Showing posts with label Board Game Reviews. Show all posts
Showing posts with label Board Game Reviews. Show all posts

Sunday, February 15, 2009

Battlestar Galactica: The Board Game

This boardgame was created by man.  It evolved.  It rebelled. Fantasy Flight Games are, hands down, the majestic emperors of the licensed boardgame market. These guys know how it is done. They make really excellent games that play well and capture wholesale the spirit of their source material.

I loved War of the Ring, I was an enthusiastic convert to A Game of Thrones, and now I am thrilled to bits with Battlestar Galactica.

This is, naturally, a game based on the modern incarnation of the show rather than its prehistoric origins, and most of your favourite characters are involved. You can play as obvious choices like Adama, Starbuck or Baltar, or some less overexposed characters such as Tyrol, Zarek and Helo.

Gameplay focuses on the first season-and-a-half of the show and, although the box art shows the bearded Baltar of Season Three, you won't find anything in the cards or rules that spoils stories further along than the discovery of the Resurrection Ship. Every player is, at least notionally, a human, and the co-operative goal is to guide Galactica and her civilian fleet safely to Kobol (not Earth).

However, every player is dealt a "loyalty card" at the start of the game, and another one halfway through. These cards can reveal to a player that they're secretly a Cylon, at which point they begin discreetly sabotaging the fleet either alone or in conjunction with another Cylon player. The Cylons, naturally, win if Galactica runs out of any of the key resources: fuel, food, morale and population.

Play revolves around the handling of crises, one of which is randomly drawn from a "crisis deck" each turn. These are problems which typically involve a choice between two unappealing options (lose 1 food or lose 1 fuel, etc), or a "skill test". In skill tests, players play numbered and coloured cards from their hand secretly into a pool. Cards of the correct colours for the test count towards a goal and cards of other colours subtract; if the total goes over the difficulty of the challenge, the humans pass, but otherwise they fail with disastrous consequences. Cylon players, of course, will normally be secretly playing aganist the vote, masked in their schemes by the contribution of a "destiny deck" which adds random cards to every vote and thereby obscures any toaster shenannigans going on.

The real hook to the game is finding and identifying the Cylons; this can be a really gripping political challenge, with everyone prevaricating as though there is no tomorrow. There is no way to test for Cylons (barring a quirky ability of the Baltar character), so if you think you've figured out who the robots are you'll have to send them to the brig - an action that involves a skill test. Brigged characters are essentially powerless until voted out.

The Cylons can also reveal themselves, which results in them getting shot in the head and sent to the Resurrection Ship. Once revealed, they gain new powers but lose the opportunity to sow dissent; it's clearly intended to only be a valid gambit once the jig is well and truly up.

Looking for Cylons is great fun. This is the core of the game, and it's what brings you back for more. The characters are also really interesting, each one packing unique and surprisingly well balanced abilities. Baltar, for example, is more likely to be a Cylon, but has the ability once a game to test if one other player is a Cylon. Saul Tigh can steal the Presidency and give it to the Admiral. Helo, the ship's "moral compass", can turn a traitorous decision upside down when pressed.

Unfortunately, if there are no Cylons in the first half of the game (because they're coming up in the later "Sleeper" phase) or if all the Cylons have been revealed, the game gets quite dull. With the "possibly a Cylon" factor eliminated, there is generally a clear "best" move in any given situation - the game can practically play itself. Playing a revealed Cylon is also not terribly exciting.

The game also uses a "Sympathiser" mechanic in games with even numbers of players as a way of balancing out the game - Sympathisers join whichever side is losing at the halfway mark - but this mechanic doesn't seem to work very well or be much fun for anyone. Another role that isn't much fun is being a pilot, who's typically expected to fly around Galactica shooting Cylons, but this gameplay is far shallower and less fun than what's happening on ship so few experienced players will volunteer for it.

