When 7 Wonders the card game originally released it did so to great acclaim and positive reviews. It was the talk of the town and it seemed like it was being played everywhere, all the time. When I finally got around to trying it, it sort of landed flat with me. It had some interesting mechanics and all together not a bad game but it just didn’t stir a whole lot of interest in me or my group. Hence when the opportunity to try 7 Wonders Duel I wasn’t expecting a whole lot out of it. Today we take a quick peek at this alternative two player version of 7 Wonders and see if its anymore interesting then the original.
Overview
In 7 Wonders players will be trying to build 4 Wonders by drafting cards from a structured card pyramid as part of a general effort to score the most points and/or win the game with an immediate victory by completing one of two objectives. It’s effectively a game about gathering resources then applying those resources to building things that either directly score or lead to scoring points. It’s the same premise as the original, but designed specifically for two players with some altered mechanics to make the core concept of 7 wonders work better as a two player game.
There are three different ways to win the game. The first is scoring the most points at the end of the game which is how most games will finish. The second and third is a science or military victory in both cases its effectively just about building sufficient amount of science or military cards to overwhelm your opponent. More difficult, but very possible alternatives.
The game shares many of the mechanics and concept from the original game so 7 Wonder players will take to the iconography and mechanics very quickly and of course being a two player game it’s much, much faster. There are however sufficient changes to the mechanics, most notably the way card drafting works that really make the game significantly different enough that liking its big brother doesn’t necessarily mean you will like this one and of course vice versus as was the case with me.
Components
Verdict: Tilt:
Pros: Good components made to last, nice clear art eases and streamlines play, good use of Iconography.
Cons: No complaints, they got it right in 7 Wonders and simply copied the same success to 7 Wonders Duels.
In essence the component quality is almost identical to that of 7 wonders, which is to say it’s built to last, shares the same art and maintains that bright eye candy feel. That said there is nothing particularly spectacular about the components, it’s clear that the design is largely geared towards clear functionality rather than anything else. Which is a good thing, since the game is so abstract it’s far more important to be able to identify and grasp the iconography and colorization of the cards then to be able to identify its thematic meaning.
I always look at component grades and ask myself, what could have been done better and the truth is outside of perhaps more focus on aesthetically appeal, this is effectively a card game with tokens and what is here is well thought out, organized, easy to identify and despite fairly heavy iconography actually very simple to deduce and adapt to. Easily a passing grade, but it’s not going to blow you away.
Theme
Verdict: Tilt:
Pros: The theme is mostly irrelevant to the success of the game, but Civilization building aesthetically works well.
Cons: This is an abstract game, the theme is very thin.
It’s an abstract card game about Civilization building but the extent of its abstraction really renders it mostly irrelevant and really as you play the game you are never going to have any sense of a theme. The art is there just to be pretty but the game really could have been about anything. The fact that it is about Civilization building however actually works quite well at least in terms of the aesthetic appeal.
In the end though you are not going to focus on the theme when playing this game, it really is all about the mechanics and play here.
Gameplay
Verdict: Tilt:
Pros: Simple to grasp, plenty of tactical decisions, doesn’t over stay its welcome.
Cons: While it has no major flaws that I was able to note the game itself wasn’t good enough for my personal shelf.
This is really where all of the 7 Wonder Duel thunder is. The game is very simple in terms of mechanics and the choices are never terribly hard but as a light card game it has some smarts and gamers and casual gamers alike are going to find plenty to contemplate.
The removal of the round robin card drafting in place of the pyramid drafting mechanic I think is golden, it’s actually the core reason I didn’t really care for the original 7 Wonders. I actually wish the original used this mechanic because it’s really a significant improvement. Memorization games are really not my thing and in the original game it was so vital to be able to keep track of what is in each deck that is passed around, in a 3 or 4 player game this became increasingly difficult to the point where you really almost ignore it and just pick the card you want dissipating any strategic intention of the card draft. In Duels with the pyramid drafting you are making decisions on information you have and that makes this a much smarter game.
The resource management, combat and science portion of the game works similar though not exactly as it did in 7 Wonders and these mechanics are really just straightforward and intuitive. The military and science victories are difficult to achieve because they are fairly easy to block, but often simply by threatening someone with one or the other victory forces their hand which can disrupt their plans and open up opportunities for you. This is a really clever system and it works well to create tension and tactical choices. In essence you often take cards you don’t need or absolutely have to take to block or slow down an opponent. It can sometimes get a bit mathy but usually decisions are driven by your strategy and/or by trying to block your opponent’s strategy. Same principle as 7 Wonders except you aren’t punished for having the memory of a gold fish, you make decisions based on what’s in front of you.
The game is also quick, I think we finished our first play in under 20 minutes, though I suspect as you become more skilled at the game your speed will actually reduce as you start to understand and ultimately analyze the information you’re presented with. Speed is important for card games, slow card games usually don’t work particularly well for me, especially abstract ones, so Duels really falls into that sweet spot of tactical choices and speed.
I have to admit, I’m at a loss to point out any major faults with the game, it really just comes down to how much I like it rather than a comparison of the good vs. the bad elements. I don’t think Duels is a game going into my collection but I certainly don’t mind playing it. The fact that it’s not going into my collection however is not the result of any portions of gameplay being bad, just that while interesting and fun, doesn’t really reach for the stars and I like to keep my collection tight. The only thing going in there are things that absolutely blow me away and Duels really didn’t ever hit that high. For fans of 7 Wonders though, I think this is going to be well worth the cheap retail price to get into.
Replay ability And Longevity
Verdict: Tilt:
Pros: Great dynamic game with plenty of strategies to explore.
Cons: It’s a simple card game, it got boring after just a few replays.
This is the mecha for Euro and abstract games especially, they really have to have solid replay ability and I actually think Duels does quite well here. Each game is going to be quite unique given the mixtures of Wonders, Cards and science tokens. Each game has to be approached with a “let’s see what we got” kind of approach, there is no puzzle to solve here, or at least not as far as the game is concerned as a whole goes. You certainly solve plenty of puzzles for each specific game, but that puzzle is very different every time.
The first time we played it I immediately wanted to play again and then again, so the game starts out with that addictive Euro game nature, though its simplicity and speed make this a far better candidate for a phone app or online version rather than a game night type game. When we were done however, I feel fairly certain if I never play it again I won’t feel it’s absence which is not to say it doesn’t have replay ability, but definitely lacks longevity. It just didn’t have anything particularly special about it that you would want to pull it out with any frequency. It’s a pretty decent 2 player filler for those nights when friends show up late. In the end however we got bored really fast with it, I was tempted to give it 3 stars and I would have if I had any desire to play it again, but the magic is just not there.
Conclusion
7 Wonders Duel is 7 Wonders for 2 players, they have captured the same concept and made clever alterations to the existing 7 Wonders game for two players. I think you can say mission accomplished here because I’m pretty sure that is exactly what they were going for with this design. It’s a simple card game and while that really isn’t my thing, I do think most 7 Wonders fans are going to appreciate it. I did enjoy it a great deal more than 7 Wonders and more than I thought I would, in fact I will go out on a limb here and say that if you didn’t like 7 Wonders mechanically but liked it conceptually, Duels is a far better implementation and you might really enjoy this version of 7 Wonders. I think that’s largely due to the change in the drafting mechanic going from memorization style to the pyramid, decision, style mechanic.
It’s always hard to review simple card games because there isn’t much to say about them other than “yes I like it” or “No I don’t”, in the case of 7 Wonders Duel, it’s definitely a “Yes”, but no so much that I would clear shelf space for it.
