Review

Stress Botics

Stress Botics conceals an interesting economic game beneath layers of rules, exceptions, and mechanical clutter. Its hand management deserves attention; nearly everything around it seems determined to punish that attention.

Stress Botics

Stress Botics

Published
2024
Designer
Fernando Barbanoj
Publisher
2Tomatoes Games, Token Synapse
Players
2–4
Playing time
135 min

We gave Stress Botics a second chance because, beneath all the confusion, there appeared to be an honest and intriguing economic game. At its dark little core, it is produce and deliver: three cargo ships circle the robots’ planet, and at three distinct Lagrange points you try to fulfil their cargo manifests for points. So far, entirely sensible.

The main structure combines hand management, action selection, and action programming. You choose and arrange a sequence of commands for your robots, with one to four components, then resolve them in order at something close to a RoboRally pace. Robots visit the planet, dig up resources, improve themselves, build cathedrals, and otherwise do what is required to feed the production engine and fill those manifests.

Unfortunately, the interaction produces less clean tension than plans collapsing under tiny sub-rules.
EdgyJellyfish

Hand management is the game’s best feature because it makes planning matter and gives your command choices real weight. The interesting decision is how to program your robot to catch an economic opening before sequential resolution and the other players’ moves alter it. Unfortunately, the interaction produces less clean tension than plans collapsing under tiny sub-rules.

That is where Stress Botics decides it must be cleverer than necessary. It is full of design choices that seem to serve neither the economy nor the flow, merely the existence of one more thing to remember. After hours of strain, with every plan derailed by some pointless sub-rule, the experience was not demanding in the good sense. It was simply busy. A box full of mechanisms, several of which appear to have arrived without a job.

I would recommend it only to deeply committed board-game obsessives, and only in its base form. Odyssey feels less like an expansion than a question nobody asked to have answered. Stress Botics buries a good hand-management idea under far too much mechanical clutter.

Stress Botics buries a good hand-management idea under far too much mechanical clutter.
EdgyJellyfish

Source: BoardGameGeek

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