There's a lot of pieces in Galactica, and the setup time is about 10 minutes, but the profusion of components is generally justified. The pieces are high quality, starting with a really excellent board and moving on to full-colour cards featuring art assets from the show. You get little plastic Cylon Raiders and Human Vipers, and the tokens for each character are a thick piece of card wedged vertically into a plastic base.

Battlestar Galactica isn't a perfect game, but it's still a strong game, and the thrill of playing something which captures the feel of the show so well more than compensates for its mechanical weaknesses. Trying out different characters provides a lot of inherent replayability, and the dynamic also substantially changes with different numbers of players, so there's always something new to see and do when you sit down for a round of Galactica. If you're not a Galactica fan the game is strong enough on its own to support you for two to three playthroughs, and it generally makes sense without having to understand the scenarios and characters involved.

If you're a fan of boardgames and of Battlestar this is a must-buy. It's excellent. For everyone else, it's still strongly recommendable, and a steal if you happen to see it at budget prices.

Thursday, June 05, 2008

Pandemic

Pandemic is a boardgame from Z-Man Games (Grave Robbers From Outer Space) in which 2 to 4 players co-operate to fight a global disease apocalypse.

Despite some B-grade box art this is actually an excellent game. It's hard, which is what you want from a co-op boardgame - you'll feel lucky to win one in three games. And it's fast - setup is about three minutes and games finish in around half an hour, so the best response to one of your inevitable defeats is simply to play again.

The aim is to find cures to four diseases ravaging the Earth before they wipe out the human race. Each player takes one of five roles. The medic can treat infections more effectively, while the scientist finds it easier to develop cures. Other roles include a researcher, a dispatcher and an operations manager.

Infections are depicted on the board using coloured cubes. At the end of each player's turn, more cubes are added to the board, and if more than three cubes build up in a single city an outbreak occurs, causing infection to spill over into neighbouring cities. A total of eight outbreaks over the course of the game results in defeat, and as outbreaks can cascade it's possible to lose the game in a single turn.

The game's roughly the same difficulty and length with any number of players, which is great, and while a lot of the setup is random you never really feel like you've experienced an unusually hard or easy configuration.

There's really no other games out there quite like Pandemic, and the combination of uniqueness and quality makes it a worthy addition to anyone's collection.

Thursday, February 07, 2008

Colosseum

As far as European boardgames go, one of my best recent finds would have to be Colosseum. Designed by Wolfgang Kramer (El Grande, Tikal) and Markus Lubke, and published by Days of Wonder, Colosseum charges players with running an ancient Roman Colosseum over five rounds, or "days", and attempting to put on the best show possible during that period.

Each player starts with a colosseum. On each turn, players have the opportunity to buy one and only one investment, which range from colosseum size upgrades to new performance blueprints through to a loge for the Emperor. Then players bid on groups of tiles in the "marketplace" which represent assets for use during performances, such as gladiators, boats, lions or scenery. Finally players put on a performance, which scores points based on how ambitious the performance is, how many of the required asset tiles the player possesses, whether any consuls or senators came to see the performance, and a variety of other factors.

The first interesting part of the gameplay is that performance scores aren't cumulative - only your highest scoring performance over the five days counts. However, when you put on a new performance, each previous unique performance you've done counts for five spectators. Also, the investment system means you'll only be able to put on the epic productions in the final game turns.

Successful performances pay the money you'll need to expand and perform well during marketplace bidding. Being in first place also scores you free "podium" upgrades which provide additional spectators at your shows. However, each round the player in last place gets to take an asset of their choice from the leading player, which can be crippling. Deliberately setting your pace over the five turns is a critical component of optimum play.

The asset tiles themselves have interesting connections and assymetries. For example, every performance that requires "lions" also requires "cages", so investing in one without the other is a losing strategy. When you have "boats" you don't need a lot more to put on a performance, but they're an all-or-nothing gambit as they're not used in many programs and are needed in high numbers to be effective. Some asset tiles reward you with a "star performer" token when you have the most of that sort of tile in play, which guarantees you extra spectators when those assets are used.

