Manhattan Project: War Machine Game Review

Manhattan Project: War Machine feels like a pared down hybrid of Lorenzo il Magnifico’s tableau activation and Race for the Galaxy’s follow mechanic, which is fine, because those are both great mechanisms. I’m a fan of rolling and allocating, even if the whole package feels familiar.
How do war work?
If you’re going off the rulebook alone, War Machine’s turns look like they’re going to take too long. But, in reality, they don’t overstay their welcome, and it all fits in with the abstract setting of “WAR! Let’s escalate our WAR ECONOMIES!”
On your turn, you roll 3 dice (more if you’ve unlocked the ability) and you get to reroll twice, as long as you keep a die from each roll. Then, one at a time, you allocate all your dice to various action spaces on the board. Nuclear symbols are wild but give you a negative point if you don’t deal with the waste they produce at the end of the game (represented by a token) and power symbols have to go into an adjoining space that’s been activated by another non-power die face.

The actions are fairly straightforward. Most of them get you resources, upgrade your player board, allow for trades, and let you build special building…
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