Sierra Madre Games are quite unique. I've been told one of the chief honchos is a rocket scientist. A few tastes:
ORIGINS - How We Became Human
Sierra Madre Games
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Boxed anthropology boardgame for 1-5 players, aged 12 and up.
Comes with rules, two mounted maps, 110 cards, 120 wooden pieces, and 6 player aids.
All components bilingual (English and German). Origins plays great solo, as well! See http://www.boardgamegeek.com/thread/...ainst-the-odds
A dozen reasons why Origins is quite unlike other civilization-style games:
(1) Origins has unprecedented sweep. The time period begins 120 thousand years ago (instead of 10 thousand years ago). Each turn is a thousand years!
(2) Cerebral reorganizations are tracked with brain maps, including the ignition of consciousness. Manual dexterity, natural history memory, and social skills are represented. Important early innovations include counting, body paint, and the ability to give the members of your tribe names.
(3) The role players take is unique. Players start as different species in Era I, as different languages in Era II, as different faiths in Era III, and as different ideologies in Era IV.
(4) Climate change is comprehensive, covering the advance and retreat of sea levels, ice caps, deserts, and jungles.
(5) Disease and immunology is handled uniquely in Origins, and is tied to animal husbandry and the number of neighbors. (Inspired by "Guns, Germs, and Steel").
(6) The "currency" of Origins is not monetary, but rather the allocation and expenditure of elders. This value system is constant from the stone age to the nuclear age.
(7) I adopted the controversial Jaynes hypothesis for Origins: the idea that consciousness is an artifact of language (rather than the other way around), and thus is almost a technology-based advance, rather than an evolutionary one.
(8) Progression is cyclic rather than constant. If your dynasty reaches a plateau, you must tear it down again in order to reach the next level. A unique feature of Origins is that often, you WANT to fall into chaos.
(9) Origins is quite sexist. Most games represent only the male values of invention, administration, specialists, conflict, animal husbandry, and farming. In Origins, every card has a "male" half and a "female" half. Players must balance the traditional male values with the feminine values of demography, child care, pair bonding, and cultural diffusion. In Origins, the invention of marriage, "male parental involvement", "cuckoldry", and "exogamy" are big deals.
(10) The Origins view of government is quite libertarian. Most civ games put you into the role as head of a supreme government, trying to control an unruly populace. In Origins, you assume the role of the populace trying to control an unruly government.
(11) Most games are "big government" in their solution of problems. For example, building universities to increase innovation. You will find none of this in Origins. To increase innovation, one adjusts your demography by allowing female choice. "Fecundity decreases" (the policy of having fewer but better cared for children) is a big deal in Origins. Another example is inventions. Most inventions are not the result of government initiatives, but rather spring from "backyard tinkerers" such as Goddard and Wright Brothers. Such innovation requires only a populace with the freedom to benefit from their own innovations.
(12) What other game allows you to ride war zebras into battle, or lets you plow your fields using armored glyptodonts? What other games allow you to sacrifice bears, and have mead parties as a sign of culture? Where else can players enslave each other, but the slaves can plot their revenge using nuclear weapons? Name one game where a valid mechanism is to steal your opponent's women ("sabine raid"). Or the Ark of the Covenant as a victory condition? Where else can you find the the origins of music, chickens, emotions, divination, tatoos, spoked wheels, kudurras, astrology, spatialization, plowshares, justice, butchery, atlatls, I Ching, oracles, biofuels, and corn?
Maps of the Old and New Worlds depict various plants and animals, that players must domesticate to become herdsmen and agriculturists. They progress through both innovation as well as imitation of competing cultures. Through the millenia, global warming may end the Ice Age and flood the coastal settlements, as deserts, jungles, and glaciers advance and retreat. Players who do poorly may become enslaved by other cultures, only to get a new chance as advanced civilizations go through cycles of chaos and renaissances. There are three eras in the development of the mind: The Age of Instinct (pre-lingual), The Bicameral Age (lingual but not yet conscious), and the Age of Faith (conscious with faith-based authorizations). The Era IV "Age of Reason" expansion deck is now available, bringing the game into the modern era.
The 24 page rulesbook includes maps and 6 pages of historical background, a theory on the origins of consciousness, weather charts and historical maps. The historical backdrop of each and every card, from the Pleistocene to the Medieval Era, is described and illustrated.