When I first heard about this game I was not terribly thrilled, it appeared to be yet another of the “farming” line of Euro games that lean on the worker placement mechanic to create yet another way to move wooden cubes around for victory points. Suffice to say we already have the Agricola, Terra Mystica and Caverna’s of the world and I really didn’t the see the point in another one. Still through word of mouth I’m constantly asked about this game and it just seemed silly not to review it given that the game already has a variety of implementations online not to mention has remained in heavy print since release.
Now sometimes these worker placement games do pleasantly surprise me, Pillars of the Earth for example remains one of my favorite with some sturdy gameplay, as well as Lords of Waterdeep which packs a surprisingly large amount of theme in a cube pusher and take that mechanic. How does Stone Age hold up? Let’s find out.
Overview
Stone Age is kind of your standard worker placement fair with a few twists that separate it to make it its own thing. Each player starts the game out with 5 workers which can be used in a variety of worker placement spots to earn resources most of which you use to score points and others like food you need for survival of your little Stone Age village. The trick is that the resources aren’t guaranteed, you roll 1d6 die for each worker placed on a resource spot and depending on the type of resource (some are harder to get then others) the amount you get is based on a 6d roll. You can supplement rolls with tools which is another type of resource you can gather through the worker placement mechanic. For the most part however the game boils down to trying to figure out how to get the resources you need to score points, nothing particularly revolutionary or inspired.
What resources you need varies from round to round as two separate types of cards are available for purchase. One type requires different combinations of resources to score points directly and the other type has you collecting the card for the end game scoring, on these cards you score for collecting certain elements in the game like there might be a card for your village size, your agriculture level etc. They get multiplied the more of these cards you collect so there is strategy to what you kind of go for long term.
All and all the game is simple to understand and not terribly difficult to master as are most of these worker placement games. There is a luck element to the dice rolling but it isn’t terribly overwhelming, usually the player who manages his village the best will ultimately come out on top.
I think defining Stone Age as an entry level worker placement game is a pretty accurate description, because that is exactly what it is.
Component Quality
Verdict: Tilt:
Pros: Colorful and bright play area make it aesthetically pleasing, sturdy components made to last.
Cons: Iconography takes a bit of time to learn, hidden point scoring at the end of the game based on that Iconography make it difficult to know how well you’re doing during the course of the game.
The component quality is quite solid and the design of the components is very intuitive and colorful. There is a sort of stylistic cartoony nature to the bright colored game that is pleasing to the eye. The game Is streamlined from a component perspective with no fiddliness at all giving it a really strong fluid core. I did find that towards the end game there is a fair amount on the table so while this is certainly an entry level game it might not exactly look like one if you see it in late stages. It looks great on the table however and honestly this is what I wish all Euro games would look like. When you consider most cube pushers favor mechanics and gameplay over theme and components, adding nice art, good quality components that last and clean organization with lots of thought put into the handling of the game is not too much to ask for. Stone Age does a fantastic job of presentation in this regard.
I think the biggest complaint about the components casual gamers might have is the iconography, it takes a few games to come to grips with it all and while there is a fixed standard where you eventually can figure out what something does based on the understanding what other similar symbols do, there is a bit of a learning curve here, but it’s quite reasonable. It’s not nearly as complicated as one might initially feel it is but it’s going to take some explaining to get it all straight. Since the iconography is vital to understanding scoring in the game though it will be difficult for players to understand whether they are winning or losing until they have a good grip on it. Even then, because players gather so many cards, often it’s difficult to know how your actually doing until the final scoring, more on that later as this falls under mechanics but the fact that it’s all translated in the art I think it’s kind of a combination issue with components and mechanics.
A passing grade to be sure, the leather dice rolling cup is a nice thematic touch.
Theme
Verdict: Tilt:
Pros: Nice feeling of growth during the course of the game.
Cons: Theme is interchangeable and largely irrelevant to the game.
I don’t expect much in the way of theme in most Euro worker placement games so I was pleasantly surprised that there are some nice touches here. You genuinely have a feeling of growth and building in terms of improvements to your little stone age village. Though as far as theme goes this game could have easily been re-themed to represent just about anything, so there isn’t exactly a feeling of time and place here. It’s a game about Stone Age farming, but really its theme is its art, mechanically you are effectively collecting cubes to use them to score points and there isn’t much on the table or in the course of play that elevates the theme beyond that.
This is a strategy game, one designed around mechanics and resource management so the fact that it has a theme that’s recognizable is more than sufficient for the expectations.
I think for what it is and what it attempts to be, its fine. I don’t expect to get excited about farming in the Stone Age so the fact that the theme is lite really doesn’t deter from the game.
Gameplay
Verdict: Tilt:
Pros: Great streamlined mechanics keeps everyone engaged, easy to grasp with plenty of tough decisions for everyone to make. Plays well with any amount of players.
Cons: There is a puzzle to solve here, once you solve it, playing against people who haven’t results in wildly diverging end games.
I think this is really where the game shines and I have to admit while my expectations for this game where that it would be a sort of “more of the same”, it actually had some surprising amount of strategy and mechanical elements to keep the game interesting. There is some real mastery here and good players will pounce newbies without mercy. It takes many games to gain this mastery and when you pit room full of experienced players the competition gets very cut throat and the game becomes very thinky. There are no automatic or obvious decisions, strategies vary and change in the course of the game depending on what becomes available. Turn order in particular will affect many of your options and as it rotates the game becomes as much about when you do things as what you do.
There is this “limited” feeling of wanting to do lots of things but only being able to do a small amount of things, so it’s all about stretching your resources and efforts and really building a long term strategy of slowly chipping ahead on points. While there is pretty limited interaction between players the turns are fast and there is a lot of interest in what others do, in fact more often than not your strategy will be a reactive one based on the actions of other players. This effectively nullifies the fact that there is little interaction between the players directly, very nicely done in my opinion.
I especially liked how you can have a long term strategy but opportunities present themselves occasionally that you just can’t pass up that might actually shift your strategy in later parts of the game. There are times for example when you really want to take a particular point scoring card but you have an opportunity to increase your population or take a card that will prevent a player from scoring points, or sometimes even just something that coincidently will score you a lot of points. There are lots of tough decisions and often one or two mistakes in the course of the game can ultimately result in a victory or a loss, in particular when playing at a table with experienced players. Every action, every moment in the game is important. There is a constant re-assement, you’re always reviewing the board and trying to push what you have to become more valuable.
Unfortunately towards late game it becomes really difficult to know whether you’re winning or not as most of the points are scored during the end game calculation which is too complex to do in your head. You might for example be up 50 points at the end of the game on the scoreboard but your opponent ends up winning by 100 points thanks to a combination of development cards he purchased in the course of the game. This gets a little easier to see with experience but ultimately slows the game down and makes it very mathy when you’re constantly trying to figure out where you and your opponents are at and what moves that you can make that will either hurt your opponent and/or help you. As you develop more advanced strategies the game unlike most actually gets slower as everyone at the table is constantly doing this math in their head as its key to the game. It’s not an uncommon problem in Euro games to have end game scoring and I don’t fault it too much but it does often result in rather un-climatic end game where someone might have been way ahead all along but you just didn’t realize it until the final scoring phase.
That said though the mechanics are simple to understand, difficult to master, fun to execute and relatively easy to teach. It’s also a pretty fast game with a fixed ending so there is very little “stretching” the end game. Stone Age has all the elements of a great Euro and while many games of its ilk functions in a pretty similar manner, Stone Age is very intuitive which might explain its popularity. It’s a great alternative to the boring Catan or played out Ticket To Ride to act as an introduction to board gaming type game.
Replay ability and Longevity
Verdict: Tilt:
Pros: The game can be revitalized in a group of experienced players as the complexity and dynamics come out with experience.
