Cellulose board games make it fun, and you might actually learn a little something, too
– #Cellulose #board #games #fun #learn
Cellulose: A Plant Cell Biology Game is the latest game from Genius Games and owner John Coveyou, who designed this title with Steve Schlepphorst. It is part of their line of science education games Cytosis, Subatomic, Sometimes (played at the periodic table), and last year Genotypewhich was their best (and cutest) game to date.
Cellulose it is a kind of spiritual series Cytosiswhich earned him praise Journal of Cell Science; Both are staff placement games built around the inner workings of a living unit, with many of the trappings of a classic Euro game. Players must decide whether to focus on resource management, build faster to push to the end game, or try to build more machines using valuable cards and the game’s version of the technology tree, lag. comes in early points but making later rounds more profitable.
Inside Cellulosethe main factors come from the participation of the common construction of the cell wall. When you have six water sources and six CO2 sources, you can use the action of photosynthesis to create one cell of cellulose; Next, you can use the cell wall action to add one cellulose cell to the wall, getting anywhere from six to 12 points depending on where you are on the wall. Action points where you place a worker to get more water or more CO2 are both more valuable to the first player to go each turn, which is the case with almost every action point on the board. except for cell wall construction.
There is a track for the engine to be built inside Cellulose if you are willing to be patient. You can turn cellulose into five or six mitochondria—they’re the powerhouses of the cell, in case you forgot—and then use those, protein glue, and sometimes water to buy cards that give you a one-time or regular bonus. The best ones come from enzyme cards, which you can use once for free, and then reuse one protein cube every time you play another enzyme card, creating a chain of free actions as long as you have protein to use. pay for it.
At the start of each round, players receive water and CO2 based on their markers in the game’s tech tree locations – a real tree, on a separate board, where each player has two markers. The one above the ground provides CO2, and the one below provides water, with the amount increasing as you provide resources (plant hormones, and then mitochondria) to activate your signal. Top branches and bottom roots give you a variety of reward options, which can grow to include additional achievement points or other bonuses.
If you go the route of building an engine, raising yourself up the technology tree and taking some cards, you miss the most valuable points of the cell wall, but prepare yourself to end up with a lot of resource gains after three or four rounds. , where you may be able to build several times per round, and you can focus your workers on photosynthesis and building cell walls or buying cards.
The strongest scientific element can be the central position of the vacuole on the big board, although it is the least of the game itself: When you collect water sources, you can choose to donate up to three of the central vacuole. At the end of each round, the player with the most water donated to the vacuole receives one to four bonus points and the use of the bonus for the next round – a huge advantage in a game where players have three workers. (four staff) two-player game).
As worker placement games go, it’s tough – you have a lot of options, but there’s a little strategy involved in where you place your first worker each turn because almost every action point is valuable. for the first person to get there. The fact that the direct resource / construction strategy is competitive is perhaps the strongest part of the game, as it can help speed up the game – it ends when the cell wall is finished – forcing players to try to build engines. to keep one eye on him. the board.
I have played this several times, including its solo mode, and I do not doubt its scientific accuracy, but I think you can play this game without absorbing any of the science involved. A large part of the science of the game is in the cards, and you can play without using many cards, or you may not see many of those cards in one game. I’m not saying the mechanics fail to match the science, but you can play without learning much about cell science. That’s a high bar to clear, one that most board games don’t even consider.
There’s a solo mode included, with an auto-player that uses action cards that you add as the game progresses. The Automa easily receives water and CO2, and increases cell wall construction points and card intake, while also taking up valuable space on the board to prevent you from using it. The symbols on the action cards are abstruse, but after re-reading the solo rules section of the book, I found the path to the special mat in the solo mode where you move a symbol to choose a specific strategy for an automated player, which then adding. A new special action card for that deck strategy.
If you like staff placement games, and want something that is easy to learn and offers some education beyond what most games can offer, Cellulose (and the one before that, Cytosis) is worth checking out. I don’t think it will help you on the AP Bio exam, though.
Keith Law is the author The Inner Game and Smart Baseball and a senior baseball writer The player. You can find his personal blog on the disc, covering sports, literature, and more, at meadowparty.com/blog.
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