The driving force behind the game, though, is the five turn structure, which forces you to be brutally efficient if you want to put on five shows in five turns. You start with only two shows you can perform, so you'll need all five turns to buy the three programs and two arena expansions necessary for optimum endgame. A system of "Emperor's medals" means that lucky players may get an additional expansion, providing they have the cash to pay for it.

The contents of the game's box are gorgeous, with a vibrant board, colourful cardboard components, and some painted wooden pieces depicting the Emperor, senators and consuls which are absolutely some of the cutest markers ever seen in gaming.

Games run for about an hour. The gameplay is very easy to teach to new players, and the included rulebook is easy to understand and well illustrated. Becoming competitive will probably take most people a couple of games, though, as despite some included reference sheets the relative merits of different investment strategies are not immediately intuitive.

The game supports three to five players, remaining equally enjoyable at all group sizes, and retails for $50 USD, or $60-85 AUD depending on where you buy. If you're tired of endless games of Settlers of Catan and are looking for something new and exciting in Euro-boardgaming, Colosseum is well worth your time and money.

Friday, January 11, 2008

Starcraft: The Board Game

With your desire for steamy Zerg/Protoss slash fiction whetted to a keen edge by the forthcoming release of StarCraft 2, you may have found yourself in your local game retailer, face to face with one of the cyclopean boxed sets of the associated board game and quietly exclaiming, "My God, it's full of stars."

A mere $160 AUD will make you the proud possessor of StarCraft: The Board Game, and in the interests of the enlightenment of my fellow man I've made the necessary sacrifice to acquire myself this oversized item of merchandising.

Carrying the thing is a bit of an enterprise in itself. I’ve seen ten year old children that are smaller than the box this thing comes in. By the time you lug it back your domicile or place of abode you’ll be wheezing so hard that you'll barely be able to make humerous references to spawning more Overlords. It’s entirely possible that your last words before keeling over from a massive coronary will be “Left heart ventricle... requires more... vespene gas!”

The perpetrators of the boardgame, by the way, are Fantasy Flight Games, who by and large have an excellent history with licensed boardgames. Their War of the Ring remains one of the finest strategy games I have ever played and comes highly recommended. So it’s a bit odd that Starcraft: The Board Game comes across more or less as a mish-mash of reasonably original ideas with no clear focus or genius. It’s deeply hit and miss, and while fortunately the hits outstrip the misses, the sheer quantity of glaringly obvious game design errors it makes is sufficient to induce epilepsy in small children.

It’s got a lot of pieces. It’s got a LOT of pieces. If you’ve dealt with one of FFG’s previous licensed efforts you might have an idea of what you’re in for, but Starcraft still completely outstrips even the massively epic War of the Ring for quantum of ridiculous minutiae. Each of six players will get a double handful of plastic miniatures, a deck of 40 odd cards, 15 cardboard worker tokens, a score marker, cardboard bases, cardboard buildings, cardboard modules, cardboard dropships, and cardboard order markers, and that’s before we get into the shared card decks, giant cardboard planets, space connectors, z-axis markers, first player tokens, score tracks, rulebooks and other detritus that FFG have shoved into the box.

There’s actually too much in the box. Literally. Some of my plastic pieces came pre-broken, because they’re quite delicate pieces, and to fit them in the box they needed to be jammed in there by (I presume) some kind of piston-driven robot. The flying pieces in particular have ridiculously fragile stands that they sit on, and a great number of them were snapped like the flimsy mass-produced pap that they are.

The surviving pieces look pretty great, though. Hydralisks and Dragoons look notably wonderful, and the Ultralisk model is almost worth having all by itself. Pushing them around the board is exactly the sort of fun that makes you want to pay $160 in order to have it.

The game gets off to a promising start by not attempting to perfectly recreate its computer-powered parent. Instead of fighting intricate battles planetside, you’ll instead be looking at things from a galactic perspective, and attempting to take territory on a variety of different colonies.