For the latest in tips, optional rules, errata, and science, join the OriginsGame yahoo group http://games.groups.yahoo.com/group/Megafauna/
The "Living" Rules (containing errata) are here: http://www.sierra-madre-games.com/do...29-04-2008.pdf
A gamebox to play Origins with Cyberboard. Included is also the 5 player scenario, which you can use "as is" to play with fewer players. (courtesy Pablo Klinkisch): http://www.boardgamegeek.com/file/do...s-5players.zip
A solitaire variant (courtesy John Douglass): http://www.boardgamegeek.com/thread/304070
Translations into German, Spanish, Chinese, and Japanese available.
Traduccion al espanol esta aqui?: http://www.boardgamegeek.com/file/info/29943
Translation of the rules into Japanese: http://www23.atwiki.jp/kondohi/pub/g...ns/origins.pdf
A review by Mike Barnes: http://www.gameshark.com/features/42...man-Review.htm
A review by Erik Nicely of Funagain Games: http://www.funagain.com/
A review by Mike Debije: http://www.boardgamegeek.com/article/2079347#2079347
A review by Phil Klarmann: http://www.boardgamegeek.com/thread/229570
This one is currently out-of-print. Hoping for a 2nd edition ....
HIGH FRONTIER
Sierra Madre Games
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Out Of Print!.
"arguably the best game of 2010" Mike Barnes.
(See review http://www.gameshark.com/features/780/p_0 The most scientific sci-fi game ever produced! Recommended for two to five players, ages 12 and higher. Design rockets to explore and industrialize the solar system. You will need to find water out there as reaction mass for your rocket. Points are awarded according to the scarcity of the space-products produced, glory, colonies, and mega-engineering projects.
A boxed game with rocket, freighter, and factory plastic pieces, along with rules, patent cards, rocket diagrams, and a unique mounted "delta-v" map of the inner solar system. Download the Living Rules and the VASSAL module at http://games.groups.yahoo.com/group/HighFrontier/
When people finally emigrate into space, the motivation will be space nanofacturing using processes possible only in zero-gravity and high-vacuum conditions. The key to economic production is finding water on suitable worlds, for rocket propellent and life support. Also key is designing efficient rockets and the remote-controlled machines called robonauts to do the grunt work. Each space mission must be flexible due to changing conditions and emergencies. A chart keeps track of supply and demand of various space products.
A High Frontier expansion is available, see SMG28a. This extends the map to include Jupiter and Saturn, and adds radiators, generators, and reactors to the design mix.
For a detailed description of how the game plays, and a game report, see the BoardGame Geek thread:
http://www.boardgamegeek.com/thread/...iews-available
http://www.boardgamegeek.com/thread/...review-of-high
"At the start I had to deal with the usual questions – What's up with that map? What the hell am I supposed to do? Jesus, is Phil Eklund on drugs or what?
"Twenty minutes later I dealing with a barrage of questions such as – so can I do a Hohmann transfer and then aerobrake here all in one turn? Wow, so I can build this kit and then attach it to my new rocket? etc etc.
"None of us wanted to stop even though the hour was getting late. My favourite part was where the Shimizu player landed and claimed Ceres, after years of research and flight, with a thrusters/robonaut combo only to have the PRC player land immediately after and steal it off him.
"All this and it was only the basic game that we played as a learning/training experience.
All the players were dying to move onto the advanced game.
"Comments that I overheard at the end of the evening were `Fantastic game – where can I buy it?'
`Wow how did he fit so much game in such a small box', and my favourite `I love Phil Eklund games – he doesn't try to patronise me or smooth things over – S*** happens and you just have to deal with it'
"All this nonsense was just to say thanks to Phil for such a good game and all the best – I hope you sell a million copies. Ross Mortell
Oh – we did have one slight question – the UN player (who won in the end) built a Mag sail from his factory on mars and put it in a freighter. Next turn he went to low Mars orbit and turned it into a rocket. This way he avoided any fuel cost to take off from Mars. Is this legal? I ruled that it was as it would only work with a sail (no fuel for a `normal' thruster) and it seemed like a clever move.
Sorry for the ramble but, as you may have guessed, we thoroughly enjoyed the game.
Last thing – please Phil, make an expansion – we would love to fly through the Rabbit hole to other Systems.
Go Taikonauts!
