I've enjoyed most of the games I've played in the Tiny Epic series, with Tiny Epic Western being my favorite (go figure) and Tiny Epic Galaxies coming in a close second. Not all of the Tiny Epics have appealed to me, however: their core line of fantasy games has a cartoony style that doesn't appeal to me, and Tiny Epic Zombies, while a decent game, fell victim to the general burnout that makes me hyper-critical of any and all zombie games.
Having grown up with Battletech as my first combat/skirmish game, I had high hopes for Tiny Epic Mechs, so I backed the Kickstarter campaign for it without really looking at it in too much detail. I was seduced by the publisher's ITEMeeple system that features little plastic weapons and armor that attach to an otherwise standard-looking meeple, a set-up that they've used in some of their other games to varying effect.
Alas, backing a Kickstarter game without knowing anything about the game play is usually a recipe for disappointment. It turns out that Tiny Epic Mechs is definitely not the arena combat game I was hoping for, but rather a programmed movement game similar to Robo Rally or Colt Express, although its small scale makes it much less chaotic than either of those games. Unfortunately, in this case "less chaotic" also means "less interesting."
The game is played in a series of six rounds. Each round, players secretly program 4 moves from their hand of eight cards, and right away this is problematic and awkward. Each move card has an arrow that needs to be pointing in the direction you want your playing piece to move, which means the orientation at which the cards are placed is critical. You ca't just play your secret moves face down, as turning them over might change the orientation of the card. Cards need to be played with another card covering them, which makes planning your four moves awkward an difficult unless you're playing solo (which the game does support).
Resources and points are gained by controlling areas, which means the mech combat in this supposed mech combat is secondary. You will often find yourself needing to run around taking control of tiles in order to catch up on points and gain the resources you need to upgrade your weapons and armor, and a few well-placed moves by your opponents can lock you out of being able to do anything effective.
Your playing piece starts out unarmored, with a single weapon. Over the course of the game you need to "power up" into armor and upgrade to better weapons, and this is where the ITEMeeple plastic bits come in. Each weapon you equip slots into your meeple, which in turn fits into a clever little suit of power armor, showing exactly what your warrior is armed with, which should be really clever. However, the game also uses cards to represent your weapons and armor, even down to the placement of the cards showing where the weapons are equipped, which renders the plastic bits superfluous and unnecessary as anything other than decoration. The whole thing seems really gimmicky.
Lastly we come to the actual combat system, for those rare occasions when two mechs actually fight each other. The game uses a variation of rock-paper-scissors, where if you follow an opponent's attack with one that "counters" it, your attack will be more effective. It sounds neat in theory, but the rules use some counter intuitive verbiage that makes it difficult to teach, and it's a little to fiddly for a game this simple.
At the end of the day, Tiny Epic Mechs is a programmed movement game that wants to be an arena combat game, and it ends up being mediocre at both.
Rating: 2 (out of 5) A disappointing entry in the Tiny Epic series that manages to feel over-engineered and too simple at the same time.
- Tiny Epic Mechs official website
- Tiny Epic Mechs on BoardGameGeek
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