Cons: Once you solve the puzzle, the game becomes repetitive and not terribly entertaining. As an introduction game, mastery of the mechanics has too much influence on results.
Replay-ability is huge for Euro games and unfortunately Stone Age isn’t exactly what I would call an infinitely re-playable game. It does have the speed to act as a light albeit slightly longer filler which helps, in particular since the game plays very well with any amount of players, but its not enough to give this one high marks. It has a pretty short shelf life among experienced players in particular looking for a challenge or pulling out a game for casual gamers as an introduction. There is a puzzle to solve here and once you figure it out it’s not difficult to outscore less experienced opponents by 100+ points which isn’t a particularly great introduction to board gaming for new players. Its hailed as a great introductory game, but I beg to differ, their is some mastery here and new players are going to get smoked.
Mastery of a game however is not a fault of a game per say, get a group of experienced players together and they will likely discover new challenges in a game that really is geared more for casual gamers. As such it can sort of come around and I can see that while I wouldn’t want to play it all the time, dusting it off now and again might allow it to live in someone’s collection for a long time.
I think the trouble with Stone Age and this is definitely a personal view is that I already have other, much better worker placement games that most definitely scratch the same itch and have far more dynamics. Stone Age has nothing on Pillars of the Earth for example and even if you want something with a bit of dice chucking, Kingsburg I think is a better choice. For more mathy and complex versions of Stone Age you have games like Russian Railroads or Terra Mystica that take that same sort of worker placement cube pushing point scorer but take it to that next level. I suppose what I’m saying is that when I reach for a game off my shelf that fits the bill that Stone Age would, I’m likely to pick something else and it’s probably related to the fantastic re-playability of those mentioned games. Stone Age doesn’t have that addictive nature where you’re eager to try out different strategies because while there are several routes, there are a few that are definitively better and you are likely to find yourself in a rut during multiple replays.
Conclusion
Stone Age is a fine addition to a Euro Gamers collection and I think it has a colorful and easy to learn presentation that casual gamers will appreciate. For more advanced gamers looking for a challenge Stone Age will start interesting until you unravel the puzzle, at which point it becomes a bit repetitive. You will find yourself making the same standard strategies that work. There is a bit of a rhythm here, after several replays the games start to merge together and nothing terribly memorable happens from then on.
I think Stone Age has some clever versions of existing mechanics, it certainly is worthy of a few play throughs but it’s not one that will find a permanent home in my personal collection. I found Stone Age to be a bit too dependent on mechanics many games that came before it have done a much better job off. I like those mechanics, so seeing them in a new variant in Stone Age was interesting, but ultimately not sufficient to make the plunge.
Vlaada Chvátil is without question one of my favorite designers, not so much because he has produced what I consider the best games, but because every time he makes a game it’s truly a unique experience. His designs stand out. More than that though he does not have a style, but rather is able to break barriers with new ideas and innovations. Whether it’s the wacky Galaxy Trucker or Dungeon Lords, or more brainy games like Mage Knight, he finds ways to separate himself from the crowd of copy-cats and creates something truly original. No game however is more unique, broken more records and set more precedence than Through The Ages. Most consider this his true masterpiece, a sentiment I largely agree with.
Through the Ages is an established award winning classic and a fan favorite on BoardGameGeek.Com sitting pretty in the top 10 for the better part of a decade. Finally after years of refurbished versions of the original Vlaada has produced a new edition that promises not only upgraded components but more streamlined and balanced gameplay. While I have always been a fan of the original it never ranked high on my list of best games because I always felt it had this thick coat of Euro game complexity and length that made the game difficult to get to the table. It was a game that was difficult to explain and even harder to grasp. Over the course of a decade I played it perhaps ten times all together, it’s what I like to call the dust collector of my collection.
With a new edition and hope for an improved version of this un-played but fantastic game I gladly dove in. Let’s see how it fares!
Overview
Through The Ages is a competitive civilization building game abstracted into card drafting and resource management mechanics. The word competitive hardly does it justice as despite the absence of a map and miniatures it is a brutally combative and competitive game, I’m talking about some seriously mean cut-throat shit here making it difficult to define it as a Euro game, yet that is exactly what it is.
Each player takes on the role of a world leader of a civilization from the ancient age all the way to the modern age. In typical euro game fashion the game is won by collecting the most culture points of any civilization by the end of the game. Uncharacteristically of Euro games however Through The Ages is as much a resource management and development game as it is a mean spirited war game. It takes that classic formula of Sid Meiers Civilization but in abstracted form, yet maintaining that if I can’t out build them, I can conqueror them approach that Sid Meier’s Civilization is so famous for. Oddly enough despite two previous games with the word Sid Meier in their title (eagle games version and Fantasy Flight Games version), Through The Ages thematically has more in common with the classic PC game than anything that has come before and after it.
Components
Verdict: Tilt:
Pros: Aesthetically pleasing art, quality components and separated game boards make this a vast improvement over the old editions of Through The Ages.
Cons: A lot of book keeping and statistics to track result in a very fiddly and ultimately messy game space in particular towards the end of the game.
Through The Ages in previous editions left you very underwhelmed in terms of components, certainly they were functional but they were both aesthetically ugly ducklings and so small you felt like a giant trying to handle cheerios. The game was already a hard sell for being a complex Euro with a steep learning curve, but to have look of a prototype definitely didn’t help.
With this new version component quality could not possibly get worse so naturally it has improved. Thankfully that improvement is dramatic in particular in the application of quality art and a sizing up of components that make it possible for a grown man to handle them without feeling clumsy.
The art style is reminiscent of old school Sid Meier game art, which I don’t think is a coincidence as this is exactly the theme Through The Ages is trying to capture. I in particular like the colorization of components, it makes every type of component easy to distinguish across the table.
The card stock quality is excellent ensuring this game will actually last through the ages and there is a solid broken up design for the gameboards that will make it easier to put on the table by splitting up the various boards into distinct areas. I don’t know that this change was necessary but depending on the size of your table and available space being able to organize the different pieces in Tetris style is going to be appreciated by those with tighter game space.
A vast improvement over the old version but still only gets a passing grade for today’s standards. Its functional, built to last and aesthetically pleasing but it’s not going to blow you away. Given that a six year old with a box of crayons could have done a better job than the last version of Through The Ages, the improvement in this new edition are much appreciated.
That said the game is still extremely fiddly, you are pushing cubes, counters and cards around constantly and the table gets quite messy towards the end of the game. Towards the 3rd age you will find yourself counting and recounting the tracked statistics to ensure you have them right which kind of renders all the book keeping useless.
Theme
Verdict: Tilt:
Pros: Competitive civilization building theme is captured with perfection ensuring every faucet of a civilization is included and equally important. This is Sid Meiers Civilization in a board game.
Cons: Some might miss the absence of a map and moving units around on the board. Like the PC game version its based on, Through The Ages is a loooooong game.
Through the Ages has been in the top 10 on board gamegeek for a decade for one very solid reason, its theme. There is absolutely no denying that the competitive culture race and clash that made Sid Meier’s PC game so popular is captured splendidly in board game form in Through The Ages. The newly improved art helps to solidify the theme, but really even without it Through The Ages had a solid connection between mechanics and thematics.
I don’t think the new version has added anything that distinctly makes it more or less thematic than the old version, but having some quality visuals defiantly makes it feel like this version is more thematic. Art really does count towards theme but the truth is that Through The Age gameplay is really what makes the theme sing.
There is this distinct feeling of advancement and growth, starting with what feels like far too little resources and eventually rising to a point where you have far more than you could ever use. More than that though you’re Civilization can really be focused and distinct. By the time the 2nd age starts each player will have created a completely unique engine, driven by bonuses and advantages as a result of combining different technologies, wonders, discovered territories and just general management. You could argue that some strategies are more or less effective than others but my experience has been that players will often focus their strategy on the theme they have chosen for their civilization rather than simply trying to game the game, which I think is a great sign of the game having strong theme.