The board is created dynamically by linking together planets to form a map in a manner reminiscent of something like Settlers of Catan. There are six different factions to choose from; as Terrans you can play Jim Raynor or Arcturus Mengsk. The Zerg get Kerrigan or the Overmind. Protoss are stuck with choosing between Tassadar or Aldaris. Each race gets a couple of reasonably interesting special rules, and each faction of each race gets a slightly different starting setup.

You win by achieving either a normal victory or a special victory. A normal victory is achieved by reaching a certain number of conquest points, which are gained by holding key territories at the end of a turn. Special victories are different for each faction, and this is probably the biggest problem with the game, in that some factions have special victory conditions which are just flat-out better than others. Tassadar in particular is incredibly cheap, requiring him merely to be in the lead at any time during the endgame in order to win. We’ve played about five games now and we’re talking next time about removing special victories entirely before we’re forced into fisticuffs over who gets to be Tassadar.

The best aspect of the game is probably how orders work. You have three types of orders, being build, research, and move, and in one round you’ll lay down a combination of four of these orders around the board. Where it gets tricky is that each order has to be assigned to a planet. Orders on a planet stack, so that when you place an order it sits on top of all orders already assigned to a planet. Also, orders are executed in a last-in-first-out manner, so that you have to plan backwards by placing the things that you want to do last down before the things you want to do first. What’s more, players take turns placing orders, so that your orders can get buried beneath someone else’s, so that the build order you desperately need won’t get executed until the jerk to the left has used his move order to attack you. It’s a wonderfully deep tactical exercise that’s responsible for the majority of the game’s success.

The game does reasonably well at stopping itself from focusing exclusively on an optimal first economic turn. Very tight unit limits and a reasonably flexible build system mean that a subpar opening does not necessarily lose you the game.

The game’s second major weakness, after victory conditions, comes from the way it handles technology. To research a technology, you have to spend a research action. You then must pay the cost of the technology. Technologies come in the form of cards that are placed into a deck of combat cards which you use to resolve battles. As technologies are only effective on at most a couple of types of unit, you’ll only want to research technologies for units you’re actually using, or risk diluting the power of your combat deck. What’s more, a large number of the technologies are just bad, requiring very specific scenarios in order to be effective or providing little advantage.

Some units (notably detectors and support units) are completely unable to do anything until you’ve bought them technologies. This doesn’t mean you’ll by them technologies – it means you’ll ignore the units. I’ve yet to build a Zerg Defiler or Zerg Queen, and I haven’t seen anyone bust loose a Templar or a Science Vessel yet either. The game seems to contemplate an ongoing cloaking vs detection metagame that never really emerges, largely because cloaking is not really useful even when there’s no detectors about.

Still, if you’re prepared to slice off large sections of the game as not worth your time, what remains is pretty decent. The three races seem reasonably balanced once you discard the special victory conditions, and there’s no doubt that what you’re playing is recognisably Starcraft.

One thing that seems a bit cheap is that there’s none of the characters or units from Brood War present; it’s a move that seems calculated entirely for the purpose of selling an expansion, and it’s just coldly commercial enough to feel annoying. Still, you’ll forgive the game’s makers each and every time you build an Ultralisk; deploying your top end units is just that satisfying.

The game works best with about four players, although the two player variant is not entirely without charm. Games go for about two hours at the four player size (once you’ve already sorted the pieces and learned the rules) and the rules are clear and require little interpretation. The game looks and feels gorgeous and it’s not hard to see where your money went once you examine the cornucopia of full-colour crap inside the box. It’s just a shame that the tech cards and the special victory conditions are so obviously and deeply rubbish.

Is the game worth $160? Probably not, unless you have a lot of friends who are going to want to play a lot of this game. If you’ve got the crowd, however, Starcraft: The Board Game might well be worth the investment.

Edit 14 January 2008: It turns out we've been playing one of the rules a little wrong, so in light of us now understanding it, I should say that Special Victory Conditions are not quite so extremely unbalanced as depicted above. They're still unbalanced, and the tech tree is still broken, but it's just a little bit better than we had thought.