Paradox

2016 · Science Fiction

Paradox

In the near future of Paradox, a space-time disturbance called The Quake is fracturing entire worlds’ timelines and removing these worlds from existence. Two to four players take on the roles of scientists working quickly to repair these worlds’ connections to their past, present, and future by making new time strands — however, every repaired connection ripples through time and fuels the Quake to fracture more worlds. When the storm’s power fades, the most successful scientist will be hailed as a hero throughout the multiverse. Paradox takes familiar board game elements such as card drafting, set collection, and resource management, then adds a Bejewelled-like grid of colorful disks for each player to manipulate, along with a universe of worlds that must be protected by game’s end. As a result, Paradox presents players with a unique experience that is simple to learn yet challenging to master as players navigate three interlocking systems to protect these worlds from the chaotic forces of the Quake. Paradox is designed by Brian Suhre and is illustrated by 15 artists, each with their unique view of one of the worlds. Paradox plays in about 20-30min per player. UPC 748252122094

Players
2–4 best 3
Playing time
40–120 min
Age
10+
Complexity
2.5 / 5
3.5 on LudoyaAdventurePuzzleAction PointsTurn Order: ProgressiveSet Collection

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Plays logged
1
Players
2
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3.5/10

from 1 Ludoya review

  • Evan3.5

    This is an interesting, puzzily game. On each turn the first thing you do is a 'take cards phase'. Cards are big points if you collect sets of same letter. to get those points you need to clear bits of your grid just like in bejeweled. This is a 5x5 token grid of assorted colors. Each turn you get 2 actions to swap 2 tokens with matching letters, and they clear when you have 4 of 5 of a color in a row. You swap from your own board, or this ever changing 3 token public pool in the center. Meanwhile you have this planet track that has planet tokens with letters matching your cards and a disaster token that rotates. When the disaster lands on a planet it flips to the red side meaning that the cards that match the letter don't score. Two of your colors let you unflip or protect a planet. So the big question for me is how many of your bad turns boil down to your own efficiency problems vs luck of the draw? Hard to tell. The downtime between turns is long, especially with 4 players. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :star::star::nostar::nostar::nostar: Raw enjoyment

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Game facts (players, playing time, age, credits) from BoardGameGeek.