms of gameplay. I think Septima is about the same. It
- 5:38plays very differently, but it has about the same level of sort of depth
- 5:42of thinking and strategy to it. I think Cerebria is actually less deep but
- 5:48harder to learn, and void Fall, I think is the heaviest of their
- 5:54game. Well, the void Fall is not quite as heavy as Trick Carryon.
- 5:57Track Carryon is very tense you're playing it, but an Acrony is probably
- 6:01my favorite mind clash game, which is why I've played it. I checked.
- 6:05I've logged thirty one plays of it, including more Game Arina plays,
- 6:09which is the vast majority. I probably have eight to ten plays on the
- 6:13table. Maybe that's probably ambitious. I probably have six to eight on the
- 6:17table because it takes long time to play. So why do I like it
- 6:20so much? Here are four things. First off, the game has different
- 6:25worker types. I really like this mechanism. Then the game, you get
- 6:29these little chits that represent the workers in your civilization, and they come in
- 6:32four types. There's engineers, scientists, managers, and geniuses. And the
- 6:39geniuses can do the roles of any of the other workers, so you can
- 6:44use a genius in place of any manager, scientist, or an engineer if
- 6:48you want now At to be the game. You get a few of these,
- 6:51and as the game goes along you get more and more of them.
- 6:54You can end up with a whole ton of them if you have the right
- 6:58combination of things that allows you to get at them. The game comes with
- 7:00enough chits to allow you to have a ton. Now the game also because
- 7:04of these different worker types, it has a couple different uses for them.
- 7:08One in the big city, where the main worker action spots are the different
- 7:15workers can do. Different workers are good at different things. It's like if
- 7:17you're going to go excavating material minerals with your exo suit, the engineers come
- 7:26back from that fully ready to work again. They enjoy that. Similarly,
- 7:30if you're building things, engineers get you a discount because they're better at building
- 7:34stuff. I contrast, scientists are the only ones who can do the science
- 7:39research, and they also get you more efficient water reclamation if you go to
- 7:45do the water reclamation action with the scientists the managers. The scientists are also
- 7:49bad at recruiting people. They don't have people skills, so you can't use
- 7:54the scientists to recruit new workers. The managers are very good at recruiting workers,
- 7:59and you need to use a manager or a genius to recruit a genius
- 8:03the regular engineer. An engineer can't recruit a genius. So there's this interesting
- 8:07blend of different workers are good for different things on the main board. As
- 8:11the game goes along, you're also building action spaces on your personal board that
- 8:16you can use, and a lot of those have restrictions about which worker can
- 8:20go where as well. On top of that, the game has this mechanism
- 8:22of the workers getting tired. When you use a worker, they become exhausted
- 8:28and when they come back to your board, they go to the exhausted side
- 8:31of your board, and then you have to either spend water, which is
- 8:35sort of one of the main currencies in the game. If it's spent water
- 8:37to unexhaust them to wake them up, or you can force them to wake
- 8:43up. But then the morale goes down, and it's really clever. The
- 8:46morale is tied to endgame points. But also like if you use the morale
- 8:50option too often, then you actually will start killing your workers. Once you've
- 8:54used that I think three or four times without ever using the paywater to increase
- 9:00the value, then the next time that you use the then the next time
- 9:03that you use the reduced morale option, the workers literally just one of the
- 9:07workers just dies. It's pretty funny. So while there are other games I've
- 9:13played that have different worker types, it's not very common. It's a pretty
- 9:16unusual type of thing. Everdell with the Pearlbrook expansion has the frog worker that
- 9:24can go to different spaces, and I know that there's this game Oak where
- 9:28you can upgrade the workers into different types actually Dwellings of Elder Veil also has
- 9:31this idea of different types of workers, but you only a lot of them.
- 9:35You can get one of a particular type. I'd be interested to know
- 9:39are there other games that have different types of workers and that can do different
- 9:41things and that you get and manage in different ways, because I think that's
- 9:45just a really neat aspect of the game. Right. The second thing I
- 9:48like about the game is the way that the mechanism and the plot of the
- 9:52game interconnect, you know. I think the best demonstration of this is the
- 9:56loan mechanism. In the game. You can get loans and you have to
- 10:00pay them back, but the way the game works is you get the loan
- 10:03by borrowing it from yourself in the future. So you at the bmvach round
- 10:07you can basically ask for two things as loans, and it could be water,
- 10:11it could be resources, it could even be people, and then they
- 10:15show up. And the idea is that we know that things are better in
- 10:20the future, and so we need to the future needs to help the past,
- 10:24and so you're sending back resources so that the past can survive, but
- 10:28then you have to actually do that later. Not only is that a fun
- 10:31gimmick, a fun way to have a loan be interesting, but it also
- 10:33allows for some really funny elements, like the bootstrap paradox, where you ask
- 10:39for an engineer and an engineer shows up, and then later when you have
- 10:43to pay back an engineer, you can send back that same engineer, which
- 10:48makes the question where did that engineer ever come from? It's pretty dumb,
- 10:52but kind of fun too, And that's an example of the way that this
- 10:56game uses a lot of amusing mechanisms that seem to tell an emergent story.
