When the first exploration vessels entered the cloudy atmosphere of the planet Magnastorm, they discovered not only evidence of abundant natural resources, but also the remains of a long-lost civilization. At the bidding of the magistracy, scout vehicles are lowered to the barren surface to search for suitable mining areas.
The goal of Magnastorm is to be the first player with a certain number of reputation points. You acquire reputation mostly through fulfilling objectives, taking control of one or more of the eight commanders, and building transmitter stations. The flow of the game is controlled by an action board with two action panels, each of which has five columns. At the start of each round, there are a 3-5 action tokens (crew members) standing in each column on the upper action panel. To carry out an action, a player:
A) takes an action token from the upper panel and places it on the lower action panel either to gain resources or to pay for a movement on the planet surface, or
B) pays for every action token still standing in a certain column on the upper panel to gain control over the commander and his ability at the top of that panel, after which the player places those action tokens on the lower panel.
Since option A) will reduce the cost for option B), the players have to find the right timing for their actions. A round ends when the upper panel is empty. For the next round, the panels are swapped.
Magnastorm is a big, tactical board game with very little luck. Choose the right moment to perform actions or buy influence over helpful commanders. You will reap success through resource management, clever logistics, good timing, and a shrewd eye on the actions of your opponents. At the end of the game, each player receives one of 120 reward cards, which can be used in later games to compensate for varying levels of skill among the players.
—description from publisher
- Fresh, ambitious action selection
- exciting tempo; enjoyable once understood
Mechanics (from transcript analysis)
- area-based resource/track racing — Planetary research with a storm threat; players place turtle bases to advance on science tracks and gain scientist abilities; round ends grant top-position players bonuses.
- asymmetric panel mechanics / drafting — Tokens from top panels seed future costs; bottom actions influence future rounds and map exploration.
- top/bottom panel action selection — Two action boards (top and bottom); players must pay resources to access top actions or move tokens to bottom for cheaper top actions later; panels rotate between rounds.
Video topics + discussion points
Quotes (from this video)
- The basic idea of this game is you have a pool of dice and on every single turn you will roll all of your available dice and then on every turn you must draft a face up a person from one of four different piles in the middle of the table.
- I really enjoyed it, it was really pretty unique and felt like a very different gaming experience.
- it's a race to a certain number of points... it escalates in interesting ways.
- I jumped out of my chair, I just couldn't believe I won by a single point.
- Magnus Storm is a big thumbs up for me after one play.
References (from this video)
- very little luck involved
- uses wits, clever resource management, logistics, and good timing
- offers balance and continuity through reward cards
- resource extraction and exploration
- the cloudy atmosphere of the planet Magnus Storm
Mechanics (from transcript analysis)
- Resource Management — clever resource management logistics
- Variable player powers — Each player receives one of a hundred and twenty different rewards cards which can be used then in later games to compensate for varying levels of skill among the players.
Video topics + discussion points
Quotes (from this video)
- The court that surrounds him and contains subjects who seek power and so each player represents a family that will vie for control over the different subjects of the land.
- Seven different victory conditions so the path to victory may shift as you play and you gain more information about each subject's motives during the game.
- Usurp the King does sound interesting enough that I'm really looking forward to giving this one a try.
- Players are aspiring vinyl collectors, you know vinyl those big flat black LPS that my daughter wouldn't recognize if I waved one in front of her face.
- Players then will acquire morsels of information and that information will lead them to different vinyl bins where they will select albums to add and expand their collection.
- Inventory is limited and the other customers may be targeting the very same vinyl gems as you.
- There's there's there's something about this game that scene very very familiar.
- Players take turns being the focus of an intervention by drawing a problem card with a nonsensical problem like uncontrollable interpretive dance or neurotic inability to turn right.
- Friends will give obscure clues and hints at what the problem is without giving it away completely and the sooner the intervened it can guess what their problem is well if the more points they'll score.
- It's also one of those games that I don't know how often I will find the need to play it after playing it once but sounds interesting enough.
- Players take on the role of foxes trying to steal as many chickens as they can from the henhouse and then cook them up into delicious fried chicken dinners.
- Each character's Fox that they play has a unique ability that can be used once throughout the game giving them a little bit of player asymmetry.
- Rolling poorly too many times he might scare the chickens out of your bag which would end the game and no chicken dinner for you sorry.
- I love a good word game.
