First Martians– ADVENTURES ON THE RED PLANET
Review: FIRST MARTIANS – Adventures on the Red Planet
AUGUST 14, 2017 BY JERRY BAKER LEAVE A COMMENT
Length of Game: 1 – 2 hours
Mechanism(s): Co-op, worker placement, storytelling
(Alternate Mechanisms: rule book frustration, chronic illness, death)
Do you enjoy a challenge? If so, then Mars is the perfect locale for you. Episodes of death and destruction occur daily on the Red Planet, and First Martians therefore presents many challenges. Regrettably, some of those challenFirst Martians board gamerges come from the game itself–it requires persistent mental exertion to learn the game and manage all its mechanisms. You are repaid, though, with a truly memorable opportunity to see just how shrewd and decisive you really are.
The presentation: First Martians boasts oodles of little fiddly pieces scattered among thematic components, all adding to the theme. There are standalone missions, as well as two different campaigns to play through. The game has some legacy aspects that makes the second campaign missions feel pivotal.
First Martians also features an app that manages random events in the game. You receive reminders regarding board setup and turn order, and the app walks you through stages of the game. This is a very nice touch. I would love to see more games incorporate apps.
In addition, Portal Games, the publisher of First Martians, provides a character generator that allows you to put your own picture, name, and title onto a player board, then prinFirst Martians board gamert for use in the game. Of course, this is not necessary, but it’s a customization that gives First Martians a little RPG feel .
Where is the game in First Martians? The fun in any game comes from interaction with other players and/or decision making. First Martians is rich with decisions, almost to the point of being lost in analysis paralysis. But it’s the difficult decisions that make the game, that are the game. Do you focus your effort on a given task to assure success or split your team up and take your chances by rolling the dice? The dice can determine your success and health or send you on an impromptu adventure. It’s the constant decision to reap what you roll that will make you second guess your well-formulated plan. Knowing when to ignore mission objectives, focus your efforts on the neglected structure that is your Mars base, and take time to heal your astronauts is another burden that must be addressed.
The overwhelming sense of accomplishment you and your team will feel as you manage and work your plan to a successful conclusion is a unique experience that First Martians awards–if you put in the time and effort to learn its mechanics.
What’s not to like: Speaking of mechanics, the game is heavy. The rules are not always intuitive, and the rule book is not going to win any awards. Thankfully, the excellent “Watch It Played” videos by Rodney Smith and the effort the designer Ignacy Trzewiczek has put in to answering questions on the Board Game Geek forums make First Martians less a challenge to learn than Trzewiczek’s previous game, Robinson Crusoe.
Still, if you are the type of player to get easily irritated about overlooking a rule or having to flip through a rule book while playing the game the first few times, then First Martians is likely to leave your face as red as the planet itself. It doesn’t help that many of the scenarios involve minor rule changes that are sure to be missed by even the most studious gamer. Don’t forget adding the assorted chits to the board as reminders that certain modifiers are in effect.
First Martians board gamer
The HUB … it will eventually kill you.
Shuffling the various cubes around to indicate which systems are active or damaged in your HUB is a chore. The HUB, which represents the overall health of your base, is the real nemesis. Your base breaks down at a comical rate, producing in you a suspicion that maintaining your base (seemingly constructed by amateurs, using materials obtained at the local dump) is a losing battle.
I won’t even mention how hard it is to actually win the game. The game does have difficulty settings in the app that can lighten the experience. Even so, it’s hard not to feel beat down when you inevitably lose game after game.
Our experience: First Martians was enjoyed by us here at Board Game Snobs. Gameplay is brutally tough. But the whole experience of First Martians–the theme, the app, the campaign–is exhilarating. Sir Elton John said it best: “Mars ain’t the kind of place to raise your kids, in fact, it’s cold as hell.” I was a fan of Robinson Crusoe, the spiritual predecessor to First Martians, and this perhaps made my encounter with First Martians more comfortable–trading the island that is constantly trying to starve you to death for the Mars base ostensibly assembled from tin foil.
However, after multiple plays and campaigns, the prevailing emotion among the Snobs was one of stress and frustration. One in our group remarked, “It feels like Pandemic with convoluted rules and an app.” I must say, the act of sending your crew to various sections to repair the dreaded red cubes of malfunction was not unlike Pandemic. Speaking of Pandemic, the legacy aspect and campaigns in First Martians reminded us of subtle rule changes that occurred while playing Pandemic legacy–but First Martians’ rule changes were not so subtle and happened frequently. This is particularly frustrating because the game has such a profusion of rules to begin with. The last thing you need to add is trying to remember that the rules have changed ever so slightly.
“Welcome to Mars” campaign booklet photoWhile the idea of going to space seems exciting and full of adventure, in reality, it can be very boring. Much the same way, the vast amount of your time in First Martians is spent doing mundane tasks. The events are not as adventurous as I had hoped, and the feeling that you are forgetting a rule stays with you throughout the game.
First Martians is an experience, more akin to a simulation than a game, and because of this many who play First Martians will not have a desire to return to it quickly. This aptly describes several in our gaming group–they enjoyed First Martians initially, but their excitement was eclipsed by its ambiguity and complexity.
Who would like it? The game, I’m afraid, will only appeal to a limited group of gamers. I cannot recommend First Martians to new gamers, or to those who aren’t willing to ready themselves mentally for the adventure. Die-hard fans of Robinson Crusoe, though, will not be disappointed and would be well-advised to seek out First Martians. Medium- to heavy-weight Euro gamers and fans of co-ops may also find a home here on Mars. Solo gamers will be drawn to it and, as someone who enjoys solo games, I recommend that you give First Martians a look if you’re up for the challenge.
BGS Approved? While I enjoyed my time with First Martians, the game is not for mass hordes of hobby board gamers. I fear many will sign up for adventure, only to have their spirits broken by the micro-management required to be successful. Due to the above mentioned drawbacks, which make the game unlikely to be a good investment for most gamers, we cannot give First Martians our seal of approval. For those with the inclination, though, the experience will leave you frustrated, excited, and satisfied–all at the same time.
The Love: Nice components, app assistance, magnificent theme, immersive quality.
The Hate: Poor rule book, difficult to manage mechanisms, unforgiving gameplay.
THE FINAL DECREE: Hard choices and constant chaos mold First Martians into a crushingly stimulating experience that will appeal to a limited group of gamers.
All views and opinions are my own. I paid for my copy of First Martians. It should be noted that my copy is a pre-order copy that came with washed miniatures and various other accouterments. The retail version of the game will be slightly different. (Be jealous.)