Game Info
Year
2016
Players
2-4
Age
15+
Playtime
45 min
Complexity
2/5
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
A card game in which players run a foundation supplying mad scientists with resources (Lasers, Dark Matter, etc.) to build doomsday devices.
Featured Videos
Rules Teach
Mad Science Foundation - How To Play
Ask a Rules Question
Images
GID0452856.jpg
GID0452856_thumb.jpg
All mentions
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
Showing 1–2 of 2
Video K3UqUk6M24U
watch it played Rules Teach at 0:00
video_pk 68298 · mention_pk 164677
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- if you have any questions at all don't hesitate to put them in the comments below and I'll gladly answer them as soon as I get a chance but until the next episode thanks for watching
References (from this video)
No references stored for this video.
Video K3UqUk6M24U
watch it played Rules Teach at 0:30 sentiment: positive
video_pk 68298 · mention_pk 164738
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Interesting theme of mad scientists competing for world domination.
- Mechanics involve dividing and choosing resources and inventions, leading to strategic decisions.
Cons
none
Thematic elements
- As a misunderstood and possibly misguided mad genius you finally gained access to the resources you need to power your crazed inventions. Unfortunately so of the other mad scientists so you'll need to make the right choices under the guise of sharing equally so that you can accomplish world domination.
Comparison games
none
Mechanics (from transcript analysis)
- Action Point Allowance — Players can take two actions per turn: construct a prototype or activate an invention.
- card drafting — Players divide revealed cards and standies into piles, and players choose one pile each.
- Resource management — Players collect and spend resource cards to construct and activate inventions.
- set collection — Constructing inventions requires discarding specific resource cards.
- Variable player powers — Minion cards provide unique abilities that affect gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- if you have any questions at all don't hesitate to put them in the comments below and I'll gladly answer them as soon as I get a chance but until the next episode thanks for watching
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2