In particular the card drafting mechanic really inexplicability have the feeling of the passage of time, a kind of pressure to keep up that gives it that distinctively civilization building feel. Best of all though is that there is no element of the Civilization theme ignored here and every element is as important as the next. You need military, science, technology, culture and resources (food and metal) to win and you need them all in equal qualities. If you focus on one more than the other you will have a distinct advantage in that area over other players who fail to keep up, but it will come at a sacrifice of something else. It’s simply impossible to be the best at everything and that really drives the theme home. Civilization building games are about choices and Through The Ages has choices in spades.
Through the Ages still does civilization building in a board game the best of any game I have played and from that stand point the theme is nearly perfect.
If there is any part of the game that would count against it is that in most civilization games you get to manage and control unique units on a big map, this is really a big part of the civilization building genre. This part of the theme is abstracted quite heavily in Through The Ages to a point where you might initially feel its absence. The game is so robust and engaging however that after a couple of plays you forget all about it.
The other thematic issue which I will go into deeper later in the review is the length of the game. Civilization building games are typically quite long and Through The Ages is no exception here, in fact, it’s so long that anything beyond 3 players is too long as each player adds about one and a half hours to gameplay. This definitely works against the game since you kind of want to play it with more people, but realistically the more people you add, the longer the game gets and that can be quite painful towards the end of the game. This of course is actually thematically correct as far as capturing the Sid Meier Civilization theme, but ironically while it captures this part of the genre, for many this is the part of the genre people who love the game, don’t like. So it’s a strange relationship of both capturing the good and bad parts of the theme in this genre.
Gameplay
Verdict: Tilt:
Pros: A deep strategic experience with countless potential approaches to the game that keeps you engaged despite its very long play time. Great mechanical balance.
Cons: Not for the casual gamer, things can get quite mean and once you fall behind it can be very difficult if not impossible to catch up.
Through The Ages has an incredibly robust and unique combination of card drafting and resource management mechanics. It’s a Euro through and through in this regard and one that is constructed with an uncanny balance and eye for that fiddly complexity and high level strategy Euro gamers love. It evokes a lot of thought and multiple plays reveal the many levels and depths the game can rise to revealing countless possible approaches to the game. If you play the game without the military aggression and war cards, this game would be a pure Euro game experience and a very good one.
At its core the game is about drafting technology cards that represent the various types of advances that can be constructed like buildings, wonders, leaders of the world, military units etc. The card line is constantly moving however and the closer to falling off the line the cards get the cheaper they are to pick up. Civil actions, one of the resources in the game are what drive your civilization. This limited supply replenishes every round but because it’s so limited every decision you make is a tough one. What technology you pick up will in turn determine what sorts of advantages you will be able to construct with your resources through the course of the game and in fact can very much define your advantages and disadvantages in later stages.
The sequence is fairly simple. You might pick up an Iron Mine technology, that will allow you to build Iron Mines which of course will give you more resources to build with later. Simple concept except that in order to build Iron Mines you need population, which in turn requires food to build, so you might need to build some farms first. You need science to put the Iron mine into play to begin with and ultimately you will need to keep your people happy enough so that as you deploy your population to work you can bare the costs of doing so you also need religious temples to keep your people happy. Everything is sort of interconnected this way and it’s all about ceasing opportunities and building a civilization that is self-sustaining one step at a time. Misstep and you might find that you have lots of resources to build with but not enough people to build them with for example. It’s challenging and fun to create your engine and it really captures the essence of civilization building games.
In typical Vladi fashion however the entire game is turned on its heels with the military and politic mechanics which create almost a mean spirited competition of the likes I haven’t seen since games like Diplomacy. It’s ruthlessly brutal where players can really stick it to each other, often kicking your face in the dirt when you’re already a bloody mess. It’s so mean in fact that there is a rule for resigning from the game when you have had enough.
At its core however the entire military and political mechanic is built on a sort of delay and in lays its genius. Whatever wars and attacks are going to take place, they will do so several turns in the future as the event deck is built with a 4 event delay. Meaning that if you put down a nasty event that will help you because you are the strongest civilization, that card won’t actually come into play until later in the game. This gives everyone an opportunity to react to the current status of the game and effectively build up to potentially reap the benefits of cards someone else played.
Military power is as important if not more important than other developments however it produces very little on its own so building up a big one comes at the cost of other developments. It’s a real back and forth balance and so you have to decide whether you are going to let your military fall behind to build other more productive developments or if you are going to keep up so you don’t get smashed when those nasty event and war cards come.
Players are also able to make pacts and alliances with each other, again via event cards. These cards allow weaker players an opportunity to cut deals with stronger players that will encourage them to leave them alone. This works to the benefit of the stronger players in the short term but in the long run players who aren’t focused on military build powerful economies that can be really difficult to dismantle later even with an overwhelming military. The balance here is uncanny and the decisions are tough all leading me to one conclusion. This game is awesome!
There is this amazing risk vs. reward system with a constant stream of hard decisions that keeps you engaged whether it’s your turn or not. It’s as important to you what other players are doing as what you are doing so even though there can be some fairly sizable downtime in the game, the downtime is really an opportunity to re-asses, plan and of course think about your response to each other players actions.
On the flip side though the downtimes can be quite long and while assessment and observation are a part of the game, Through The Age’s fun factor really suffers as you wait for your turn. In particular if players are being indecisive, this is definitely a game that can cause some analysis paralysis. The wait times increase over time as Civilizations become more complicated to manage and events are being triggered almost every round. In a four player game you might end up waiting as much as 10 minutes for your turn to come up by the final rounds of the game which can be quite excruciating after 4+ hour game.
The fact that the game is quite competitive and outright mean at times can result in players falling hopelessly behind. This is compounded by the fact that the game can stretch into the 5 hour mark with 4 players quite easily. It’s one thing to be getting your ass handed to you in a 20 minute card game, it’s another to be abused in a 5 hour game and in Through The Ages its often beneficial to attack the weakest opponent. Now experienced players are not going to have this problem, play the game a couple of times and you will know the consequences all too well of not keeping up militarily. This makes the game that much tougher on new players who are not only having to learn the ins and outs of the complex rules, but getting abused for failing to grasp concepts like military power quickly. This might explain why there is a “low aggression” option for the game and a shorter game variant where you only play to the second age. Both good for introducing new players and highly recommended.
Through the Ages has fantastic mechanics and gameplay that merges well with its theme, it’s truly a unique experience but it’s one that takes some effort to get into. It’s a demanding game with considerable rules complexity, tough and unforgiving systems and fairly mean spirited “take it” type mechanics. To me, its music to my ears, but objectively I can understand how this might not appeal to everyone.
Replay ability and Longevity
Verdict: Tilt:
Pros: Plenty of strategies to explore for repeated plays, it has already proven itself to have long term legs.
Cons: While the Euro puzzle is difficult to unravel, if you study the game you will eventually unravel its mysteries creating repetitive strategies that can dissipate the dynamics of the game hurting replay ability.
Through the Ages has sufficient strategic routes to keep you entertained endlessly and so its replay ability is very good which might explain its high ranking for so long on BoardGameGeek.com. There is however a sort of general sequence to the game, every card in Age I, II and III will eventually come up so there is definitely a sort of pre-planned strategy possible which can result in players unraveling the mechanical puzzle and creating repetitive strategies that work. This is the drawback of most Euro games. There is some randomness to the order in which cards come out and this definitely mixes things up, but patient players can definitely build long term strategies from round one and with minor adjustments be very successful at executing them in every game.
