You were never supposed to be the ones standing between the Earth and viral annihilation. So many other groups were better connected, better funded, better equipped, and had much nicer glossy brochures. But here you are, an eccentric bunch of researchers, lab workers, bureaucrats, virologists, and more ready to put it all on the line…
…FOR SCIENCE!!!
For Science! is a real-time, dexterity and spatial co-op where you first design Cures using cards, then literally Build those Cures using wooden blocks. If a Cure is too hard for you to Build, you can always go back and re-design a new one - but the clock is constantly running, and you only have 15 minutes.
Every successful Cure earns you Master Cure tiles, representing your increasing knowledge of how all these diseases have been constructed. Fit them together to amp up your researchers' special abilities and win the game!
--description from publisher
- Engaging and exciting gameplay when experienced.
- Innovative design process of building the problem you solve.
- Thematic integration of mechanics and theme.
- Challenging and rewarding puzzles.
- Supports variable time limits for adjustable difficulty.
- The master cure system provides a rewarding secondary puzzle.
- Can be difficult to communicate the appeal of the game before playing.
- Early iterations of blocks were difficult to stack.
- Some builds can be theoretically possible but practically impossible for players.
- Verification under time pressure can be frustrating for some.
- Designing and building cures to deadly diseases
- Junk Art
- Escape: Curse of the Lost Temple
- Pandemic: The Lab
- Argent Consortium
Mechanics (from transcript analysis)
- Cooperative deck building — Players lay down cards to meet constraints for designing cures.
- cooperative play — Players work together to achieve a common goal of curing diseases within a time limit.
- dexterity — Involves physical manipulation of components (wooden blocks) to build structures.
- Pattern Building — Players design and build block structures that match specific patterns or constraints.
- Puzzle solving — Players must solve sequence and layout puzzles to design cures and build universal vaccines.
- Real-Time — The game is played under a strict time limit, adding pressure and urgency.
- Set Collection — Players collect 'master cure tiles' by successfully building cures for diseases.
Video topics + discussion points
Quotes (from this video)
- It's a real time cooperative dexterity game where you build cures to deadly diseases using uh wooden blocks.
- The gameplay is fairly I don't know strategic doesn't give the right connotation but it's um there's a lot of player agency and that you are in fact designing the very things which you're going to build.
- You're matching sequences in order to stack towers of blocks like you did when you were like 10 years old in a frustratingly complicated pattern that ends up confounding you by the end of it.
- It really is a hard game to talk to people about, which is one of the reasons we did gameplay of it on the channel. it it doesn't come across as interesting as it is until you sit down and start playing with it.
- The initial game came so the core design mechanism and build mechanism came together extremely quickly.
- The game has a momentum to it. The game is real time and it's real time for a reason.
- The master cure system has turned out so well because it's a puzzle that is rewarding.
- The physical mechanisms of the game are evocative of this theme.
- Don't hide your designs because like nobody's going to steal them and if they do people won't buy them.
- Always keep interest curves in mind.
- I do find it really fascinating that whether it's you with Spirit Island or Elizabeth Hargrave with Wingspan that create games that are known across the I mean the depths of the industry as some of the best out there.
- Yes, we're rich. We're not ultra rich. We don't have a yacht. We don't have a second home, but we like we have a mortgage and we own our home and that's in the Boston area.
References (from this video)
- Sold out of copies
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the convention changes so you don't kind of notice at that old Wes tale idea that if you put a frog in water and slowly turn up the heat it doesn't notice the change and it dies
- I feel like I'm able to like condense a a hourlong game into a one minute this is how the game works and this is why you may or may not like it
- There's so many board games coming out right now that people can't keep track of
- Thousands of people coming into the hobby all the time um that means that I'll have a job because there's stuff we can make right
- I did my how do you prep for Gen Con hydrate and stuff which is stuff I did but like taking vitamin C tablets or emergency I did that every single day and I came home with no conrod