ORIGINS - How We Became Human
Sierra Madre Games
SKU SMG25 In stock $43.00 Qty (197 available) | |
Boxed anthropology boardgame for 1-5 players, aged 12 and up.
Comes with rules, two mounted maps, 110 cards, 120 wooden pieces, and 6 player aids.
All components bilingual (English and German). Origins plays great solo, as well! See http://www.boardgamegeek.com/thread/...ainst-the-odds
A dozen reasons why Origins is quite unlike other civilization-style games:
(1) Origins has unprecedented sweep. The time period begins 120 thousand years ago (instead of 10 thousand years ago). Each turn is a thousand years!
(2) Cerebral reorganizations are tracked with brain maps, including the ignition of consciousness. Manual dexterity, natural history memory, and social skills are represented. Important early innovations include counting, body paint, and the ability to give the members of your tribe names.
(3) The role players take is unique. Players start as different species in Era I, as different languages in Era II, as different faiths in Era III, and as different ideologies in Era IV.
(4) Climate change is comprehensive, covering the advance and retreat of sea levels, ice caps, deserts, and jungles.
(5) Disease and immunology is handled uniquely in Origins, and is tied to animal husbandry and the number of neighbors. (Inspired by "Guns, Germs, and Steel").
(6) The "currency" of Origins is not monetary, but rather the allocation and expenditure of elders. This value system is constant from the stone age to the nuclear age.
(7) I adopted the controversial Jaynes hypothesis for Origins: the idea that consciousness is an artifact of language (rather than the other way around), and thus is almost a technology-based advance, rather than an evolutionary one.
(8) Progression is cyclic rather than constant. If your dynasty reaches a plateau, you must tear it down again in order to reach the next level. A unique feature of Origins is that often, you WANT to fall into chaos.
(9) Origins is quite sexist. Most games represent only the male values of invention, administration, specialists, conflict, animal husbandry, and farming. In Origins, every card has a "male" half and a "female" half. Players must balance the traditional male values with the feminine values of demography, child care, pair bonding, and cultural diffusion. In Origins, the invention of marriage, "male parental involvement", "cuckoldry", and "exogamy" are big deals.
(10) The Origins view of government is quite libertarian. Most civ games put you into the role as head of a supreme government, trying to control an unruly populace. In Origins, you assume the role of the populace trying to control an unruly government.
(11) Most games are "big government" in their solution of problems. For example, building universities to increase innovation. You will find none of this in Origins. To increase innovation, one adjusts your demography by allowing female choice. "Fecundity decreases" (the policy of having fewer but better cared for children) is a big deal in Origins. Another example is inventions. Most inventions are not the result of government initiatives, but rather spring from "backyard tinkerers" such as Goddard and Wright Brothers. Such innovation requires only a populace with the freedom to benefit from their own innovations.
(12) What other game allows you to ride war zebras into battle, or lets you plow your fields using armored glyptodonts? What other games allow you to sacrifice bears, and have mead parties as a sign of culture? Where else can players enslave each other, but the slaves can plot their revenge using nuclear weapons? Name one game where a valid mechanism is to steal your opponent's women ("sabine raid"). Or the Ark of the Covenant as a victory condition? Where else can you find the the origins of music, chickens, emotions, divination, tatoos, spoked wheels, kudurras, astrology, spatialization, plowshares, justice, butchery, atlatls, I Ching, oracles, biofuels, and corn?
Maps of the Old and New Worlds depict various plants and animals, that players must domesticate to become herdsmen and agriculturists. They progress through both innovation as well as imitation of competing cultures. Through the millenia, global warming may end the Ice Age and flood the coastal settlements, as deserts, jungles, and glaciers advance and retreat. Players who do poorly may become enslaved by other cultures, only to get a new chance as advanced civilizations go through cycles of chaos and renaissances. There are three eras in the development of the mind: The Age of Instinct (pre-lingual), The Bicameral Age (lingual but not yet conscious), and the Age of Faith (conscious with faith-based authorizations). The Era IV "Age of Reason" expansion deck is now available, bringing the game into the modern era.
The 24 page rulesbook includes maps and 6 pages of historical background, a theory on the origins of consciousness, weather charts and historical maps. The historical backdrop of each and every card, from the Pleistocene to the Medieval Era, is described and illustrated.
