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drawing and dadposting

The Fungus Zone Blog



Played my second game of Evacuation last night. It’s been on my mind since I first tried it a couple of months back because it does something really cool that I haven’t seen often in other games. Essentially, it’s a game about managing two engines: tearing down one from the old world and building up a stronger engine on the new world at the same time.

It’s also a very unforgiving (complimentary) game. You have only 4 rounds, with a set number of actions you can take each action phase (depending on how much energy you can produce), as well as food payments and tableau quotas to meet for your homeworlds after each round. Honestly, those middle 2 rounds can be brutal if you don’t plan it right.

But it’s the double engine management aspect that I can’t stop thinking about. Terra Nil does the engine build-up and tear-down thing in a way too, where you regreen each territory before leaving without a trace. Although the build-up and tear-down are all part of the same engine, and it’s performed more in sequence than simultaneously.

It’s like… imagine a deckbuilder where you’re given two decks that you can play simultaneously but that don’t mix together: Deck A and B. Deck A starts out stacked and Deck B is as bare as it gets, and the goal of the game is to thin out Deck A to as low as you can by trashing cards and building up Deck B at the same time by acquiring cards that set up for strong combos. The decks don’t come to play one after another. At every turn (of which they are limited) you need to decide between playing a card from your Deck A hand or your Deck B hand, and how each can affect the other.

So yeah. Evacuation has me excited about how that can map to other mechanics and genres. And the main game board is gorgeous too. Really lovely work.


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