- 11:03Another one I know I've mentioned on the podcast is in the past, but
- 11:05I particularly find enjoyable is one of the leaders is able to recruit people very
- 11:11easily, and so every round they can recruit a person to join the thing.
- 11:16But then you also can get a part. You can get a thing
- 11:20where every round you put a person into a machine and you get a bunch
- 11:24of water out, and then that person dies. And so the dark view
- 11:30of it is you're recruiting people and then tossing them right in the renderer to
- 11:33provide food for you or water for your civilization. It's pretty dark, but
- 11:37kind of funny, and you know, the way that the story of the
- 11:41game works is that all of these civilizations, it's sort of like the Dune
- 11:45movie. The civilizations we're seeing that people were seeing are depicted as great or
- 11:50noble, but in fact, when you sort of look at what they're doing,
- 11:54they're all horrible. And the sort of horror of these different civilizations is
- 12:00pretty compelling as a narrative decision or device. So the way that the mechanisms
- 12:05and plot intertwine in the game is very compelling and makes it a lot of
- 12:11fun. As I think about other games that do this really well, this
- 12:15is one of the place where I don't often find that emergent narrative appears in
- 12:20games all that well. I think Tricarrion does it really well. I think
- 12:24stuff like Boon Lake we see that pretty well. Mosaic does that well.
- 12:31Through the Ages does it very well where the different plays that you're making,
- 12:35while tactical and strategic, they also create a narrative around what is your society,
- 12:41like, what's it trying to do? And I think Anacrony is top
- 12:43notch in the way that it does that. The only big miss I think
- 12:48is that the little tiles for the different buildings are not named. I think
- 12:54that they should be named to give a little bit more flavor. They would
- 12:56give a little more insight into what is it that this place is supposed to
- 12:58be, other than that top notch I have considered they do have on board
- 13:03game geek people have come up with a list of what those tiles are.
- 13:07I have considered printing those out and attaching them to my tiles, but I'm
- 13:11not sure to be able to do it neatly enough to make myself happy with
- 13:13the way it looks. I still may do it at some point. So
- 13:16that's a mechanism and plot combined for compelling team. Next step. The next
- 13:22thing I really like about an Acrony The game has variable goals and variable powers.
- 13:28Now, there are a lot of games that have this, This is
- 13:30not unique to an Acarny, but I think it does a really good job
- 13:33of maintaining a very approachable core game while also having the game be shaped dramatically
- 13:41by these elements. So when you're playing, the game has double sided faction
- 13:48boards. So when you take one of the four factions, you pick side
- 13:52AARSIB and that gives you a faction power, and then there are two leaders
- 13:56and you get to pick one of the leaders to use, and that leader
- 14:00also gives you a power, So each leader has their own power, and
- 14:03each faction has its own power. So those two things combined give you a
- 14:07significant level of individuation about what's going to happen with your game, and they
- 14:15often give you a direction to go in terms of trying to decide what to
- 14:18do with your turns and how you want to focus. Then on top of
- 14:22it, there are these endgame scoring cards. There are five of them,
- 14:28and actually there's like a deck of ten, and five of them will be
- 14:31in play each game, and at the end of the game, you evaluate
- 14:35those five and you score points based on that. And the combination of those
- 14:39cards and those individual powers lead you to significant variance in what you're trying to
- 14:46do. They also have the scoring condition that you take when you evacuate.
- 14:52One of things that I haven't talked about yet is, like I said,
- 14:54there's a big cataclysm. It happens in between rounds four and five, and
- 15:00the game can go up to seven rounds, but as few as five.
