Palm Laboratory: Solo Experiments, Potions, and Monsters

Work in a mysterious lab to experiment with devices, potions, and monsters in the smallest of spaces with Palm Laboratory.
After trying out Palm Island, it was only logical that I would quickly bring Palm Laboratory to my solo table! Or, more accurately, back to the palm of my hand. This is another extremely compact and portable option that doesn’t require any table space, yet features some new and interesting mechanics. Just be sure to keep the danger meter in check!
Game Overview
Game Name: Palm Laboratory
Publication Year: 2024
Designer: Jon Mietling
Artist: Magdalena Proszowska
Publisher: Portal Dragon
Solo Mode: Designed for Solo (Included in the Base Game)
An objective ranges from production to research, and controls the overall goal on how to best move through the deck multiple time. Resources may be saved to upgrade cards, yet watch out! A danger meter tracks progress and acts as a timer before the entire laboratory explodes.
First Play
April 13, 2024
Complexity
2
Latest Play
April 13, 2024
Expansions
0
Setup Time
Almost None
Lifetime Plays
2
Play Time
25 Minutes
High Score
38
Game Area
8" x 6"
Low Score
29
Compact and Portable
Inside a small metal tin, the game is very easy to take anywhere. There aren’t that many cards, yet it feels like a lot is possible with all of the different options.
Missions, which I call goals or objectives, help guide gameplay a little bit, too. Difficulty levels tailor the experience to make sure it’s the right match.
So fun! The theme comes through with the artwork and many of the mechanics. I felt like I was in a dangerous lab!
Alas, I mentioned previously that I had several hand surgeries, and holding the deck led to aches and pains.
Fun Assistants
One of the interesting parts of gameplay centers around the trio of assistants, always present near the back of the deck. Lots of interesting artwork here! Very cool.
The biggest difference compared to the original is how there aren’t a set number of rounds. Instead, a danger meter ticks down. However… Danger can be avoided!
By upgrading the assistants at the right time, danger can be temporarily cooled down to continue playing.
This introduces many more choices, especially in regards to the timing of certain upgrades. Definitely awesome!
Plenty of Variety
Another nice aspect was how varied the cards felt. There were some duplicates, but with more decisions. Monsters were either upgraded, or turned into bio material.
The timing aspects and danger meter also made me feel a lot more connected to gameplay. It was a lot of fun!
Sometimes, a reimplementation with a different theme can feel like a carbon copy. Not here! There are a lot of improvements and unique mechanics to really enjoy.
My final upgrade of Shelley resulted in lots of victory points… Her brain was too good to use in a potion. Ha ha!
Dark Colors on Plastic
In order to improve durability on-the-go, these cards are plastic. I forgot how much I detest the smell… But I digress! My main issue was more about the muddy colors.
A lot of resources include slashes, meaning there is a choice. From just a small distance on some of these cards, the slashes blend into the background a little too much.
This was a pretty minor issue for me, but it was a little hard to parse the iconography in such a short game.
Overall, this was fun and playful with the ways it brought in the theme with neat mechanics. My lab survived!
Thinking About Card Materials and Sleeves
There aren’t too many games in my collection that use plastic cards, but this one got me thinking about them some more! My husband enjoys sleeving almost every game that arrives, while I prefer to treat my solo games kindly. Any damage there is my own fault. Ha! There’s just something nice about feeling the glossy or linen texture on the cards.
As much as I would like to cut down on using sleeves, I’ve never gotten along with plastic cards. The smell, which is generally pretty mild, is one that I’m sensitive to and tend to avoid. Part of what I love about cards is that old-fashioned feeling that brings me back in time. Plastic is certainly a great choice for durability… Just not one I’ll likely look for.
I think it also comes down to how I prefer to play solo games. I don’t take them with me, so my play surface is always clean. For portability and durability, though, plastic cards seem like an excellent option that many may enjoy!
Session Overview
Play Number: 1 & 2
Solo Mode: Designed for Solo (Included in the Base Game)
Play Details: Production Goal at the Easy Difficulty Level
Outcome: 29, 38 (2 Wins)
There were some touch-and-go moments when the danger meter was in the critical zone, but I managed to win! Other goals provide more tailored ways to play, too, and I can see how they can provide many hours of enjoyment. Very cool! The issue with me moving through a deck in-hand is still unique to me, but if this one didn’t pose such a challenge, it would be something I liked a lot!
%
1 Play
Affordability
Price & Value
7
Functionality
Challenges & Mechanics
10
Originality
Design & Theme
6
Quality
Components & Rules
10
Reusability
Achievement & Enjoyment
5
Variability
Distinctness & Randomness
5
+ Pros (Positives)
- Goals provide concrete objectives that can change up a play quite a lot, especially with experiments and research.
- The theme comes through the artwork and mechanics to make it feel like there’s a pocket-sized laboratory.
- A variable danger meter means there is no set timer, yet managing this is another interesting part of the strategy.
- Many cards provide different sorts of options when rotating or flipping them, adding nuanced gameplay choices.
- Gameplay moves very quickly, yet it’s simple to pause at any time with the way the deck is kept together.
- Storing the plastic cards in a metal tin ensures that the game is compact, portable, and durable in most settings.
– Cons (Negatives)
- With the dark colors and plastic material, some of the resource icons blend into the backgrounds a little too much.
- Holding the deck in-hand can be a little difficult for some players, especially with splayed resources.
- It’s a very subjective and personal preference, but the plastic cards have a distinct odor that isn’t always pleasant.
- Although the theme and mechanics are clever, there aren’t necessarily exciting moments to keep coming back to.
Victory Conditions
Complete the Goal
- Overall Goal Progress 100%
Goals and Milestones
Win at least 1 game at the easy difficulty level.
Win at least 1 game with the production goal.
Continue the Conversation
What do you like about Palm Laboratory? Do you have a preferred goal or upgraded card? It was great to experience this one with all of its updates! Portability is a major consideration for some players, and this is an excellent choice. I’m still sticking with my solo game table, but maybe I’ll figure out a solution… This is a laboratory that’s worth checking out!
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