About a year ago, I reviewed a game called Prismata. It was quite rightly pointed out to me that my review mostly consisted of talking about StarCraft.
I also promised to reblog that review when the game actually released to remind you all to go play it (seriously, a year later, it is still basically the only game I play).
Instead of reblogging that previous post, I’ll do a little overview to give you a feel for the game. I’m going to warn you that the game looks way more complicated than it is. If you go through the tutorial in the game, it will start you with very simple scenarios and introduce the concepts one at a time. By the time you play an actual game, nothing about it will feel overwhelming.
I will also warn you that it is truly its own thing. All comparisons are misleading. I’ve seen “turn-based StarCraft,” “Dominion, but your whole hand is on the board every turn,” and “Fischer Chess960 without board positioning.” Uh, yeah, none of those capture Prismata quite right.
Here is a match I’ve started vs a bot:
First important thing to note: it’s not a card game! It looks like a card game, but it’s not. I might have to reiterate this point later. You don’t have a hand. You don’t have a deck. There is no drawing of cards. Think of the squares on the screen as “tiles” or “units.”
If you look at the bottom left of the screen, I have: 0 gold, 0 green, 0 blue, 0 red, 0 energy (the lightning bolt). These are the resources used to buy things.
The bot went first, and now I’ll go:
Now it says I have 2 gold. This is because I clicked my drones to make gold. I have 7 drones. This made 7 gold. Then I spent 5 of those to make a Blastforge that has appeared yellowish at the bottom (pro-tip: this is a bad play). If you look on the left, this is the fourth item down the list and it clearly says “5 gold.” I also now have “2 energy” created by the engineers.
This blastforge will start giving me “1 blue” to spend every turn. I won’t keep going through turns like this. I did this to illustrate that this is more of an economy building type of game. It’s not a card game! I buy units to put on the board. I never keep units in my hand.
This brings me to the first, and possibly most important strategic concept of Prismata: there is no hidden information. There is no draw luck. The game works closer to chess than a card game because of this.
Unlike chess, every game will be different. There’s a base set of units that stays the same. Then there’s a pool of units from which a random set is pulled for the game. After a while, you’ll know every unit in this pool, so it’s how they combine that’s the interesting part.
Okay, so I’ve said there’s an economy component, but what the heck do you do? What’s the goal?
The goal is to destroy all of your opponent’s units. This is different from chess (“kill” the king, a specific unit). This is different from Magic/Hearthstone/generic card game (bring the opponent’s life total to 0). This is different from “Victory Point” games (have the most of something).
In general, units that cost blue are good defenders; units that cost red are strong attackers; and units that cost green are…well, a mix?
Like all great games, it’s impossible to get any understanding from someone telling you about it, but I’ll try to give a you a “feel” for a small fraction of the types of strategic decisions/trade-offs you’ll be making in a match.
Drones produce money to buy things, so there’s a sense in which buying drones is an exponential growth process (though not really for technical reasons having to do with energy and finite supply). The more money you have, the more you can buy.
It’s tempting to try to grow your economy to the max, then you just win, right? Sort of, but economy takes a few turns to actually pay off (a drone costs 3, so it takes 3 turns to pay for itself). This means your opponent could make almost no economy, rush a bunch of strong attackers, and kill everything before any of it pays for itself.
Wait, so why not skip all economy and just make attackers? This sometimes works, but mostly it’s because your opponent could make a tiny bit more economy than you and ride it out long enough to gain the advantage.
There’s a sense in which economy size is the fundamental decision you’ll make each game. It’s really fascinating, because depending on the random units you’re playing with, low economy games are the way to win or high economy games are the way to win. Often, you must find the right balance in the middle.
Tech refers to whether you want to be making green, red, or blue. New players tend to want everything. If you’re making all three colors, you have a ton of flexibility, so you can buy anything to counter what your opponent is doing, right?
It seems that way at first, but remember, it costs money to make a blastforge to produce blue. If you spend the money, it’s wasteful to not spend the blue. To put it another way, if you don’t spend the blue resource, you may as well have spent the money on something that goes to use right away. More succinctly: the more efficient player tends to get an advantage.
Another fundamental decision you’ll have to make each game is which units you want to buy and how to get the tech units to make the right colors to buy those. There’s a lot of interesting strategy with this, because as soon as you or your opponent buys a tech building, it gives away information about what units you want. There is a trade-off: tech gives the opponent information, but it lets you buy attacking units first.
This is the meat and potatoes of any given turn, so I’m not going to be able to even scratch the surface.
Basically, Prismata has units that can absorb damage (think Magic, where a blocker that doesn’t die has their full toughness the next turn), but there are also units that permanently take damage (think Hearthstone or really any modern online card game).
Deciding how to distribute damage is one of the main things you’ll do in the midgame.
Prismata has units that always attack but also units that only attack when clicked (usually at the cost of being able to defend). There are also units that can be targeted (in other words, you have no choice how to distribute the damage with respect to them). Some units can block the turn they come out, while others have to wait a turn.
All of these differences make really interesting tactical decisions. To give you the flavor of one. There is a unit that has 4 health and permanently takes damage. It can’t attack, but it can be sacrificed to do a burst of 4 damage.
So you might want to set up your turn so that it takes 3 damage the turn it comes out, then can be sacrificed the following turn to deal damage. This way you get the maximum value from it.
Well, that doesn’t even begin to describe how fascinating this game is. You’ll have to try it to get a real feel for it. Do not be scared off if this sounded overwhelming. I’d say it’s easier to learn than chess, and at least as hard to master.
Do not be afraid of the Early Access label on Steam. It’s been developed for eight (?) years, and it’s been played at a very high level by competitive players for several years. It is quite balanced and polished right now.
It does cost money on Steam right now. This is for Early Access and the solo content (there’s a whole story and missions to teach you the game, plus a ton of individual tactics puzzles to let you work on your skills). I’ve been assured the game will be 100% free to play once it leaves Early Access, so if you want to wait for that, it is an option.
(Also, if a small number of people ask for a key in comments or something, I can maybe, possibly, probably get you one. I will not guarantee this, though, and you would not have access to the solo content).
(Anti-)Disclaimer: I was not a Kickstarter backer for the game. I have had absolutely no contact with the developers of the game with regard to this review. I am receiving nothing for this review. This review has not been influenced by any forces except my own experience with it.