- 15:03I don't think I've ever played a game where it only went five. I
- 15:05have definitely played games where it went six. Often the games go seven because
- 15:09the way it works is when there's a cataclysm, then all of the there's
- 15:13nine worker placement spots on the main board, and once all nine of those
- 15:18spots have been used at once each at least, then the game ends that
- 15:22round. So you could have if like no one goes to that ninth spot,
- 15:28the game could go three more rounds. But the idea is that at
- 15:33some point you send an expedition to the city and you evacuate as many people
- 15:39as you can from the main capital city, and you do that by meeting
- 15:43a minimum. You have to meet a condition that you do, and then
- 15:46you get to evacuate people based on some other thing. So for example,
- 15:50one thing that might happen it could be that you have to have all three
- 15:54of your water facilities built and then you get to evacuate one person. You
- 16:00get points for every combination of gold cube and genius that you have in your
- 16:06thing, So the more geniuses and gold cubes you have, the more points
- 16:08you get. And generally is there are fifteen to twenty points, so it
- 16:11could be as much as twenty percent of your score. It's not in common
- 16:17to get one hundred, just over one hundred points in the game, that's
- 16:19a high score, though you're probably in the eighty range, so you know,
- 16:22if you got fifteen to twenty points, that's a big chunk of your
- 16:25final score. So and a lot of that comes down to thinking about how
- 16:30you want to play those different elements to get off each other in order to
- 16:33focus what you're doing for the game. So that's variable goals and powers.
- 16:37Another way to think of this is as you're building the little buildings or doing
- 16:41other things, you're increasing minor efficiencies in your game. And I think that's
- 16:45a really neat aspect to an acrony. Now this is something that a lot
- 16:49of complicated Euros do. Of course, something like Great Western Trail does this
- 16:55really well. Revive is a recent game that I think is all about stoking
- 17:00building up minor efficiencies into major efficiencies and winning because you exploited them better than
- 17:04other people exploited their minor or major efficiencies. Underwater Cities is another one that
- 17:10does that really well. So minor major efficiencies and individual player powers they give
- 17:15you minor a minor advantage. I really like an Acrony does that brilliantly.
- 17:22Finally, an Acarny has an amazing table presence. Now, I think that
- 17:27the art and design and an acrony is top notch. Mine Clash is one
- 17:32of the best companies as far as I'm concerned for iconography, gameplay flow,
- 17:37helping people understand how the game works by what's on the table. The art
- 17:41and design and an acrony is also top notch. I think the way that
- 17:45the game looks is really cool. I think the art is pretty good.
- 17:48In the first edition, the people were drawn a little, they weren't the
- 17:52best character illustrations. But the second the revised ones that they issued with the
- 17:56expansion are really good. And with the updated edition of the game that that's
- 18:02top notch. But the thing that knocks the game out of the park are
- 18:04the exosuit minis. So in the game, you have these exosuits which are
- 18:10the worker There s worker vehicles that allow you to send workers to the main
- 18:15capital to do actions there. You can use all the actions you want that
- 18:18you have space for on your player board, but the actions that you put
- 18:22in the city you have to send these exosuits to. In the retail copy
- 18:29of the game, you get a large hex token that represents an exosuit and
- 18:33you just put your worker on top of that and sort of move the stack
- 18:36onto the game. The Deluxe set or the Minis set, you get a
- 18:41very tall miniature that has a slot in the top, and you put your
- 18:45worker in the slot. It's a dumb it feels dumb, but it actually
- 18:49is really effective as a gameplay method. I think it's really fun. They
- 18:56look amazing, The minis are really well made, and they sort of represent
- 19:00the characteristic of the society really well, and it makes the game just really
- 19:04pop on the table. So thus the table presence of an Acarny is the
- 19:08fourth thing I really really like about it. There are, of course,
- 19:11lots of games that have great table presence. I'll point to Return to Dark
- 19:15Tower. It's very compelling with its gigantic tower in the middle. I will
- 19:21say for a couple of other games that have really compelling table presence, I
- 19:25like the big double layer tiles or double layer player boards in Revive. I
- 19:30think those look really neat as well. And then I'm going to point to
- 19:33the game Villagers as having a very beautiful style as another game that's got a
- 19:40really compelling table presence, even though that one does not have any minies.
- 19:44And isn't big, It's small but beautiful. So those are the three Those
- 19:48are the four things that I like about the game an Acrony. So if
- 19:51you've played an Acarny, what do you like about it? If you haven't
- 19:53played it, you should try it. It's over on board game Arena.
- 19:56I'd be happy to play an asynchronous game of it with you. I use
- 19:59the name of there is Wombat nineteen nine. My username on board game Geek
- 20:03is also Wombat nineteen nine. Feel afraid you to send me a message there
- 20:07if you'd like. Well, that's about it for me today. Thanks for
- 20:10joining me on my walk today. I hope your next walk us as posence
- 20:11as mindless. By bye. Brought to you by Rattle Box Game