Post by feeleash on Dec 4, 2013 9:18:41 GMT
Beakers? Check.
Bunsen burners? Check.
Goggles? Check.
Lab coats? Check.
A desire to create new elements? Check.
More puns than you know what to do with? Check. Check. Check.
In the game of Wrong Chemistry, you play the part of a scientist who is trying to create new elements by manipulating the pieces of a molecule. Only, you’re getting it all wrong and you’re coming up with some rather wacky results. In Wrong Chemistry you will try to use the hexagonal tiles and wooden blocks to create more elements from the cards in your hands than your opponents can before the cards run out.
Before I go any further, I would just like to take a moment to say thank you to the awesome folks over at Mage Company games for sending me and my gaming group a review copy of this game. Alex in particular has been very helpful and very friendly and has always been there to answer my many, many questions. They have not done anything to influence my opinion of the game in any shape, form, or fashion and rest assured that if the game was terrible, I would not hesitate to tell you so. With that being said...
CONTENTS
The box that this game comes in is rather small and is emblazoned with the visage of a mad scientist who looks very much like a much younger version of Doc Brown from the Back to the Future films. Opening the box you will find 4 black wooden discs, 5 white discs, 6 yellow hexagon tiles, a central blue hexagonal tile, a deck of element cards, and a small rule book. If you base your initial impressions of a game upon how many pieces the game is comprised of, you might not think very much of Wrong Chemistry at first glance, but you would be entirely wrong. For having so few pieces, this game is surprisingly complex.
SETUP
The set up for this game is super easy. First, your central hexagon tile is laid down and the other hexagon tiles are arranged around it. Then white and black disks are laid on each hexagon in an alternating white and then black fashion. Once this is complete, you should have a total of 3 white discs and 3 black discs arranged around your central hexagon tile with one single disc on top of each yellow hexagon tile. This is your starting molecule. After you have constructed your starting molecule, the deck of element cards is shuffled thoroughly (after removing the Restartium and Extramovium cards)and then 4 cards are dealt to each player. The deck is then placed face down within easy reach and with room left for a discard pile. The Extramovium and Restartium cards are set off to the side by themselves. These will be explained shortly.
GAME PLAY
On each player’s turn, they can take 4 actions. Each of these actions can be any one of seven possible moves: 1. Remove a disc from the board 2. Place a disc from off the board onto an empty space on the board 3. Move an empty hex tile from one location to another 4. Move a disc from where it currently is to an empty hex 5. Discard a card 6. Use the ‘Restartium’ card to reset the molecule to its initial configuration 7. Use the ‘Extramovium’ card to take 3 more actions (this does not use up an action) Once a player has taken their four actions, they will draw back up to 4 cards and their turn is over. At any point during the course of their turn, if they manage to complete one of their element cards, they can reveal the card to the other players and then place it on the table face up in front of them. Completing element cards is how you score points and scoring points is how you win the game.
ELEMENT CARDS
Each of the element cards shares several properties. The cards can be turned rightside up or upside down and the information remains the same. In the upper left hand corner of each card is its ‘idea’ point value. This value is represented by a light bulb icon with a number next to it. In the upper right hand corner of each card is the periodic number of the element that inspired the card along with a symbol that is unique to the card itself. In the top middle of the card is the card’s name and the card’s name is typically some terrible, groan/smile inducing pun. My favorite, by far, Is MangaNiece. To better illustrate the intention of the pun, there are also silly pictures on the cards. In the example that I gave, there is a scientist who is surrounded by little anime girls who are all saying "Uncle sama!". Then, right smack dab in the center of each card is an illustration of the molecule of the new element that you are trying to create.
CREATING A NEW ELEMENT
In order to create a new element, you will have to manipulate the pieces of the molecule on the board until they match the layout of the molecule on your card. The card can be rotated and flipped and turned around and so long as the molecule on the table matches the layout on your card, then you can complete that element. Some elements are much easier to create than others and they are typically worth only 1 point each. The medium difficulty elements are worth 2 and the harder stuff is worth 3 apiece. Sometimes it might be desirable to create a 1 point element to clear off some hexagons so that you can work your way up to a 2 or 3 point element even if you are unable to immediately complete the element that is in your hand. Leaving the molecule on the table in a messed up state can be a risky move, though. You might unintentionally leave an easy high scoring opportunity for your opponents. This could play out to your advantage, though, if they leave the molecule in an altered state. It could potentially make it easy for you to score big with little to no effort on your next turn. That is unless they decide to use the Restartium card as their 4th action to deliberately make things rough for you.