- In this game all players create words simultaneously from their letter pieces that they're going to have on the table out in front of them.
- There's a thrilling little challenge of word discovery that starts to happen.
- You score more points the fewer pieces that you lose.
References (from this video)
- The recommended deck builds from Reggie Games were very effective.
- Mastery cards were crucial for canceling behavior cards and managing threats.
- The ability to cancel behavior cards significantly helped in surviving.
- The sand mechanic, while challenging, was mitigated effectively by player equipment.
- The game provides a challenging but ultimately rewarding experience.
- Attrition damage can be significant when dust tokens are present.
- Player elimination (being KO'ed) is a real threat and requires careful management.
- Certain monster effects, like hardening and fire terrain, can be very oppressive.
- The game can be overwhelming with the number of mechanics and effects to track.
- Desert, Sandstorm
Mechanics (from transcript analysis)
- Aggro Player — The aggro player token switches between players, influencing monster attention and turn order. Certain cards trigger based on who the aggro player is.
- Aim Cards — Cards with the 'aim' keyword that can be discarded to add bonus damage or effects to other attacks.
- Assisting — Assisting allows players to discard a card to let another player draw a card, but this is hindered by sand.
- Attrition — A phase where players check for dust tokens in their sector and potentially take damage unless they reveal defensive cards.
- Behavior cards — Cards revealed for the monster that players must navigate, with effects triggering based on various conditions like card plays or player position.
- Blind Effect — Inflicting blind allows players to place a token on a behavior card, canceling its effects and potentially performing a ride check.
- Burning — A status effect where players take extra damage when cycling their deck. This is different from being in a fire terrain sector.
- Defense Cards — Green or yellow cards that can be revealed from hand to ignore movement costs or cancel effects, crucial for mitigating attrition and other negative effects.
- Fire Terrain — Placing fire terrain tokens restricts players' ability to play cards in that sector, requiring them to move out of the area.
- Hardening Track — The monster has a hardening track that can reach up to three levels. When fully hardened, the monster can only be attacked in its rear flank.
- Mastery Cards — Completing the monster struggle objective allows players to flip over and activate their mastery card, providing special abilities like ride checks.
- Monster Struggle Track — Players aim to remove struggle from the monster. Reaching six struggle results in damage. When struggle reaches zero, a mastery is completed.
- Movement Cost — Moving out of sand sectors costs extra stamina. Certain equipment can mitigate this.
- Peril Cards — Cards that represent ongoing threats or challenges that remain in effect for the duration of the game, often with permanent effects.
- Ride Checks — A mechanic that allows for maneuvering and can be triggered by certain mastery cards, involving flipping the top card of the deck to meet or exceed a value.
- Sand/Dust Tokens — Sand tokens are placed in sectors and do not go away. If sand is already present, dust is added instead, both having negative impacts.
- Stun — A status effect that can stun the monster, allowing players to place a stun token on a behavior card to prevent its resolution and potentially trigger other effects.
- Wound — Inflicting a wound on the monster requires dealing a certain amount of damage. Inflicting a wound also triggers healing from armor.
Video topics + discussion points
Quotes (from this video)
- Sand doesn't go away, and there can only be one sand per sector.
- Sand and dust are going to have negative impacts significantly on what we're able to do.
- Assisting is something you can do on your turn.
- Sand is going to make it so that if you're in sand, you can't assist the other player.
- Sand is also going to make it a little bit more difficult to move.
- It's going to be rough.
- When you inflict blind, place a counter on this card.
- This is going to let me do my weapon damage, which is three, uh, but increase the damage of this attack by five times my weapon level.
- Manipulating the monster is a gigantic part of this game for sure.
- We'll see how it goes here.
- This was unexpected.
- It was actually a really interesting last turn cuz I didn't think I thought I was going to get KO'ed for sure.
References (from this video)
- visually appealing components
- promising feel for a longer engine-building experience
- not opened or played much yet
- tech advancement and alien contact
- space exploration with modular components
Mechanics (from transcript analysis)
- engine-building / resource management — Core systems emphasize planning, resource routing, and tech progression.
Video topics + discussion points
Quotes (from this video)
- we are giving away over 50 games across those 24 episodes
- the description is where we will post the winners, never in the comments
- Concordia is a must-have, it's easy to learn but has amazing depth
- this is a gorgeous prototype, they did a great job
- it's easy to get into and has depth—Deserved of our boarding coffee seal of approval