That said, the game is so long and so complex that its not going to be something you play at every session, it’s just too demanding. This game is longevity and really at the heart of replay ability isn’t so much that it’s something you want to play 5 times a week, but something you still want to play 10 years from now and Through The Ages definitely has that long shelf life appeal.
I do believe Nations is a much more dynamic game because the reliability of what cards come up for purchase of developing your Civilization is not only randomized every game in what order they come up but what actual cards will be available. In Nations you will see 20% of the possible cards each age come up so effectively every game is going to be vastly different, this is not the case in Through The Ages. I don’t consider this a major drawback, but in terms of replay ability there is definitely a puzzle that can be solved here and I can see this game growing repetitive and tiresome if you play it too often. It’s got dynamic character and longevity, but it’s going to need to rest and collect dust periodically. It’s too heavy, complex and long to be played often.
Conclusion
Through the Ages is a fantastic game, but its deep, complex and long so it’s definitely a game with a very particular audience in mind. This is not a casual game and will likely only appeal to experienced gamers who can appreciate its depth and don’t mind overcoming a steep learning curve both in learning how to play and learning how to play well.
That said this is a true gem in the rough, most Civilization board game implementations really do kind suck. Through the Ages and its little brother Nations handle things in a more abstract way, but actually capture the civilization genre better thematically and mechanically then more literal interpretations like the Eagle and Fantasy Flight Games versions.
I recommend it with the disclosure that you really need to enjoy heavy games like this. If you are looking for a more casual civilization building game I recommend Nations instead which is far more approachable to the casual gamer.
In the end however this game appeals to my gamer sensibilities, its deep, complex and extremely competitive, all the things I want a great civilization building game to be.
When it comes to the world of miniatures games Fantasy Flight Games Star Wars X-Wing took the genre by storm, launching what has become one of the most successful miniatures game on the market today. Its popularity is undeniable and really when you think about the concept, is it any wonder given the revitalization of Star Wars as a franchise in particular in gaming, but in media in general. Star Wars really is an I win button and Fantasy Flight Games is just clever enough to realize that it needs to be smashed…. repeatedly.
For me personally it came as a considerable surprise however to find out that Fantasy Flight Games was going to be making another Star Wars based collectable miniatures game so bloody soon. In fact, in a sense I was deeply concerned, after all, what does that mean for my beloved X-Wing? Is it getting replaced? Star Wars Armada has now been released and we are about to receive the second wave which will effectively bring the game out of its trial period as was the case when X-Wing’s core set and wave 1 ships where all that was available and bring it into an actual level of completion worthy of dedicated play. I feel doing a review at this point is probably going to be very effective as I believe with this new wave we will see an big influx of players considering the game. Without further delay, here is your review of Star Wars Armada.
Overview
Star Wars Armada is a strategic miniatures game of ship to ship combat and oddly enough despite Fantasy Flight Games making a second game with this concept in a short couple of years there is a surprisingly few amount of games out there in this genre as a whole. Star Wars Armada is a zoomed out version of Star Wars X-Wing where you step out of the dog fights of small star fighter battles and experience the whole battle on a capital ship level. Maneuvering the lumbering hulk like capital ships across a 6×3 battlefield is a very different experience from zipping around in small star fighters on the tight space of a 3×3 as is the case in X-Wing, but the two games share enough similarities that it’s a safe bet if you like one you will probably like or at least have an interest in the other. That said there are also significant differences between the two games that are certain to lead some in one or the other direction especially given the expense of the hobby ,for economic reasons alone, for many they will have to make a choice between collecting one or the other.
Components
Verdict: Tilt:
Pros: Without question the most awesome Star Wars components put into a game pretty much ever!
Cons: The core set comes up very short in providing everything you need to have a complete or even good gaming experience despite a very high price of entry. Not enough dice in the core set.
I tire of praising Fantasy Flight Games component quality and when it comes to Star Wars Armada they have once again hit near perfection square in the face. The miniatures and every component in the game from cards to tokens are of the highest quality. In fact the miniatures paint jobs are even better than X-Wing in my humble opinion and while I might question some of the aesthetic choices in terms of ships chosen like whale like Frigate for the rebels, it’s such a small quibble its barely worth mentioning. All and all the most recognizable Star Wars capital ships are already in the game and wave 2 adds even more of the ships from the classic original trilogy.
Now there are some issues with components, or perhaps better to say in regards to shortage of components that players getting the core set will immediately note. For one there is definitely not enough dice in the game, which is a bit frustrating given that these are specialty dice and the fact that many ships and situations will have you rolling 4 dice of the same color and the game only provides 3 of each. I really think it’s quite silly to skimp on such minor details that can have such a frustratingly big impact on the flow of the game. More to the point, it’s a cheap move to put a 10 dollar dice pack on sale the same day of release knowing full well that most players will break down and buy it because it’s necessary for the game. This practice is becoming common in miniatures games and it’s going to cost Star Wars Armada in this review.
I would also argue that the Core set as expensive as it is, is barely a game with the ships it provides. Now I’m not sure that this goes under component quality issues but frankly if you’re going to play you need to invest in components well beyond the core set to have a proper full experience, one might even say to have an experience worthy of the initial cost. That said, I’m not sure how they could have packaged it differently, after all the core set is already quite expensive and rightfully so since there are three large miniatures in the game with tons of components all absolutely necessary to play. Had they added more ships into a single box it would have likely been ridiculously expensive. It’s a double edged sword FFG can’t win.
In conclusion however with the few minor gripes this is still very much a near perfect score as far as I’m concerned, the components are all simply top notch even if perhaps there is insufficient components in the core set to have a complete gaming experience. It’s to an extent to be expected, to date I have never seen a miniatures game that is a complete experience with just the core set and this one is not any different. Collecting expansion packs is effectively, mandatory; if you intend to only get the core set you may as well skip it all together. If judged by the core set alone Star Wars Armada would not be on my top 10 best table top games list. Its addition is the result of purchasing and committing to the game completely.
Theme
Verdict: Tilt:
Pros: Perfectly captured theme in every definition of the word perfect. This IS Star Wars done in a way that is completely in tune with Star Wars Fans.
Cons: None, seriously.. Its perfect!
When it comes to Star Wars I’m always admittedly completely bias, I love Star Wars and a game in which I get to play out the fantasy of an epic capital ship battles in the Star Wars universe in a miniatures game is nothing shy of a dream come true. Still the question is whether or not the theme is presented well here and the answer is a resounding, abso-fucking-lutly.
Star Wars Armada handles every thematic element of the capital ship battles in the Star Wars universe with perfect precession ensuring not only the amazing art combines with amazing miniatures creating a smorgasbord of visual pleasure it manages to ensure the gameplay supports that fantasy.
Capital ships come in a variety of types and even each type has two sub-types offering plenty of choices but from a thematic point of view some of the most recognizable ships are already in the game including the Nebulan B, Corvette and of course the Star Destroyer. More to the point these ships act in a way that defines them thematically and as a Star Wars fan, I might say, thematically correct. The Star Destroyer is a slow powerful ship that while maneuvering poorly has immense firepower while the smaller, faster ships like the Corvette are able to zip around the battlefield giving them a maneuvering advantage they can leverage. Elements like these both play into the theme of the game but are matched by balanced mechanics and while certainly you will find people who will argue the finer points of balance of each ship or faction, largely it’s been my experience that Star Wars Armada is so thematic, that win or lose you have an amazing experience, the clearest sign you can have that the theme is done right. Regardless of what you think of the mechanics you can’t deny that Star Wars Armada captures the theme perfectly. That epic capital ship combat just sells itself.
