Tuesday, June 22, 2021

Infection: Humanity's Last Gasp - Game Review

(Note: I found this draft of a review from 2017, and it was too hilariously timely not to post.) 


WILL YOU PULL YOUR HEAD OUT OF YOUR ASS

THE PLANET IS DYING

OKAY JUST HUMANITY

ANYWAY GET IT TOGETHER, PEOPLE


Whoa, easy there, chief. That's no way to talk to epidemiologists. Well, maybe the feuding ones who won't make nice long enough to find the cure for a super-bug about to kill everyone on the planet.


Infection: Humanity's Last Gasp is a solitaire game by John Gibson, published by Victory Point Games as part of their Gold Banner series. I had been anticipating this game for a couple of years or so, thanks to the 7.5 rating on BGG, and was happy to get a copy in 2016. I finally got enough plays under my belt to feel like I could be coherent about it, wrote half a game review, and then promptly went on blogging hiatus.

The premise of the game is simple, and turns are short and procedural, in theory. There's a constantly mutating super-bug (not an insect, but instead a type of bacteria if you're playing easy mode, or a type  of virus in hard mode) that is going to kill all of humanity unless you can find a cure. In easy mode, you get funding every turn while governments are still worried about budgets. In hard mode, you've got some seed funding, but don't get regular income. Finding cures for the individual strains of the infection get you money in varying amounts.

The central mechanic and biggest thing to understand in Infection: Humanity's Last Gasp is that there are two pools of chits to manage. The bad Molecules are represented by round chips with letters, some with singles, some repeating (A-L in bacterial mode, D-O in viral mode), and are placed in concentric hex rings in a simulated petri dish on a two-sided (bacterial/viral) playmat.  You fight the bad Molecules (circle chits) with good Proteins, which are represented by chunky square chips with cute shapes. Each of the bad Molecules has a specific "recipe" for the cure as a specific set of proteins printed on the playmat, a die-cut sturdy cardboard production that assembles for a solid feel to a game coming from such a small box. 

Every turn, an event card is flipped up. There are good and bad effects that can improve or restrict your choices. There is also a "Mutation" section on the card. Sometimes, new Molecules are drawn from a pool, and will either replace others (which are discarded for eventual recycling to a new pool), or just jump out to menace humanity further.

Every turn, you can harvest up to 2 of 4 Proteins shown in 4 Incubator spaces on the playmat (and pay for that privilege). Once you've completed a recipe, you can apply it to kill vulnerable Molecules with 3 or more exposed hex sides. Kill all the Molecules in your petri dish? You win! Let all the Molecules be put into play, or let a death track be completely traversed, and humanity dies and you lose! The best part is, the whole thing works really well. There's a lot of back-and-forth as you eradicate strains, old ones mutate away, and new ones pop up.

There is also a deck of cards, most of which is lab equipment you can buy, some of which are employees you can hire. Managing your limited funds is a balancing act. You need equipment to use the lab's special powers (once per turn, sadly, regardless of your collection), hire employees (some of whom will not work with another of their colleagues, pandemic be damned), and develop the Proteins you need to fight individual strains (there are several machines that revolve around re-drawing or re-using Proteins, with good, thinky, implications on how you might want to handle drawing and discarding. There are several obvious strategy archetypes, but the supplies deck is shufffled and has 5 cards tossed out of game randomly, at the beginning of game setup, regardless of difficulty level.

There's an event deck, and each card has several applications. The super-bug Molecules can be shifted or replaced by new ones from the pile, making your preparations useless. (Read through the rulebook definitions carefully, as the terminology looks similar but has a big impact on gameplay if you're doing it wrong. I did it right, but a couple of the keywords seem similar but do different things.)

All of which is to say, there's quite a bit of replayability here. Beyond the random variation of how each game progresses (revealed Molecules and employees/equipment), you can test different strategies and see what the individual moving parts do.  The harder "Virus" level makes there be fewer identical bad Molecules, so the lucrative killing of duplicates in the Bacteria level can't happen. As mentioned earlier, in Virus mode you don't get the every-turn income you get in the early game in Bacteria mode. Money gets very tight, and you will have to make tougher decisions, knowing that overspending early will hobble you later. 

I should mention, there is randomness. If you only own one copy of an equipment card, you need to roll a 4-6 on 1d6 (included, natch). With two copies, the power just works. Again, you can only try to use one power per turn, so there's a lot riding on how your equipment loadout develops. There's also the doom track, which requires rolling the same d6 not to progress along (the odds get worse as the game progresses and you get farther down the track). Some event cards modify that roll, as well, so there's a narrative being generated. "Well it was a quiet night and then nothing happened and then our lab equipment was out, and then the employees were feuding and then..." The flavor text isn't usually too grim, and is sometimes just plain goofy.

Last year, during the height of the pandemic, I got out Infection: Humanity's Last Gasp, and it held up really well. The core Molecules Do Stuff/Proteins Get Grouped To Treat Molecules engine is very solid. There are only 16 Protein chips. but only 4 are put out each round for purchase, barring special event or equipment bonuses. You can usually just buy 2, and their cost depends on the order drawn. I found the whole "I need these two Proteins, some of which have multiple copies. Do I buy the 4-cost one, or let it pass and hope the next round gives me a better spread?" It's nice to understand the implications and play smarter. Even a little rusty, I was able to still beat Bacteria and Virus levels some of the time.

Overall, this is a very solid solo game with a lot of replayability. If you can tolerate the whims of a single d6, there's a lot of satisfying moments and emergent gameplay.

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