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NES box art for M.U.L.E, the cover of NEStalgia episode 366

366 · M.U.L.E

▶ Game info
VerdictSkip it
SeasonSeason 6
PublisherMindscape
February 28, 2025 · 49 min · transcript available

M.U.L.E. is about four hopeful explorers trying to make a fortune on a virgin planet. This is done by producing various goods (Food, Energy, Smithore, Crystite). Each of these goods have their uses: if you don't have enough food, you will have less time during your turn. If you don't have enough energy, your output will be lower. If enough smithore isn't produced, there will be a shortage of M.U.L.E.s. Crystite is the big earner that can make or break your game.

Our verdict: Skip it

M.U.L.E. (multiple use labor elements) is a resource-management game that started on computers and was one of the first five games from a brand-new Electronic Arts. Mike and Joe played alone against the computer, and we both kept saying it wants three other people and a table. We expected boredom and came out enjoying it, which made the verdict harder than usual.

What we liked

  • The auction. Sellers stand at the top of the screen, buyers at the bottom, and two price bars move until they meet in the middle and a trade happens. It's a smart way to show a deal being struck, and it teaches supply and demand without a lecture. With real opponents we pictured a race to the bottom: $20, then $19, then $18.
  • Dressing up an economy. Quirky alien characters, a race to grab land, a store where you outfit a robot mule and walk it to your plot. The designers clearly knew a trading game would bore kids and worked against that.
  • Small touches. Acid rain and pest attacks pushed us to spread our plots out, and a "planet quake" sounds much worse than an earthquake. Time left on your turn turns into money at the pub, and the wampus hunt is a fool's errand we skipped.
  • A referee that favors the poor. If two players grab the same plot, the game gives it to whoever needs it most. We argued over whether that blunts monopolizing, then decided it keeps the fastest thumbs from bullying everyone. Early versions auctioned land and let the richest player snowball, so a free plot each turn was the fix.

What we didn't

  • Few real choices. The land you grab decides the mule you buy, so every game starts nearly the same. Transferring mules is for bad starts only, and the timer never felt tight.
  • It's all the auction. Everything else is flavor. The goal is just the most wealth, with no second route to winning like Civilization has, and we wanted another layer, such as pricier prime land.
  • Flat growth. You place a mule and that's it. You never see the land develop, and the only way to expand is another farm.
  • It looks like a school computer game. The original was cruder still, with stick figures.

Worth knowing

The manual calls the computer "the Nintendo": "the Nintendo never makes mistakes, it's not much fun to watch." We loved it. Pause is on Select, which still feels wrong. The working title was Planet Pioneers, and EA admitted a Monopoly influence. There is no sequel, so no Moscow Mule or M.U.S.C.L.E.

The bottom line

Skip it. Mike said it surprised him and he liked what it was doing, but it's too dry, basic and short on larger strategy for the Essential Games List. Joe agreed it has more strategy than he first credited, but felt the industry has moved past it, so not essential either. Both votes were no. Get a group together, or a third-grade classroom, and it's worth a look.

Written from our conversation in this episode.

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