David Turczi falando sobre Nucleum e as similaridades entre Brass e Barrage
Interesting to read Skazz's impressions.
Similarities with Brass:
- when building urban buildings, you need to match type restrictions in the space
- profit from buildings by flipping them
- when transporting stuff, you can use other people's networks
- overall high-level concept of "build industry, connect cities".
Differences with Brass:
- action tiles limiting what you can do as an action (as opposed to choose any)
- location of your actions is not limited by a semi-random card draw, you can go wherever you think is worth going.
- networking action can be done anywhere on the map, and building action can only be done where you already are (exact reverse of brass, where building action sometimes can be done anywhere if you have a named card, but networking action can only be done organically growing out of your current network).
- no loans
Similarities with Barrage:
- theme of generating power using limited "fuel"
- power generation tracked and reset between rounds/recharges
- there are neutral buildings on the map at the beginning of the game, that players can compete for, getting instant rewards, but lack of long term progression.
- once you've used an action tile, it'll be a while before you get access to it.
- you gain access to milestone tiles by generating more power between resets
- asymmetric player boards
- contract tiles, including shared (purple) tiles we're racing for to compete
Differences with Barrage
- Much less bottle-necked map, leading to less immediate blockage.
- while resource income can be increased by generating power, it does not reset between rounds/recharges (so more stable build-up, and missing early income is not a huge loss)
- the milestone tiles are evaluated at the end of the game, not at the end of the round/recharge
- contract tiles aren't just about power production
- you gain immediate reward for taking the contract (somewhat similar to Darwin's Journey)
Similarities to Concordia:
- hand rondel for available actions, with an action to add new items to your hand
- beating others to the good parts of the map can force you to spend more, but getting fully locked out is unlikely
Differences to Concordia:
- everything else
Main independent ideas that if they're similar to something, it's a coincidence:
- network building out of "dominoes" (including by players collaborating and triggering each others' dominoes)
- network building 's cost is trashing elements of your hand rondel, plus the fact that you cannot complete contracts that turn
- the way the milestone track's "one token per colour" restriction makes you plan and increase end game multipliers