The theme gains a further sense of completion by the addition of the immediately recognizable squadrons of the Star Wars universe. I love the handling of the squadrons in Star Wars Armada because while they are tactically and strategically important, they are in a sense less relevant. It is a game of capital ship combat and while you use your fighters to protect your capital ships, to engage enemy squadrons or in attempts to bomb other capital ships the game cannot be won by squadrons alone. Capital ships are the hero’s here and the way the rules are managed this is ensured, yet the thematic presence of a Luke Skywalker or Howlrunner for example is such fundamentally important element in a game that to omit them would have been a crime against the fan base. Luckily FFG knows their fans well and many of the major player you might expect to be there, are.
If there is anything to complain about in regards to theme in Armada I haven’t run across it yet. From cards to miniatures and everything in-between the game sings the Star Wars soundtrack with perfection.
Gameplay
Verdict: Tilt:
Pros: Amazing connection between theme and mechanics, everything works exactly as you hope. Squadrons handled brilliantly, giving them purpose but not stealing the show.
Cons: Complex strategies put this out of reach of casual gamers. Very sensitive and unforgiving mechanisms that punish mistakes without mercy.
Theme and components should theoretically not be that difficult to get right, especially when you have a license like Star Wars to work with. Really I fully expected Star Wars Armada with Fantasy Flight Games behind the work to master this part of the game. Gameplay however no matter how fancy looking a game is always going to be a challenge and very easy to screw up.
Fortunately Fantasy Flight Games got it mostly right here, though I have to admit there are quite a few quirks with Star Wars Armada that prevent it from reaching perfection in the same way they did with components and theme.
Let’s begin with what Armada got right. Without question the game has tremendously streamlined gameplay with well-defined rules despite a fairly steep learning curve and well-designed mechanics. Some of the highlights include a very creative use of movement tool that allows capital ships to maneuver around the map in a very thematically correct way. It creates plenty of tactical and strategic choices for you, in particular given that you may fire from two different firing arcs by default with each ship. Where those arcs end up pointing is a vital element of play and the many ways a firing solution can be manipulated from offensive equipment and crew cards, to defensive, defense tokens, there is just a lot of options and choices taking place. Each move and counter move makes up a strategic and tactical level of play that is unmatched in any miniature game I have ever played which includes Star Wars X-Wing. It goes into depths that will take dozens of games and hundreds of hours to explore. In a sense the complexity of the tactical options creates the dynamic gameplay and the amazing amount of content and replay ability.
There is also the structure of placing orders, in which you must plan ahead sometimes as much as three turns in advance, giving the game an element of pre-planning and prediction which unlike X-Wing leads to more long term strategies over the course of a game. The use of squads is also brilliantly handled giving them just enough influence on match ups to where they can’t be ignored, but not so much that they become overwhelming or steal the thunder from the games focus on capital ships.
I think overall list building even with the minimal amount of material provided at this point is incredibly challenging, deep and interesting, making the preparation for matches as much fun and often as complex as actually playing. In fact in many ways, far more strategy is determined in your pre-game decisions than in the previous X-Wing which is far more reactive. I love the fact that whatever choices you make there are no “hard” counters, in fact due list building includes selecting missions that generally favor your list, any match up can be dramatically changed just based on which mission you actually end up playing or even something as simple as deployment and initiative. Play the same match twice and change nothing but initiative and you will have two completely different results.
The main point to make here is that there is a tremendous amount of game here leading us into wave 2. It would be difficult to point to any specific mechanic and say “this is the reason the game is great”, combined however what you have is a deeply engaging strategic and tactical experience that is unmatched in the genre. That said there is really very little competition in the epic capital ship space combat genre to compare Armada to, but FFG has set a very high standard here.
The game does suffer from couple of minor issues for the lack of a better word which leads me to recommending it only if you as a gamer don’t actually see these particular problems as issues. It’s more of a personal preference thing rather than a problem, but I believe for many X-Wing players this will be a point of contention.
First and foremost is the fact that the game is considerably more complex and takes longer to play. Not to mention that it requires a very large table to play on. It goes without saying that as gamers when it comes to the complexity of games we all have our preferences but Star Wars Armada really reaches into that “pure gamer” level depth to the point where it becomes very unattractive to casual gamers. A typical Armada game can take upwards of 2+ hours especially at the new 400 point scale and requires considerable explanation of the rules which have many intricacies that go well beyond the casual spectrum, in particular since so many of the mechanics are very strategically sensitive, meaning that if you make one small error in judgement it can cost you the entire game. This results in the game really catering to the committed and experience gaps will have dramatic effects at the table. Notably the road to experience is long and can be quite frustrating. It will take dozens of games to really get a handle on the basics and dozens more to become proficient in understanding the many subtle effects of the mechanics. Suffice to say, its not for the feint of heart and a far cry from the simplicity and approachability of X-Wing.
The large table size requirement might be an issue for many, 6×3 is a very large dining room sized table and this is very much an absolutely, non-negotiable necessity. Play with anything less and capital ships will be flying off the tables. Know this going into it.
Now none of these things are really marks against the game as far as I’m concerned, they are simply notable things to consider before getting into Armada. The fact that the game is complex, time consuming and requires a large table are just features of the game, they aren’t good or bad, they just are and it’s a matter of preference whether or not you see these things as obstacles. You can’t pick up a game knowing it intends to be deep and complex, than complain that it’s too deep and complex. There is one issue that is very clearly a negative in my opinion which ties into the complexity however which I do think is a mark against it.
The game is incredibly unforgiving, I mean, super ultra-sensitive to the point where moving a single squad half an inch in the wrong direction can be traced back to the reason you lost a match sort of sensitivity. This is a very deeply strategic game with a lot of rules, sub-rules to rules and special equipment that alter the rules with incredibly intricate and very sensitive mechanics, all things that ultimately lead into the complexity of the strategies and tactics involved in Armada. They are well defined and very streamlined, but trying to juggle all this information while playing the game is a brain buster to the point where it can be uncomfortable. Consequently the result is that even the most minor oversight, the tiniest error in judgement can throw off your strategy and cost you the entire 2+ hour game. The sensitivity is so extreme that the game becomes very unapproachable to less experienced, casual and even intermediate gamers.
Star Wars Armada suffers from a tremendous amount of “gotcha” mechanic situations as well. The gap between experienced and casual gamers is very wide and because the game is 2+ hours long and incredibly sensitive in terms of actions and consequences, less experienced players will spend a lot of time playing games in which they are effectively victims. In fact I think unless you are heavily invested in learning these intricacies, really studying the game, Star Wars Armada isn’t going to offer a very good gaming experience. Casual play is really not a thing here.
I think this really works against Armada as a game, FFG could and really should have made this a much simpler or at least split the rules between normal and advanced rules to make it a more all-inclusive to appeal to a broader audience. It is after all Star Wars which suggests just by the franchise alone that it should be for the masses, but really this is a very niche product made for a very specific, hardened veteran type purist, one might say elitist type gamer.
In conclusion, despite the steep hill towards experience and competiveness, I think it’s a wonderful game mechanic and has tremendous gameplay. The fact that it filters out the broad audience that Star Wars has access to is unfortunate and I think it will keep Armada from being the global success that X-Wing was, but I still think there are going to be sufficient board and miniature game veterans who will embrace and appreciate the depths of Armada.
Longevity and Re-playability
Verdict: Tilt:
Pros: Tons of options already with the game growing exponentially with each new expansion.
Cons: Expansion and longevity are dependent on collecting which can be expensive.
