16 Nov 2009

Factory Manager

Posted by gavin

Monies

Monies

One game that was causing a lot of buzz at Essen 09 was Factory Manager. I’d read about this one before I went, and was keen to try it out. Sadly, the author’s stand only had 2 test tables, and it was very very busy. Thus it was not until the Saturday that we finally managed to get a free copy at a table at the Rio Grande stand. Even then, we only managed an almost-complete set with German rules.

Some bartering, rules-reading and 2 failed attempts at starting later, and we finally managed to complete a 3-player game. First thoughts were positive, though the spread of scored across the 3 of us were quite wide (roughly 100, 150 and 250). A copy was purchased, and I’ve since played another 2 games, one as a 4-player and one as a 5-player. I’ve still not won, but I’m starting to get a feel for the game.

Again with the crappy phone-camera pictures, I’m afraid – I really should remember my camera when playing games if I am to continue writing these articles!

The pieces

The box contains 6 player boards (it’s only a 5-player game), a boatload of tiles, some meeple, some cash, some markers and a central board. Fans of power-grid will spot some familiar iconography on the money sheets.

Turn order tile

Turn order tile

The central board largely comprises spaces for the futures market; a number of factory floor tiles that can be bought during the game. The spread of tiles depends on the number of players, and this is how the game scales.

Tiles

The game is predominantly made up of cardboard tile components, which likely contributes to its relatively low price (€25 at Essen). There are 3 broad categories of tile: turn order, energy price and factory floor.

The turn order tiles all have a large number (the turn order number). Some also have a smaller number on a yellow sign, which is always negative. This number represents a purchase discount during the action phase.

The energy price tiles range from 0 to +2. A tile is drawn every round to increase the energy price as the game goes on.

Workers placed in the canteen

Workers placed in the canteen

Finally are the factory floor tiles. There are 6 different types of factory floor tiles; machines, production robots, automation robots, storage, control and efficiency.

Workers

Each player has a total of 7 standard workers to run his factory. Workers are used during all phases of the game for various uses, and so management of their numbers becomes highly critical; workers in the canteen cannot be used during the bidding or action phases, for example. During the action phase, a player can hire – at a cost of 7 electro each – up to 2 additional “seasonal” workers. More on all this later.

Setup

Each player takes a game board, 7 meeple  and 3 track marker cubes. There is also a set of 5 tiles, identical for all players, to form an initial board layout. Of the 5 tiles, there are 2 machines and 3 storage tiles. These are placed on the factory floor. At the top of each tile are the requirements and benefits that tile provides to your factory.

Production and storage tracks

Production and storage tracks

Each initial machine requires (red background to the number) 2 meeple. These go into the “canteen”, a square in the factory. They cost (red background) 2 electro to power, and produce (green background) 1 “crate”. The electro requirements are tracked on the chimney at the left of the board, and the crates along the top.

Finally, the 3 storage tiles each provide 1 storage, also tracked at the top of the board.

A black cube is placed in the left-hand column of the energy price tracker, and the relevant floor tiles for the number of players are placed on the main board.

Finally, the 6 tiles from the ‘X’ deck are shuffled, 3 discarded, and the remaining 3 added to the market; the space below the central board.

Gameplay

The game is split into 6 phases: turn order auction, market construction, action, resolve sliders, income and finally re-dressing the board.

The market

The market. Not being compared.

Turn order

The game contains 12 turn order tiles. In the first round, these are assigned as prescribed by the rules, and with fewer than 5 players some are removed from the game. In each turn order auction phase, the player with the highest turn order number goes first.

One tile for each player is turned over from the stock, and the first bidder nominates a tile to auction and places a start bid. Bidding currency is determined by the number of “available” workers the player has. Available workers are those meeple from the 7 which aren’t currently employed in the factory to run machines. Each player starts with 3 available meeple. The minimum bid is 0, and the maximum 1 fewer than the player’s total available. Bidding continues in decreasing turn order number, with each player bidding higher or passing until everyone has passed and there is one winner.

In the early stages where tile costs are low and money short, the higher turn-order tiles with higher discounts are more attractive. As the rounds progress (there are 5 in total), however, and money becomes relatively less important, going first becomes increasingly important.

Energy requirement

Energy requirement

Interestingly, if a player bids and then everyone else passes, the player can raise his bid before taking the turn order tile. In the first couple of games, this seems a somewhat odd rule, but as I play more games I have found myself to often have a surplus during the action phase. If low in the turn order for the action phase there is a benefit to making less tiles available to other players, to restrict their options.