USING RESTARTIUM AND EXTRAMOVIUM
You are allowed to use Restartium at most once per round and it will always cost you one of your actions. Sometimes using Restartium will actually save you actions in the long run. Sometimes, as I demonstrated above, you can also use it as a tactic to mess with your opponents. Fortunately, there exists in the game a card that can help ensure that this tactic isn’t used on you. Extramovium will give you three additional actions at the cost of one of your already completed elements. To use it, you simply state that you are using it and then you discard your already completed element to the discard pile. This can be done multiple times as long as you have the completed elements to pay for it. As such, Extramovium should be used carefully. It is not worth it to give up three 1 point elements to complete a 3 point element. Normally, using Extramovium does not use an action, but you can ramp up the difficulty of the game somewhat if you decree that using Extramovium does use up an action.
END GAME AND SCORING The end of the game comes about when someone is unable to draw back up to four cards. When this happens, everyone adds up the idea points totals to obtain their base score. Then, if there are elements that have been played that are all in a numeric sequence (i.e. 1,2, and 3) then the player receives bonus points equal to the size of the block. In the example that I provided, the player would receive 3 bonus points as the block is made up of 3 elements. This bonus point total is added to your base score to obtain your final score. The person with the highest final score wins.
THOUGHTS
There’s a lot of strategy packed into this little game that isn’t immediately obvious. Learning how to maximize your actions to achieve the best results takes a little finesse. It’s easy to manipulate the pieces to complete a molecule, but it starts to become more challenging if you try to manipulate it in such a way that you are able to complete multiple element cards in a single turn. I find this element of the game challenging and I really enjoy it.
It’s hard to find anything negative about this game, but there are a couple of things. The mathematical nature of this game means that this game can lend itself to analysis paralysis as you try to crunch numbers in your head to try to figure out how to best use your resources. This can be frustrating to sit through if you’re not the one doing the number crunching. Also, even though this game is inspired by actual chemistry and can certainly make learning the various periodic numbers fun, this game might become frustrating for children rather quickly. In order to play this game effectively, you must be able to look ahead a few moves to gauge how any changes that you make will affect the layout of the board. I’m not saying that it will be impossible for children to play the game, but it’s not going to be easy.
Overall, though, this game looks good and it is designed well. The pieces are sturdy (I even received a few extra pieces) and the cards are made out of high quality components. The artwork is excellent and really sets the mood for the game. In short, Wrong Chemistry is a fun little game and I thoroughly enjoy myself every time that I play it.
by David McMillan
Bunsen burners? Check.
Goggles? Check.
Lab coats? Check.
A desire to create new elements? Check.
More puns than you know what to do with? Check. Check. Check.
In the game of Wrong Chemistry, you play the part of a scientist who is trying to create new elements by manipulating the pieces of a molecule. Only, you’re getting it all wrong and you’re coming up with some rather wacky results. In Wrong Chemistry you will try to use the hexagonal tiles and wooden blocks to create more elements from the cards in your hands than your opponents can before the cards run out.
Before I go any further, I would just like to take a moment to say thank you to the awesome folks over at Mage Company games for sending me and my gaming group a review copy of this game. Alex in particular has been very helpful and very friendly and has always been there to answer my many, many questions. They have not done anything to influence my opinion of the game in any shape, form, or fashion and rest assured that if the game was terrible, I would not hesitate to tell you so. With that being said...
CONTENTS
The box that this game comes in is rather small and is emblazoned with the visage of a mad scientist who looks very much like a much younger version of Doc Brown from the Back to the Future films. Opening the box you will find 4 black wooden discs, 5 white discs, 6 yellow hexagon tiles, a central blue hexagonal tile, a deck of element cards, and a small rule book. If you base your initial impressions of a game upon how many pieces the game is comprised of, you might not think very much of Wrong Chemistry at first glance, but you would be entirely wrong. For having so few pieces, this game is surprisingly complex.
SETUP
The set up for this game is super easy. First, your central hexagon tile is laid down and the other hexagon tiles are arranged around it. Then white and black disks are laid on each hexagon in an alternating white and then black fashion. Once this is complete, you should have a total of 3 white discs and 3 black discs arranged around your central hexagon tile with one single disc on top of each yellow hexagon tile. This is your starting molecule. After you have constructed your starting molecule, the deck of element cards is shuffled thoroughly (after removing the Restartium and Extramovium cards)and then 4 cards are dealt to each player. The deck is then placed face down within easy reach and with room left for a discard pile. The Extramovium and Restartium cards are set off to the side by themselves. These will be explained shortly.
