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Rock Hard: 1977 box art

Rock Hard: 1977

Game ID: GID0268221
Game Info
Year
2024
Collection
Rating
Mechanic profile
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Vibe profile
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Description

It's 1977. You're an up-and-coming musician, dreaming of making it big with your band. Over the next few months you'll rehearse, play gigs, write songs, and promote your band. With careful planning and a little luck, you'll earn the most fame and become the best new artist of the year.

Designed by Jackie Fox (member of the 1970s rock band "The Runaways", four-time Jeopardy! champion, and designer of the narrative adventure trilogy The Adventures of the Chubby Slugz) and illustrated by Jennifer Giner, Rock Hard: 1977 allows games for groups of between 2 and 5 players, from 14 years old, in games lasting about 45-90 minutes.

Rock Hard: 1977 is played over a maximum of nine rounds, each representing a typical day of one month in 1977, from April to December. You win the game by accruing the most fame. How? Increasing reputation, chops and songs; achieving production, performance, and publicity bonuses; getting record deals and earning royalties; playing concerts; and hanging out at the hottest after-hours spot. Ready to live like a rock star?

—description from the publisher

Description

It's 1977. You're an up-and-coming musician, dreaming of making it big with your band. Over the next few months you'll rehearse, play gigs, write songs, and promote your band. With careful planning and a little luck, you'll earn the most fame and become the best new artist of the year.

Designed by Jackie Fox (member of the 1970s rock band "The Runaways", four-time Jeopardy! champion, and designer of the narrative adventure trilogy The Adventures of the Chubby Slugz) and illustrated by Jennifer Giner, Rock Hard: 1977 allows games for groups of between 2 and 5 players, from 14 years old, in games lasting about 45-90 minutes.

Rock Hard: 1977 is played over a maximum of nine rounds, each representing a typical day of one month in 1977, from April to December. You win the game by accruing the most fame. How? Increasing reputation, chops and songs; achieving production, performance, and publicity bonuses; getting record deals and earning royalties; playing concerts; and hanging out at the hottest after-hours spot. Ready to live like a rock star?