For the latest in tips, optional rules, errata, and science, join the OriginsGame yahoo group http://games.groups.yahoo.com/group/Megafauna/
The "Living" Rules (containing errata) are here: http://www.sierra-madre-games.com/do...29-04-2008.pdf
A gamebox to play Origins with Cyberboard. Included is also the 5 player scenario, which you can use "as is" to play with fewer players. (courtesy Pablo Klinkisch): http://www.boardgamegeek.com/file/do...s-5players.zip
A solitaire variant (courtesy John Douglass): http://www.boardgamegeek.com/thread/304070
Translations into German, Spanish, Chinese, and Japanese available.
Traduccion al espanol esta aqui?: http://www.boardgamegeek.com/file/info/29943
Translation of the rules into Japanese: http://www23.atwiki.jp/kondohi/pub/g...ns/origins.pdf
A review by Mike Barnes: http://www.gameshark.com/features/42...man-Review.htm
A review by Erik Nicely of Funagain Games: http://www.funagain.com/
A review by Mike Debije: http://www.boardgamegeek.com/article/2079347#2079347
A review by Phil Klarmann: http://www.boardgamegeek.com/thread/229570
This one is currently out-of-print. Hoping for a 2nd edition ....
HIGH FRONTIER
Sierra Madre Games
SKU SMG28 Out of stock $44.00 Qty (0 available) | ||
Out Of Print!.
"arguably the best game of 2010" Mike Barnes.
(See review http://www.gameshark.com/features/780/p_0 The most scientific sci-fi game ever produced! Recommended for two to five players, ages 12 and higher. Design rockets to explore and industrialize the solar system. You will need to find water out there as reaction mass for your rocket. Points are awarded according to the scarcity of the space-products produced, glory, colonies, and mega-engineering projects.
A boxed game with rocket, freighter, and factory plastic pieces, along with rules, patent cards, rocket diagrams, and a unique mounted "delta-v" map of the inner solar system. Download the Living Rules and the VASSAL module at http://games.groups.yahoo.com/group/HighFrontier/
When people finally emigrate into space, the motivation will be space nanofacturing using processes possible only in zero-gravity and high-vacuum conditions. The key to economic production is finding water on suitable worlds, for rocket propellent and life support. Also key is designing efficient rockets and the remote-controlled machines called robonauts to do the grunt work. Each space mission must be flexible due to changing conditions and emergencies. A chart keeps track of supply and demand of various space products.
A High Frontier expansion is available, see SMG28a. This extends the map to include Jupiter and Saturn, and adds radiators, generators, and reactors to the design mix.
For a detailed description of how the game plays, and a game report, see the BoardGame Geek thread:
http://www.boardgamegeek.com/thread/...iews-available
http://www.boardgamegeek.com/thread/...review-of-high
"At the start I had to deal with the usual questions – What's up with that map? What the hell am I supposed to do? Jesus, is Phil Eklund on drugs or what?
"Twenty minutes later I dealing with a barrage of questions such as – so can I do a Hohmann transfer and then aerobrake here all in one turn? Wow, so I can build this kit and then attach it to my new rocket? etc etc.
"None of us wanted to stop even though the hour was getting late. My favourite part was where the Shimizu player landed and claimed Ceres, after years of research and flight, with a thrusters/robonaut combo only to have the PRC player land immediately after and steal it off him.
"All this and it was only the basic game that we played as a learning/training experience.
All the players were dying to move onto the advanced game.
"Comments that I overheard at the end of the evening were `Fantastic game – where can I buy it?'
`Wow how did he fit so much game in such a small box', and my favourite `I love Phil Eklund games – he doesn't try to patronise me or smooth things over – S*** happens and you just have to deal with it'
"All this nonsense was just to say thanks to Phil for such a good game and all the best – I hope you sell a million copies. Ross Mortell
Oh – we did have one slight question – the UN player (who won in the end) built a Mag sail from his factory on mars and put it in a freighter. Next turn he went to low Mars orbit and turned it into a rocket. This way he avoided any fuel cost to take off from Mars. Is this legal? I ruled that it was as it would only work with a sail (no fuel for a `normal' thruster) and it seemed like a clever move.
Sorry for the ramble but, as you may have guessed, we thoroughly enjoyed the game.
Last thing – please Phil, make an expansion – we would love to fly through the Rabbit hole to other Systems.
Go Taikonauts!
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