Dani and I played a two-player game of
American Megafauna.
This was my first time playing. It actually worked ok for two players;
most multi-player games don't. That's a bonus.
On one foot: you are playing one or more species (a phylum, loosely)
250 million years ago. The board consists of biomes with different
characteristics; you acquire DNA that lets you adapt in compatable
ways. For example, a biome might require water-tolerance (amphibian)
and give extra points to insect-eaters. Or a biome might support
anyone but give extra points to creatures that can reach the tall
trees. Depending on what cards come into play, you can bid for DNA
or for the chance to spin off new species. Random events can throw
wrinkles into your plans, most frequently by altering biomes. Scoring
is based on the number of counters you can keep alive on the board.
The game has five sets of counters -- not identical, so we chose two
at random. I played lizards (purple), and Dani played "dog-face"
(yellow, mammal). The game has a basic reptile/mammal split, so I
suspect it worked well that we played one of each.
You start with one species and from that can spin off more, inheriting
the base characteristics. My base lizard was almost immediately amphibian,
so all my derivatives were too. One derivative was aquatic (required
water to live in); the others were more flexible. Initially there
weren't a lot of marine biomes on the board, which was a problem, but
new biomes and climate change helped me out.
Dani, meanwhile, went in for carnivores, at least some of the time.
Carnivores don't actually eat other players' counters; it's about
balancing species, not individual chits. Carnivores have to be supported
by herbivores, but that comes at no cost to the player of the herbivores.
That said, most of the herbivores in our game ended up developing armor,
making it unprofitable to be a carnivore. (Anti-armor -- you know, stuff
like big sharp fangs -- was under-represented in our game.)
Mechanically, each species is represented on your playing mat by a
card (about 2x2 inches) and a pile of little cardboard tents to represent
acquired characteristics. You can have any characteristic more than once
(this means a stronger presence). I don't know what's typical, but we
had species in play with a dozen of these little tents, which is more
than fits on the card. Because orientation of the card also matters
(it indicates your size), this made it a little hard for me to see
what was going on on Dani's mat and vice-versa. This was tractable
for a two-player game, sitting next to each other; I don't know how
well it would work for me across the dining-room table. I was keeping
stuff in memory more than looking. If the markers were plastic rather
than cardboard, some sort of stacking scheme might have helped with that.
Our events were not well-randomized, though we shuffled thoroughly.
So I don't have a sense yet of what that should look like.
We had one catastrophe, on the last turn, that caused five of the six
species then in play to go extinct. I gather that lesser catastrophes
exist.
Our game took about three hours, including teaching, which is a comfortable
length. (It means it can play in an evening and not just on a weekend.)
The plastic tray that Dani bought helps with chit management, but at
the expense of things not fitting well in the box. Speaking of the box,
it opens on an end rather than having a conventional lid -- bad choice IMO.
Dani played a draft of the third edition last year at Origins, but that
edition has not yet been published. He bought the second edition and
its expansion, and downloaded third-edition rules, that that more or less
fits together. (That this is so suggests to me that the third edition
won't be published as a packaged game.) The rules support a basic game
and an advanced one; we played the basic.
Overall, it's a neat game with an unusual concept, and I'd like to play
it more. I don't think I have a great feel for it yet, but I like what
I've seen so far, aside from some of the physical aspects.