#232: Monumental and Analysis Paralysis and Downtime

In today's episode the Founders jump into talking about a bunch of great games we've been playing, then Jamie, Chris, Steve and Don dive into a feature review of Monumental. Tony T, as always, rounded up a list of the most important tabletop gaming news stories you'll find while the rest of the guys chatter away with their thoughts. Then finally the boys discuss Analysis Paralysis and Downtime and how it affects gameplay.

Timecodes

  • Monumental Overview 01:02:24

  • Monumental Review 01:07:16

  • News with Tony T 01:41:09

  • Analysis Paralysis and Downtime 02:26:14

Opening Banter and Reviews

Feature Review: Monumental

In Monumental, each player will control a civilization that will evolve through his city: a grid of 3x3 cards (coming out from the player's starting civilization deck) that can each be activated to gather various resources such as Science, Military, Production, Culture, and Gold that will allow them to trigger many actions. But there’s a trick: one cannot activate all their cards at once, which means that tough choices will have to be made each turn in order to select the cards that are the most needed. The resources gathered from the activated city cards will allow the players to acquire cards from a common pool, allowing them to get improved buildings, technologies, wonders, etc. and therefore to leverage their civilization deck to new heights through more and more efficient card combos. As the common pool of cards progresses (either as players have acquired cards or because they didn't - which leads to one card from the pool to be discarded per turn), the game progresses through eras. Medieval cards are better than classical cards, and industrial cards are even better, but of course those cards are more and more expensive to acquire. A modular board, at the center of the table, holds each civilization's army. The board is made of Provinces to be conquered. Unoccupied Province's inhabitants are barbarians who will provide resources to the player who defeats them. Holding a conquered province also brings victory points.

Designed by Matthew Dunstan

Published by Funforge

BoardGameGeek.com Entry

Gaming News by Tony T

Community Info

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#51: Three Pillars of a Strong Party

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#73: Tabletop Trends and Gaming Guts