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Myrmes box art

Myrmes

Game ID: GID0221375
Collection Status
Description

In Myrmes, originally shown under the name ANTerpryse, players control ant colonies and use their ants to explore the land (leaving pheromones in their wake); harvest "crops" like stone, earth and aphids; fight with other ants; complete requests from the Queen; birth new ants; and otherwise dominate their tiny patch of dirt, all in a quest to score points and prove that they belong at the top of the heap, er, anthill. After three seasons of scrabbling and foraging, each ant colony faces a harsh winter that will test its colonial strength.

In game terms, each player has an individual game board to track what's going on inside his colony – that is, whether the nurses are tending to larvae or doing other things, where the larvae are in their growth process, what resources the colony has, which actions are available to workers when they leave the colony, and so on. The shared game board shows the landscape outside the exit tunnel that all colonies share; after exiting this tunnel, workers ants can move over the terrain to place pheromones (which gives them access to resource cubes), clean up empty pheromones (to make space), hunt prey (by discarding soldiers) or place special tiles (but only if they've developed the ant colony).

The game lasts three years, and at the start of each year three season dice are rolled to determine the event for each season: extra larvae or soldiers, more VPs for actions, and so on. Within each season, players can spend larvae to adjust the event for themselves on their personal player board. (Put the kids to work!) After adjusting the event, player allocate nurses to birth larvae, worker or soldier ants or to use them for other actions. The worker ants then do their thing, working within the colony itself (although only one colony level is open initially) or traveling to the outside world to hunt prey (ladybugs, termites, spiders), lay down pheromones (which later lets them claim resources on these spaces), place special tiles (like an aphid farm or sub-colony), or clear out pheromones left by ants from any colony. After harvesting, nurses who didn't tend to births then take additional actions, such as opening a new tunnel that only your colony can use, clearing a new level within your colony, or meeting one of the six objectives (capture a certain number of prey, build special tiles, and so on) laid out at the start of the game.

After three seasons, players must pay food to get their colony through winter, losing points if they can't. Whoever has the most points after three years wins. All hail our new ant overlords!

Year Published
2012
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
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Showing 1–2 of 2
Video QGjCltPvYdE Unknown Channel game_review at 0:59 sentiment: positive
video_pk 37965 · mention_pk 114113
Unknown Channel - Myrmes video thumbnail
Click to watch at 0:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Mechanically sound and elegant
  • Distinct from Rosenberg's other titles
  • Strong two-player experience with snappy turns
  • Solid solo variant that closely mirrors multiplayer dynamics
Cons
  • Art direction and visuals perceived as dull/beige
  • Highly variable rule set can feel random or inconsistent with players preferring a single canonical play
  • Out-of-print status may affect accessibility and price
Thematic elements
  • trade, contract fulfillment, and urban development
  • Mercer places players as merchants in Europe during the rise of the Thirty Years' War
  • economic strategy with time pressure and contract progression
Comparison games
  • Splendor
  • La Cosa
  • Race for the Galaxy
  • Patchwork
  • Glass Road
  • A Feast for Odin
  • Fields of ARL
Mechanics (from transcript analysis)
  • Building and bonus cards — Money purchases grant access to buildings and bonuses that increase points or provide Goods
  • Contract fulfillment and progression — Completing contracts advances a higher-numbered contract pile, unlocking more lucrative opportunities
  • contracts — Completing contracts advances a higher-numbered contract pile, unlocking more lucrative opportunities
  • Multi-use cards — Color-coded goods double as different items (e.g., muskets vs clothing) and occupy storage spaces on your board
  • Multifunction goods and silos — Color-coded goods double as different items (e.g., muskets vs clothing) and occupy storage spaces on your board
  • Resource/time token economy and time track — Time tokens move along a shared track; time tokens affect end condition and actions; traveling to spaces costs tokens
  • Spatial/map traversal for goods — Players move across a central board to visit cities and collect resources or fulfill contracts
  • Time track — Time tokens move along a shared track; time tokens affect end condition and actions; traveling to spaces costs tokens
  • Two-player emphasis and variable end conditions — End triggers include the time track reaching the end or the last contract being taken; variations exist for solo vs multiplayer
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game stands out as being mechanically and thematically very different than any other of rosenberg's games
  • it's a game that I can pull out and teach people and still have them enjoy the experience even though it does not have the flashy and updated and modernized art
  • two players where competitive decisions seem to be at their best and the turns are a little bit more Snappy
  • the solo game difference differs from the main game where instead of using money to buy contracts you use the contracts themselves
  • I thought that this was at least a very mechanically sound game and elegant game
  • there is a unique feeling to how it plays in the solo version
References (from this video)
No references stored for this video.
Video tYd_4PI4hhk Adam Porter game_design_analysis at 0:32 sentiment: other
video_pk 10961 · mention_pk 124735
Adam Porter - Myrmes video thumbnail
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
historical_significance
Pros
  • Ancestor of all flicking games
  • Still played in Squid Game and other contemporary contexts
  • Establishes core flicking mechanics
Cons
none
Thematic elements
  • Marble collection
  • Circle combat
Comparison games
none
Mechanics (from transcript analysis)
  • Circle-based area
  • Elimination of opponent pieces
  • Flicking
  • Flicking marbles
  • player elimination
  • Start player determination
  • Variable Set-up: Player
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Transcript Navigation
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