The dish

Compounded.

The board game Compounded takes its theme from the world of chemistry, asking players to gather five elements to assemble any of the sixteen compounds available at any given time on the table, while boosting players’ abilities to form and fill compounds as the game progresses. The core game play is pretty simple, although the rules are more detailed than they probably need to be, and there’s one rule I could probably have done completely without.

The elements that players will use to form their compounds are drawn at random from a bag, and no two elements appear with the same frequency – hydrogen is the most common, sulfur is the rarest. Compounds can be as simple as three elements, and can require up to eight. You can ‘claim’ one compound at a time, before you finish it, and can then place two elements anywhere on the tableau on a turn. Once you do finish a compound, you take the card, return the elements to the bag, earn three to seven points, and get to move up one of your four tracking tokens that affect how many elements you draw at the start of each turn (default is two), how many compounds you can claim at any given time, how many elements you can place on a turn, and how many elements you can store on your board (default is four). Some compounds also give you a bonus token or ongoing ability; for example, if you have three elements of any color, you can return them to the bag to take one element of your choice, but with the Pipette that ratio becomes 2:1 instead.

The game progresses until one player has scored at least 50 points – the scoring track is a separate board showing the periodic table, so you have to at least get to tin – or one player has reached the top of three of his four tracks, or the deck of compounds is exhausted. That can take anywhere from 45 minutes to an hour and a half in our experience, playing with three to five players. (It plays two with some rules variations.)

The one rule that I would gladly ditch is the lab fire, which doesn’t do much but add some randomness and a little ability to screw your opponents to the game. Some compounds have one or two tiny fire icons at the bottom of their cards, indicating that the compounds are flammable. The deck of compound cards has five Lab Fire cards in it, and when one appears, players must add one very tiny fire token to every compound on the table that has the icon on it. Once all flame icons on a compound have been filled, the compound explodes and is removed from the board, and all elements on it are scattered to adjacent compounds (at the discretion of the player who had claimed but not finished it). There are also a few volatile compounds in the deck that explode when they’re completed and have a similar effect on the tableau. Players can complete their fire extinguishers – two oxygen, one carbon and use them to remove one flame token from any compound, although I think it’s better to save it until the end of the game for 4 extra points. And you may earn a one-time use Bunsen burner token that you can use to light someone else’s compound on fire, which is just mean.

There’s more strategy required in Compounded that just figuring out which compounds you can easily finish; gaining the abilities to draw or place more elements each round is huge, and whichever player moves up the fastest on those tracks is going to have an advantage that will be hard for other players to catch. Getting those abilities does require some luck, however, as you have to draw the right elements to be able to complete the right compounds; we had one five-player game where one player never managed to finish a compound that would have allowed her to draw more than two elements at a time. There is a slight workaround – if you finish a compound with a graduated cylinder on it, you can then bump one track down a peg and another track up a peg, once per turn for the rest of the game – but it can lead to a serious imbalance if one player just gets the wrong draws from the bag.

I’m all for more science-themed games, and chemistry games seem to be especially scarce, so Compounded is a welcome entry to the field. I did find some of the rules a little fiddly, and the Lab Fire mechanic didn’t really work for me other than to add more maintenance and move through the compound deck a little faster. The core game play itself, trying to figure out how best to deploy the elements you’ve drawn, is the best part of Compounded, and you can certainly tweak the other rules to work with just that basic mechanic for a cleaner experience.

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