GAME PLAY
On each player’s turn, they can take 4 actions. Each of these actions can be any one of seven possible moves: 1. Remove a disc from the board 2. Place a disc from off the board onto an empty space on the board 3. Move an empty hex tile from one location to another 4. Move a disc from where it currently is to an empty hex 5. Discard a card 6. Use the ‘Restartium’ card to reset the molecule to its initial configuration 7. Use the ‘Extramovium’ card to take 3 more actions (this does not use up an action) Once a player has taken their four actions, they will draw back up to 4 cards and their turn is over. At any point during the course of their turn, if they manage to complete one of their element cards, they can reveal the card to the other players and then place it on the table face up in front of them. Completing element cards is how you score points and scoring points is how you win the game.
ELEMENT CARDS
Each of the element cards shares several properties. The cards can be turned rightside up or upside down and the information remains the same. In the upper left hand corner of each card is its ‘idea’ point value. This value is represented by a light bulb icon with a number next to it. In the upper right hand corner of each card is the periodic number of the element that inspired the card along with a symbol that is unique to the card itself. In the top middle of the card is the card’s name and the card’s name is typically some terrible, groan/smile inducing pun. My favorite, by far, Is MangaNiece. To better illustrate the intention of the pun, there are also silly pictures on the cards. In the example that I gave, there is a scientist who is surrounded by little anime girls who are all saying "Uncle sama!". Then, right smack dab in the center of each card is an illustration of the molecule of the new element that you are trying to create.
CREATING A NEW ELEMENT
In order to create a new element, you will have to manipulate the pieces of the molecule on the board until they match the layout of the molecule on your card. The card can be rotated and flipped and turned around and so long as the molecule on the table matches the layout on your card, then you can complete that element. Some elements are much easier to create than others and they are typically worth only 1 point each. The medium difficulty elements are worth 2 and the harder stuff is worth 3 apiece. Sometimes it might be desirable to create a 1 point element to clear off some hexagons so that you can work your way up to a 2 or 3 point element even if you are unable to immediately complete the element that is in your hand. Leaving the molecule on the table in a messed up state can be a risky move, though. You might unintentionally leave an easy high scoring opportunity for your opponents. This could play out to your advantage, though, if they leave the molecule in an altered state. It could potentially make it easy for you to score big with little to no effort on your next turn. That is unless they decide to use the Restartium card as their 4th action to deliberately make things rough for you.
USING RESTARTIUM AND EXTRAMOVIUM
You are allowed to use Restartium at most once per round and it will always cost you one of your actions. Sometimes using Restartium will actually save you actions in the long run. Sometimes, as I demonstrated above, you can also use it as a tactic to mess with your opponents. Fortunately, there exists in the game a card that can help ensure that this tactic isn’t used on you. Extramovium will give you three additional actions at the cost of one of your already completed elements. To use it, you simply state that you are using it and then you discard your already completed element to the discard pile. This can be done multiple times as long as you have the completed elements to pay for it. As such, Extramovium should be used carefully. It is not worth it to give up three 1 point elements to complete a 3 point element. Normally, using Extramovium does not use an action, but you can ramp up the difficulty of the game somewhat if you decree that using Extramovium does use up an action.
END GAME AND SCORING The end of the game comes about when someone is unable to draw back up to four cards. When this happens, everyone adds up the idea points totals to obtain their base score. Then, if there are elements that have been played that are all in a numeric sequence (i.e. 1,2, and 3) then the player receives bonus points equal to the size of the block. In the example that I provided, the player would receive 3 bonus points as the block is made up of 3 elements. This bonus point total is added to your base score to obtain your final score. The person with the highest final score wins.
THOUGHTS
There’s a lot of strategy packed into this little game that isn’t immediately obvious. Learning how to maximize your actions to achieve the best results takes a little finesse. It’s easy to manipulate the pieces to complete a molecule, but it starts to become more challenging if you try to manipulate it in such a way that you are able to complete multiple element cards in a single turn. I find this element of the game challenging and I really enjoy it.
It’s hard to find anything negative about this game, but there are a couple of things. The mathematical nature of this game means that this game can lend itself to analysis paralysis as you try to crunch numbers in your head to try to figure out how to best use your resources. This can be frustrating to sit through if you’re not the one doing the number crunching. Also, even though this game is inspired by actual chemistry and can certainly make learning the various periodic numbers fun, this game might become frustrating for children rather quickly. In order to play this game effectively, you must be able to look ahead a few moves to gauge how any changes that you make will affect the layout of the board. I’m not saying that it will be impossible for children to play the game, but it’s not going to be easy.
Overall, though, this game looks good and it is designed well. The pieces are sturdy (I even received a few extra pieces) and the cards are made out of high quality components. The artwork is excellent and really sets the mood for the game. In short, Wrong Chemistry is a fun little game and I thoroughly enjoy myself every time that I play it.
by David McMillan