The Martian Empire Patch

My development partner and life troll, Joshua Buergel, finally played Martian Empire this weekend. This means he's able to chime in on the game and help as a developer. Woo! Some good things came about, including the fact that his group didn't hate it, one clearly graspedĀ the Dune vibe, and had some bones to pick.

This last part is key. I didn't think the game was perfect. But, I didn't know how to change it. Now, we know the direction to head. Josh noted that counter-drafting wasn't strong enough. It didn't feel worthwhile enough to counter-draft. I didn'tĀ fully agree (having played about 50 games), but I didn't fully disagree either.

Josh mentioned Twilight Struggle's Space Race track for inspiration. There, you can ditch a card face down without resolving it. This is a good way to bury an opponent's good card. So, okay, what if instead of playing a card, you can tuck it under your reference card? That's easy enough. What's the benefit? Here, I took inspiration from the chopsticks in Sushi Go. The change is called Interrogation. When drafting, if you Interrogated a card the previous round, you may draft your one card normally. Then, if you want, you can put the Interrogated card in your hand and draft a second card instantly. This gives you a powerful double draft, that you sacrificed the previous round for. And, it puts the tucked card back in circulation. Dangerous!

The other issue, which is one I've wanted to fix for a while, is to limit the number of cards that can be played to every planet. This limit will be six. The tension is that if you play a card soon enough to guarantee your spot, you may expose yourself. If you wait, you may miss your spot! This is a nice, simple rule that will force players to spread around.

A third issue is one that makes sense in light of some of the other subtle changes. A few weeks ago, every player had an Informant. Now, the Informant is an Event. This means there are only 6 player cards instead of 7. This means there's a higher probability a player's cards are kept in the deck instead of being dealt out. To refocus the deck, there are now only 8 Events instead of 10. Just a minor course correction.

But, with card casualties, how is there room in the deck to reduce the number of cards? Well, I'll tell you. Again, as a result of losing the informant, it was clear removing a card semi-permanently after assassination was hurting the game. One, it put a player already behind too behind. Two, it led to a semi-fiddly phase where you had to update which card was removed. Now, at the end of the round, players put a token on their reference card for every casualty sustained. Then, the cards are shuffled back into the deck. This means all players remain equal. At the end of the game, every casualty is -1 point each. Furthermore, the Heir is no longer worth 4 points if kept alive. This means Casualties are less punishing before, but should still affect the end game.

There's one final rule. This is a nutty one that I think is really exciting. Josh noted that it was lame that the last card you draft is not used. It's often obvious which card of the two to draft in games like 7 Wonders and Sushi Go. He noted the card should have purpose. It should enter play. We talked about this quite a bit and came up with a fun solution.

Now, at the end of the round, the cards that aren't chosen are played randomly, face up, to each planet. This happens before you begin playing cards. This does a few things:

  • Every card matters. Draft it if you want control on how it resolves.
  • It provides an anchor. Want to avoid Atomics? Want to protect that Ruler? Now you know it's there.
  • It takes up one of the 6 slots on the Planet.

There's not a lot of randomness in the game, so this adds some nice spice and makes everything relevant. Every draft is important.

If you're curious about the new rules, you can see them here. And no worries, none of these rules affect the cards if you printed them.

There are a lot of cool changes going into Martian Empire as we dig in deeply. We're going to experiment and really hone the experience. I cannot wait to try these changes!