Market Construction

Once each player has taken a turn order tile, they return their order tiles from the previous round to be shuffled back into the stock. Next, each player – now in ascending turn order from their newly-acquired tiles – brings down a number of tiles from the futures market (the tiles on the central board) into the current market. The number of tiles brought down by each player is equal to their remaining available workers. Workers used during the bidding phase in a successful bid are no longer “available” for the market and action phases of this round. The final player in this round can optionally bring down additional tiles, the quantity dependent on the number of players.

Extra space

Extra space - at a price!

The final player has to decide whether to bring more tiles down; if they do then it will likely be the higher-value tiles that will be taken by other players. On the other hand, if they don’t bring down better tiles, there simply may be no useful tiles left by the the time of their turn in the action phase. Going last in our first game, I brought down some very powerful machines which effectively handed the game to my opposition. Bad mistake!

Action phase

With the market constructed, players start to buy tiles and place them in their factory. To buy a tile uses one available worker. To remove a tile from your floor also “costs” one worker. Tiles can be purchased and placed beside your factory, to be used at a later time.

Machines, robots and storage can be placed anywhere in your factory, but only 10 spaces are available for free. At the edge of your factory are 2 additional spaces which can be used at an additional cost of 10 electro each, which is only paid once.

Board after round 1

Board after a couple of rounds

Each tile has an associated cost, printed in the lower right hand corner of the tile. Players start the game with 18 electro which doesn’t buy a lot of tiles, but as each player only has 3 available workers a player couldn’t buy many at the start anyway!

There are only 2 spaces for control and efficiency machines; 1 for each, and robots cannot outnumber machines. This little tweak to the rules is very important; without it, every player would just ignore machines and fill their factory with robots; providing each player with the full complement of 7 available workers. Furthermore, it provided the downfall to our second aborted attempt to play the game :-/

Early on, while energy is cheap, it’s good to go for production and storage to boost income (see income phase). It’s very easy, however, to neglect the energy reductions available and find yourself hemorrhaging cash in the later stages paying for an inefficient factory.

Seasonal workers - they point alot

Seasonal workers - they point alot

If a player is short on actions, they can hire up to 2 seasonal workers at a cost of 7 electro each.

Resolve sliders

Once a player has completed their action phase, they adjust their 3 tracks and the meeple in their canteen, based on the new values on the tiles in the factory. During the income phase, the player will only receive the amount of money associated with the lower of the production/storage tracks. Therefore, if a player is over-producing, they can opt to “shut-down” a machine during this phase. A shut-down machine costs no electro this round, and requires no workers in the canteen, but obviously does not produce.

Income

With each player’s board updated, the next energy market price modifier tile is overturned. The number on the tile represents how many columns on the energy market the black cube is moved.

Energy prices can not go down as well as up

Energy prices can not go down as well as up

The new price is multiplied by the number on the energy track, and this is that player’s energy cost for the round. This is subtracted from the earnings as described earlier.

As income provides the money for the next turn’s action phase, it’s important not to get left behind early on, or the effects are compounded across the game.

To dress the board, all tiles in the market are returned to the futures market.

Conclusions

In the final round, it’s important to note that you can fill your canteen with all your meeple except 1, so the factory tiles which reduce meeple required become less useful.

Also in the final round, income is doubled, which can exacerbate any lagging behind other players.

Poor planning in my most recent game meant that in the final round, it was actually more monetarily beneficial to me to not take any actions. This meant effectively my game was over at the end of round 4. I lost the game by <5 electro and so I really wish I’d though ahead from the 4th round to plan for a final round in which I could have improved my lot.

I think this last point is the key to this game. There’s not a massive amount of variety in the actions available to each player, and as such the complexity is maybe going to be in how many rounds ahead players can plan.

The action phase is hard to plan for, as opposition players constantly catch me by surprise with their selections meaning when it comes to my turn I’m presented with a market I was certainly not expecting.

I’ve far from figured this one out, and hope to get many more games of it. I think the complexities are quite subtle, but that just distinguishes it. The theme tie-in is strong, but the mechanic does borrow quite a lot from power grid.

Artwork
Mechanic
Clarity of rules
Novelty
Connection to theme
Replayability
Price
Enjoyment
7.9
VN:F [1.8.0_1031]
Rating: 10.0/10 (2 votes cast)
Factory Manager10.0102
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