Well…so it arrived. I barely remember backing it. The box is now the biggest game I own, other than FFG’s big coffin box games (Tide of Iron, Starcraft, Runewars). Space Wurm vs Moonicorn for scale.
It comes with a slipcover, which I totally don’t understand. Whatever, it’s slipcovered for now.
I spent two hours punching shit last night. If ever a game begged for a tackle box to keep its shit sorted, it’s this one. Oh, yeah,and there are also attractive colored cubes for the various economies, but the colors are so subtle (grey-ish and green-ish are nearly identical) that maybe I should be using glass beads instead. Dunno until I play.
Despite the sprawling hot mess in the box, the game itself I think is fairly straightforward: it’s worker placement with a time-travel twist. Basically you’re trying to set up your faction to rule the future, and you’re doing that by helping out your past selves. At the end of the game, you check for paradoxes you’ve generated along the way and reconcile the continuum. Or something.
There are tons of modular rules and options as well, and that’s interesting. There’s a solo mode — I may give that a swing next week. There are also alternative endgame situations, and whole new subgame expansions.
This prompted me to look back at my Kickstarters that are delivering, and there are so many of them. I’m gonna get buried under an avalanche of stuff that won’t get played for months.