I’m going to make this short and sweet, even before wave 2 which will in effect double the content available for the game, Star Wars Armada has infinite re-playability. Its strategic depth is very tender and every tiny decision you make has wide sweeping consequences that even if you played with and against the same list dozens of time, no two games would be alike. This pushes you to perfect and analyze, ultimately leading to the road of trial and error the vary basis of replay ability. There is this rampant learning curve, not so much of the rules but in the depth of this strategic game that there is no amount of games you could play that would feel too much or would result in you not learning anything new. Each game is jam packed with experiences and while this hill is steep for the committed it’s well worth making the nearly infinite climb.
If there is any drawback or issue as far as longevity is concerned its going to be the cost. It may not be easy to sustain the constant and relentless release schedule of FFG.
Conclusion
Star Wars Armada is an epic gaming experience; it really deserves praise for presentation and scale. If you’re a fan of the genre or Star Wars theme, this is an experience you simply cannot miss. Its important however to understand that this is a gamer’s game, its very unapologetic about that and as such if your not ready to fully commit to the hobby, its really not worth it to dip your feet. Its expensive and demands commitment, if that doesn’t intimidate you, your ready, if it does, look elsewhere.
Designers: Mike Elliott, Bryan Kinsella, Ethan Pasternack
Final Score: (3.9 out 5 Stars)
Star Trek is undoubtedly one of the most easily recognized franchises in science-fiction and popular culture right along the likes of Star Wars. Unfortunately in the world of gaming, be it video games, board games or otherwise it just seems to be cursed. After nearly 50 years of Star Trek I don’t even need the use of my second hand to count the number of quality games made for the Star Trek franchise across all gaming platforms. In the world of board gaming I can’t even think of one. To put it plainly yet very accurately, Star Trek board games and card games suck.
Suffice to say when released in 2011 I barely even gave this game a glance, working on the standard and historically accurate presumption that if it has the Star Trek logo, it’s probably not going to be very good. Still, I am a fan of the franchise as a whole and find myself longing for a way to experience it as a game. Unlike most of my gaming purchases, against my own sound advice I impulsively picked up Star Trek: Fleet Captains recently. The only question that remains is, does the game stack up? or is it yet another disappointment to the seemingly hopeless string of games attempting to capture the Star Trek universe? Let’s find out.
Components
Verdict: Tilt:
Pros: Sturdy miniatures that are made to last and look stunning on the table,.
Cons: Card stock quality is average with some components clearly needing to be thicker (system tiles), in contrast to the miniatures the cards are not made to last. Not the best application of the Clix gimmick.
I usually don’t complain about the price of games because typically there isn’t that much to complain about. Most modern designer games fly in around 20-50 dollars usually peeking at around 60ish or so. It’s really rare that a game is released that weighs in around 100 dollars (about 1,000 Swedish crowns for my Scandinavian friends).
When a game is that expensive, my expectation is that the components of the game better blow me the fuck out of the water, after all I paid dearly for them.
In the case of Star Trek Fleet Captains certainly the thing that immediately captures your attention are the plastic heroclix miniatures and they do not disappoint. These are some solid mini’s, especially for board game standards and while unpainted with occasional blemishes, in board game terms I can’t think of any game that has done a better job. Naturally they aren’t comparable to miniature games and that isn’t a standard for comparison here, but I have seen the Attack Wing miniatures and they aren’t that far off here, some of them appear to be the same molds.
The ships are easily identifiable, in particular the many unique Federation vessels. The Klingon ships are less so due largely to the fact that there are fewer different types but they are no less spectacular looking. I can say that the clix components aren’t always easy to turn, some are a bit stickier than others adding to the fiddly nature of the game and its worth mentioning that in play, the Clix gimmick really doesn’t translate well. The font is very small and the information difficult to read on them. I don’t dislike the Clix concept, but perhaps this wasn’t the best application of it.
As for the rest of the game I think the components barely get a passing grade in terms of quality, the stock is quite flimsy even though I personally like a rough finish. The system tiles in particular are a thin stock given that the thinness makes them a bit difficult to pick up and even after a couple of plays clear marks and bends can be seen.
There is quite a bit of components here, hundreds of cards and plenty of counters to track everything with ample excess to ensure you aren’t going to run out of anything during play.
To conclude, aside from the Miniatures which are really great and alone would earn a very high component grade, the component quality is quite average everywhere else, well below expectations for such an expensive game. I’m thankful that while the cards are thin they are at least a rough finish which will help to hide the eventual blemishes on the cards. It was difficult to score it, on miniatures I would have given it 4 stars for components, but for the rest of the game it would be a hard 2 stars. The deciding factor for me was the price, at such a high cost, I really expected, no, demand, fantastic components from start to finish. You don’t get to charge me 100 bucks and give me a game that is already showing wear and tear after a couple of plays.
Theme
Verdict: Tilt:
Pros: Every inch of the game is designed with the Star Trek theme in mind, delivering dynamic trekkie goodness from start to finish.
Cons: Photo art style is effective in inspiring nostalgia and portraying the games theme to Trekies but likely looks weird and low budget as the shows were to non-trekies. Photo Art is pretty much never a good idea for board games.
To me, first and foremost at the top of the list was that if this game was going to put the Star Trek logo on the cover and claim “Explore the galaxy with your own fleet!” it better feel like it. Thankfully the designers put their best foot forward and while not perhaps in a terribly artistic way as the games art style is largely screen shots from the TV shows and movies, for fans at the very least it might hit that nostalgic note. The presentation and thematic presence comes in small part due to the components, in particular the ship miniatures but overall where the game shines is within its connection between the mechanics and the Star Trek theme. I will discuss some of those mechanics in the gameplay section, but suffice to say there is no action in the game you can take, that doesn’t have an immediate and recognizable link to the show, all reflected in the art style and general presentation of the game. The Star Trek presence is unmistakable in this game, it’s exactly what you hope to find in a franchise board game.
Now typically I don’t like “photo” art in games because while I might love the show or movie they are based on, when I play a game I love to experience new visuals rather than cropped photos from scenes I have already seen. Fleet Captains however does a great job of selection here, choosing some of the most iconic, funniest and cleverly nostalgic photos from the show, clearly a tribute to fans. I found myself smiling at the draw of every card, a clear sign that the designers got the desired effect out of this minimalist approach to art design, at least from a Trekkie.
I’m afraid however that if you don’t watch and know Star Trek, this art style is going to look quite weird to you. The costume and art design of the Star Trek shows was nothing if not rather low budget so there are some pretty outrageously cheesy men in rubber suites that might put a smile on your face for the wrong reasons.
That said, it’s crystal clear to me that the Star Trek theme is here in spades, it IS Star Trek in a box and it’s exactly what as a Trekkie I hoped I would find when I opened it. Fleet Captain delivers the connection between theme and gameplay in a nostalgically fantastic way.
Gameplay
Verdict: Tilt:
Pros: Dynamic game-play offers tremendous variety in strategies in this very balanced, yet diverse game. Its connection between theme and mechanic is near perfect. It’s the first and only good Star Trek game on the market.
Cons: Card play timing and effects can sometime be confusing without much official clarification. As a 2 player game it’s great, but to get a proper multiplayer experience (3 or 4 players) you have to buy one or both expansions which are nearly as expensive as the core game and at this point difficult to find.
As usual in my reviews I typically don’t explain how to play the game, I find that most people when they read reviews, myself included, just want to get to the nuts and bolts in regards to what works and how well it works. We will do just that.
Fleet Captains is a multifaceted, dynamic and asymmetrical game, which are all buzz words but they actually do mean stuff In this case, I promise.
When I say multifaceted I’m talking about Fleet Captains merging of genres and game play elements. It’s a game that combines adventure gaming (player vs. environment) via encounter decks and system tiles creating that very familiar exploration element in Star Trek shows. It’s also a strategic game of area control, players influence system tiles, construct colonies and gain benefits from controlling these areas. This give you a sense of the Star Trek universe on a more global scale, where familiar science-fiction sounding stuff like Starbases, Nebulas and unique locations you most certainly remember from the shows take on strategic meaning and purpose in the game.
