Who would you take to another planet if Earth were no longer inhabitable? What if you could pick people from long bygone eras?
Turns out that you are the captain of an interstellar spaceship, and you need to assemble your crew to live on a new planet. You can recruit them from historical persons throughout the whole of human history, but each person has their own peculiarities. Can you make the best team to let humanity thrive once more?
In World Changers, players draft cards from a common display with each card having an unique effect and a Legacy value. On their turn, players can either "invite" or "pass", with invite adding a card to the player's display, that is, a member of that player's team. Each card's effect is triggered either when the card is taken or when certain conditions are met. When no cards are left to invite or when each player passes in succession, the game ends and the player with the highest total Legacy of their members wins.
The game includes a booklet full of art and stories of the 32 historical persons featured in the game!
—description from publisher
- Crazy variety, every game is totally different.
- Lots of cool tactical choices.
- Huge variety of characters with different strengths, weaknesses, and abilities.
- Automa system is streamlined and quick to run.
- Tactical play on the board with lots of options.
- Variety in how the boards come out.
- Campaign mode is a mix for taste, with a lot to track and potential mental overhead.
- Randomness and luck element can be frustrating for some.
- Automa system can be stupid and not take into account character strengths/weaknesses or current situation.
- Can be a lot to keep track of what character powers and special abilities are.
- athletes competing in an arena
- digital arena (implied)
- narrative passages
Mechanics (from transcript analysis)
- Area Control — Players are running back and forth trying to capture adventure points while also fighting each other and trying to eek out victory points.
- Card Drafting — Each team has its own resolution deck, and cards are drawn to determine enemy actions.
- Character progression — Characters level up in the solo co-op campaign.
- cooperative play — Solo co-op is available where players play against an enemy team controlled by an automa.
- Set Collection — Completing challenges grants weapon and item cards.
- Variable player powers — Characters have hugely different strengths and weaknesses and abilities.
Video topics + discussion points
Quotes (from this video)
- So, if you have a tactical mind, if you like kind of tactical movement and positioning and team-based combat, you're going to have a blast with this one.
- So overall, if you want a skirmish adventure game with crazy variety, every game being totally different, and lots of cool tactical choices, world spanners might be for you.
- But on the other hand, if you don't want to deal with some fiddliness, if you want a solo system that's going to be consistently smart, cuz this one is definitely not, then you might not fully enjoy this one.