with 1 environment and 1 scion, the missions, and a whole lot less of "if...then" cards. I feel as if more than every other card has checks for: if a target enters play, if someone takes damage, if the coffee is ready, and if you've taken out the trash.
as a big fan of every single deck and card, and every expansion of SotM that came out so far, I honestly do not understand why this humongous mode was created.
it feels like a deranged version of Excel, which randomly shifts rows and columns every time you enter a number.
I like to play complicated board games, I have a PhD in physics, I do not lack the brain capacity, but this is not SotM. it's as if you took the single very slight weakness of SotM, which showed occasionally in certain deck combinations (bookeeping) and decided to create a game entirely around it.
am I supposed to feel like I'm saving the multiverse? I feel as if I'm studying for an actuarial certification. I think I had more fun studying calculus in my first year at university, my least favorite math subject.
so, if you like Oblivaeon, great for you. I'm not here to change your mind. and if you disagree, I'm interested in hearing why you like Oblivaeon. I'm only here to tell the game designers what I think. I'll always be a great admirer of Chris' work in designing SotM, but not of Oblivaeon.
I do like the missions, it's an interesting addition, and would have been enough innovation for me. as much as I love SotM, it's not a game that has an incredible depth, complexity wise. what I mean is that it is not chess, it is not Gaia Project, it is not Scythe. it's a wonderful game and has interesting interactions and combos between cards, but at the end of the day, you're doing algebra. Chris and Adam have done an amazing job at putting a theme on the cards that really makes the decks come to life, so much so that you forget you're mostly doing algebra. this is the hallmark of a great game.
but the underlying lack of complexity means the game should have remained simple, in my opinion. adding 2 environments and multiple cards, villains, play areas, it's like forcing Sotm to become a game with more strategic depth, when the underlying mechanism does not support it. you're now doing algebra simultaneously in different pages of your notebooks, and for me it just does not work. in a board game, complexity best arises from simple rules. the rules of Sotm were not made to support a higher complexity than the original Sotm. they are overstretched in Oblivaeon, becoming a game of deranged bookeeping.
I'm a bit sad, and puzzled...but fine, in the end it's not a big deal. it's just a game. : )