—description from the publisher

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 7 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–7 of 7
Video w5Cpk-fYjCc Playthrough at 0:01 sentiment: positive
video_pk 69344 · mention_pk 165793
Rock Hard: 1977 video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging theme of rockstar aspiration
  • Variety in character abilities and personal goals
  • Interesting mechanics like sugar rush and career progression
Cons
  • Marty losing his job due to candy consumption
  • The final scoring calculation being complex and close
Thematic elements
  • improving one's band, gaining fame, and achieving rockstar status
  • the world of aspiring rock stars
Comparison games
none
Mechanics (from transcript analysis)
  • Contract Management — Players can secure and renegotiate record deals, affecting their income and potential points.
  • Push Your Luck — The sugar rush mechanic involves drawing cards that grant extra actions but can lead to negative consequences like sugar crashes.
  • Resource management — Players manage money, candy, songs, chops, reputation, and crew members to achieve their goals.
  • Role selection — Players choose specific characters with unique abilities and starting conditions.
  • set collection — Players aim to collect sets of different icons or symbols to score points.
  • worker placement — Players place their character standees on various board spaces to perform actions during different phases of the day (day, night, after hours).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game can end early if somebody earns 50 points that can trigger the end of game but then some of the things will happen and the highest points will win
  • It's a bit risky yeah he's going to go for the chops so he's paid two his chops go up to five M's more committed to his dreams than me
  • Oh I didn't turn up for work again I think ages ago I should have lost my job
  • Marty wins rock and roll wins good for you Marty
References (from this video)
No references stored for this video.
Video VvqMHF56pN0 Watch It Played News at 0:14 sentiment: positive
video_pk 64594 · mention_pk 158091
Watch It Played - Rock Hard: 1977 video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • refreshing theme
  • thematic focus on the music industry and fame
  • narrative of progression through the year
Cons
none
Thematic elements
  • the rise to fame in the music industry
  • 1977 you are an up-and-coming musician
  • the path from rehearsal to gigs to promotion over a year
Comparison games
none
Mechanics (from transcript analysis)
  • action progression across nine rounds — Two to five players rehearse, play gigs, write songs, and promote to earn Fame over up to nine rounds.
  • fame scoring track — Fame is earned via reputation, production, performance, and publicity bonuses; rewards include record deals and royalties.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • looks great it's a refreshing theme
  • there's little dials on the game boards that go up to 11
References (from this video)
No references stored for this video.
Video Us-AJhkFQxI kovray Top List at 4:24 sentiment: positive
video_pk 64588 · mention_pk 158070
kovray - Rock Hard: 1977 video thumbnail
Click to watch at 4:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • high thematic immersion
  • clear day/night progression and flow
  • engaging character abilities
Cons
  • complexity with multiple phases may be daunting
Thematic elements
  • becoming a rock star
  • music/artist career
  • three time-period structure with day/night cycles
Comparison games
  • Sparks
  • King Domino
  • Sushi Go
Mechanics (from transcript analysis)
  • asymmetrical characters with evolving daily phases — you get different characters with abilities; you progress through morning/day/night and plan accordingly.
  • career progression mechanic — your progress toward being a rock star, with rest influencing day actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we completed the 24 games of My Island the campaign
  • end chapters felt like a lot
  • this game you only have four turns
  • it's basically a contract um fulfillment game where you're putting on a firework festival
  • Spectacular would you call it spectacular of course it's my number one game of August
References (from this video)
No references stored for this video.
Video 2bZ93z58TGs Meeple University Rules Teach at 0:12 sentiment: positive
video_pk 63938 · mention_pk 157466
Meeple University - Rock Hard: 1977 video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear structure around career progression with multiple distinct phases
  • Engaging theme tying music industry to gameplay with sugar/risk mechanics
Cons
  • Complex rules with multiple decks and interactions (potentially heavy for new players)
Thematic elements
  • Fame pursuit in the rock music industry; gigs, record deals, and publicity
  • A typical day in the life of an aspiring rock star in 1977
Comparison games
none
Mechanics (from transcript analysis)
  • Crew Hiring — Hiring crew slots increases with price per slot; each crew provides abilities
  • Demo tape and record deals — Players create a demo, attempt to gain record deals, upgrade deals, and collect royalties
  • end game bonuses — Public bonuses are competitive scoring opportunities awarded first achiever
  • End of game victory conditions — If a player reaches 50 Fame or end of ninth round, highest score wins with tiebreakers
  • Gigs deck and gigs actions — Gig cards provide performance opportunities with prerequisites and benefits; at most one gig per night
  • Hangout cards and set collection — Hangouts provide icons; collecting sets of icons yields fame and endgame points; wild icons affect set completion
  • Hangouts endgame scoring and sugar-based bonuses — Set collection and end-game bonuses tied to hangouts and sugar tokens
  • income — Royalties are earned end of round; upgrading deals affects income
  • Jobs and work actions — Work actions earn money; jobs have phases; missed work tokens can fire you
  • Open vs limited action spaces — Some spaces are open to multiple players; some are limited to one and can be blocked
  • Public bonuses and end-of-round scoring — Public bonuses are competitive scoring opportunities awarded first achiever
  • Record deals and royalties economy — Royalties are earned end of round; upgrading deals affects income
  • round-based progression — Nine rounds representing days in the life of an aspiring rock star
  • Sugar crash and recovery — Craving and low blood sugar risk; recovery actions reduce craving; if crash occurs you suffer consequences
  • Sugar Rush / candy economy — Candy buying/selling; spending candy grants extra actions; triggers cravings and sugar crash via low blood sugar mechanic
  • Track advancement — Nine rounds representing days in the life of an aspiring rock star
  • Two-player blockouts — In two-player, neutral cubes block spaces to constrain action options
  • worker placement — In each round, players place a standee to perform actions in the current phase
  • Worker placement across day, night, and after hours phases — In each round, players place a standee to perform actions in the current phase
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rockard 1977 is played in a maximum of nine rounds each representing a typical day in the life of your aspiring rock star during a certain month of the journey
  • it's the biggest and highest scoring gig at Carter Stadium
  • and that's how to play rockard 1977
  • you wake up and if you failed a craving roll in the previous round this is where you suffer
References (from this video)
No references stored for this video.
Video DBveL_yUoQM The Board Game Garden Top List at 25:35 sentiment: positive
video_pk 40027 · mention_pk 120993
The Board Game Garden - Rock Hard: 1977 video thumbnail
Click to watch at 25:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fantastic, immersive theme
  • candy mechanic adds flavor
Cons
  • theme may be niche
  • might be heavier for casual players
Thematic elements
  • touring and building a band
  • 1980s rock band culture
  • thematic and vivid
Comparison games
  • Draft & Right Records
Mechanics (from transcript analysis)
  • dice-augmented worker placement — dice and actions drive band-building and touring decisions
  • set collection — collect cards representing band assets and gigs
  • set collection / card play — collect cards representing band assets and gigs
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Creature Caravan is absolutely wonderful
  • these expansions add a little bit more player interaction which I think is absolutely amazing
  • I think this is one of the most aesthetically pleasing games I've played
  • Beyond the Sun is space-themed
  • Fromage is truly just a really great game
  • MOS: Dawn of the Bronze Age is absolutely wonderful
References (from this video)
No references stored for this video.
Video c1Yk5l9L1Fc Foster the Meeple Discussion at 7:42 sentiment: positive
video_pk 8775 · mention_pk 90717
Foster the Meeple - Rock Hard: 1977 video thumbnail
Click to watch at 7:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Vibrant theme with humor and pop culture nods
Cons
  • May rely on thematic quirks that are not for everyone
Thematic elements
  • Music career arc—from work to stardom
  • Rock and roll era with a working life balance
  • Satirical and energetic
Comparison games
  • Donuts for Donuts
  • Wingspan
Mechanics (from transcript analysis)
  • Worker movement / career progression — Players navigate work life and then pursue a rock-star fantasy.
  • worker placement — Players navigate work life and then pursue a rock-star fantasy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The weirder, the better. I love it.
  • It's going to be a real hit.
  • This is all in fun as per usual.
References (from this video)
No references stored for this video.
Video 2PUkzR5jBTU Our Family Plays Games Top List at 0:00 sentiment: positive
video_pk 3565 · mention_pk 87725
Our Family Plays Games - Rock Hard: 1977 video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic and immersive
  • Great production value and vibe
Cons
  • May be mature for families
  • Can be long for some groups
Thematic elements
  • music industry, fame, production
  • 1970s rock scene
  • adult, energetic
Comparison games
  • Food Chain Magnate
  • Dune Imperium
Mechanics (from transcript analysis)
  • hand management — Manage a hand of cards and actions for the day-to-day musical economy.
  • Hand/queue management — Manage a hand of cards and actions for the day-to-day musical economy.
  • Production/experience pacing — Gain fame, production, and recruitment for gigs.
  • worker placement — Place workers to secure deals and performances.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love worker placement games.
  • The spice must flow.
  • This stream is about the top 20 worker placement games and we love them all.
References (from this video)
No references stored for this video.
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