So, Manhattan Project. First of all, I love the theme. Historical themes are great, but most of the ones you see are long in the tooth, so it’s awesome to explore an underrepresented period like the 40s-50s (non-WWII). Also, worker placement are among my favorite genres, so I’m pretty predisposed to a game like this. Finally, my game was a full five-player game; I’m sure the dynamics change with fewer players.
Overall, I liked it, although there are some weak spots in the design. Also, I played it very poorly, but I don’t hold that against the game. :) The engine building aspect is very powerful, which wasn’t quite what I expected—because of restrictions on the shared board locations, the stuff you choose to build yourself is really the key. Seems obvious in retrospect, but my first game really drove it home. While it takes time to construct, it seems like the ideal you’re working toward is being able to drop all your workers in one turn to generate the useful stuff you need, then retrieve them all next turn, and wash, rinse, repeat.
I think the resources in play operate nicely. We found generating money to be a challenge, which was a little frustrating for some, but mostly was interesting. The yellowcake -> uranium -> plutonium chain is tricky but fun to work with. So far, so good worker placement game.
What I think makes Manhattan Project stand out are some of the options for whacking your opponents. That involves espionage, which lets you use (and then block) others’ buildings, and air strikes, which let you incapacitate their buildings. I should say, the latter description is a theory of mine, because no one actually bombed anyone else’s buildings. I think there are a few reasons for this: 1) my friends tend to be not terribly cutthroat players, 2) to wear down an opponent’s air force, you have to wear down your own just as much, so the cost of going on the offensive is steep and makes you vulnerable, 3) we tended to build up defensively so we could (hopefully) dissuade attacks and just concentrate on other things.
Espionage was a pretty big factor in our game, but it’s also quite limited because there’s only one space on the board for it (which locks it up for a couple of your turns, most likely) and the cost is pretty substantial. You can’t depend on espionage to fill gaps in your engine because it’s usually been grabbed by someone else or you don’t have the money. But when it works out, you can really benefit. I would expect espionage has a larger effect in a game with fewer players.
Okay, so to cover the stuff that I thought didn’t work so well: the actual bomb building, which is the scoring method. Basically, you use your researchers and engineers and some fissile material (uranium and plutonium) to make bombs that are worth VPs. That part is alright, but getting access to the bombs is just kinda unsatisfying: one player uses workers to “Invent Bombs” and then grabs a set of bomb cards with different costs/VP values and takes one and passes it around. Thematically, I find it weird: Everyone suddenly up and invents a specific bomb design at the same time, basically for no cost. And the choice of what to take in the bomb draft is not very nuanced. Maybe it’s just me, but it reminded me of huts in Stone Age, which become available based on an arbitrary system, generate victory points because, well, something has to, and kinda break the whole drama of hunting, gathering, and survival with a purely mechanical, nonsensical solution with little meaning to the theme. Yeah, I don’t like that part of Stone Age, and I don’t like this.
Well, I’m definitely going to play it again. It makes an interesting counterpoint to 1969, which I reported on earlier. Both are worker placement games with modern scientific themes. 1969 is lighter and quicker, which is generally a positive in my book. Interestingly, I find both a little unsatisfying when you get to the end of the production chain and are trying to get those lovely victory points. Both have espionage, but present them very differently. Neither is a masterpiece, but I’m keeping both in my collection for the foreseeable future.