The game is also a strategic game of fleet combat, the primary way players interact with each other as they attempt to slow or halt each other’s progress in their pursuit for victory points through direct aggression. This of course is the most Star Trekkie thing of all as the Federation and Klingons clash in combat raising shields, overloading sensors, firing photon torpedoes, all driven by a variety of customizable mechanics and card play. Playing with the model ships is fun enough, but seeing that the mechanics that govern them are so in sync with the theme here makes this a wonderful experience for fans of Star Trek.
Finally it’s a strategic card game as players try to out play each other in back and forth of modification cards, combat cards, crew cards other advantageous card play. This is in a sense the finishing touch on the game, its where that personalized ownership of your game world comes into play. You have Captain Kirk and Bones on the Enterprise, exploring the galaxy, but you can also have sort of customized, alternative world where Picard actually captains the Runabout. It’s the essence of Trekkiness.
In on themselves individually the mechanics aren’t terribly original but what drives them is. Again, its that connection of mechanics and them, for example the encounter cards are effectively the central plot of an entire Star Trek episode from one of the tv shows or movies and the mechanics that define that encounter are represented in a manner that has an expected effect on the game. There are long lasting effects, some that redefine the terrain, others that create a unique risk for that game in a particular area. This is true of the command cards, the mission cards, the system tiles themselves and how all the ships function. Everything is in tune.
There is also a variety of ways these cards interact and create combinations of mechanics that create the diversity in the game as a whole. For example you might have a science vessel that doesn’t have much in the way of offensive military power but with the right command cards, that high sensor score can be turned into a lethal weapon. This sort of inventive element replicates the feel of the show as your clever Federation officers or Klingon Warriors find ways to turn disadvantages into advantages. There are many gotcha moments, last minute miracle moves and an ample surprises are fizzing with that Star Trek essence.
The “dynamics” (Buzzword) of how the game is setup, and ultimately reveals itself is also a major strength of the game. You start the game with a small fleet of the many possible ships each with unique abilities, strengths and weaknesses drawn randomly at the start of the game. The galaxy itself is built from a small portion of a fairly sizeable deck of system tiles constructed in any way you see fit which defines the length of the game and in a sense the type of game you will have. You get a small handful of mission cards for each game from a stack of many. You select 4 command decks of 10 cards each from 10 different command decks, cards that will define your strengths and weakness. Not to mention the encounter cards of which you may draw dozen in the course of the game, from a deck sizable deck.
Let’s just say that the amount of dynamic content is so large that even without the expansions the possibilities will take many games to explore fully. After six plays of the game I can say without reservation that not only was each game unique, but no clear strategies that carry over from game to game revealed themselves. It’s a game of reacting to what is available and in front of you, rather than theoryocrafting or analyzing the mechanics to “figure out” how to win the game. It’s my personal favorite style of design and you will find none of my top 10 games are games you can unravel the “how to win” puzzle which might explain why so few Euro games make the cut.
Finally the game is Asymmetrical but this isn’t just a subtle facade, there is an extremely distinct difference between playing as the Klingons or the Federation and again, like everything else in the game it’s thematically accurate down to a science in the broad Star Trek theme. Both the ships and command cards each have distinctly unique capabilities, each with their own benefits and drawbacks. Each race excels in certain areas, while flounders in others, yet there is a certain sense of equality even in this Asymmetrical balance. For example when a military Klingon ship faces of against a Federation science vessel you might expect that the military might of the Klingons means a sure, easy fight. Thanks to some interesting card play and mechanics, a science-vessel might overload and disable the Klingons shields and even with its limited fire-power could win the day. Every mechanic in the game combines to create unique opportunities for each player, using them wisely is the route to victory. The strategies deployed aren’t always driven by the strength of the Asymmetrical style for your race, often its opportunities and surprise card effects that make all the difference. Needless to say, this element can be found in Star Trek shows and movies, which brings that Star Trek feel to the game.
There are many nuances of gameplay in Star Trek Fleet Captains but what I think makes Fleet Captains special is how well thought out each nuance and mechanic is, how well balanced it is and how diverse it is. I can’t really point to a specific mechanic and say “hey that’s really unique”, most of these things we have seen in other Wizkids games or otherwise, but it’s the combination of mechanics with its unmistakable link to the theme that really separates Fleet Captains from other games and makes it shine.
Now I do have a couple of beefs with Fleet Captains as far as gameplay is concerned but these are mostly minor things that hardly detract from the experience as a whole. For one the effects of the combat cards can sometimes be a bit contradictory and sometimes timing of play can create some disputable effects most of which are neither defined in the rules or the FAQ’s. There are similar issues with some encounter cards. I also wish they added some way to track ongoing effects for encounter cards that stay in play, the official rule is to leave the card on the system tile but this covers it up and if you get a few of these cards on the table things can get very messy in particular if you are playing a larger game. Some simple numbered tokens that could be matched on the side of the table to the cards would have effectively resolved the issue (and doing that with dice is how we solved it).
I can say that the fiddly Clix components on the ship does detract a bit from the game, if for no other reason than that they are hard to see as the font on them is really small and blocky. This is more of a component issue, but it has impact on play as 8’s, 6’s and 9’s for example look almost indistinguishable from each other unless you put it under a microscope and that can lead to poorly thought out decisions or clerical errors. Playing the game in good lighting is a must.
Then there is the two player issue, now it does have an option for 4 players in teams of 2 which I found to be ok, but clearly, it’s a two player game. I accept that, but I certainly see this working as a 3 or 4 player game where everyone plays for their own faction if you get the expansions. Sadly those expansions are almost as expensive as the base game so it’s a pretty big investment to get this up and running at full capacity. I took the plunge with the dominion expansion and as expected the 3 player experience with 3 separate races was fantastic, but it cost me nearly 1800 Swedish crowns to put together (that’s about 200 dollars).
My conclusion despite these minor flaws is that Star Trek Fleet Captains game-play is outright amazing. It’s just a fantastic game that works on every level, it’s well balanced, easy to learn difficult to master, it’s dynamic, offers a wide range of strategies and possibilities. Above all else though is that wonderful connection between the mechanics and the theme, for a Trekkie fan, you just can’t ask for more out of a Star Trek game.
Longevity and Replay ability
Verdict: Tilt:
Pros: The games dynamic nature, great variety of strategic options and engaging gameplay make this game a long term keeper in your collection. Two great expansions, if you can get a hold of them, give this game incredible expandability.
Cons: The Star Trek theme is often a love it or hate it type of thing with groups, if your group doesn’t like the theme it may be a hard to get it to the table. The game appears to be going out of print with expansions becoming increasingly difficult to find meaning long term support is unlikely.
This is always a simple part of the review, a game either has it or it doesn’t. Naturally I will elaborate a bit but the bottom line of Fleet Captains is that it has replay ability in spades, certain to ensure its longevity in my collection. In fact I was only compelled to pick up the expansions for the variety and expansion into the 3 and 4 player realm, but in terms of longevity and replay ability, the core game has such an incredible dynamic and diverse system that you can play it endlessly with each game guaranteed to be unique. It’s near perfect in this regard.
The question of longevity isn’t always about dynamic options however, in fact, the question of longevity is largely about whether or not repeated plays are fun and whether it will actually make your gaming groups table. The fact that it’s different every time you play is a good start but does the game have that umpf at the end where after playing it 20 times it remains fresh and fun. Talking about it is tough for reviewers because we typically don’t want to play a game for 2 years to see how it fairs over that much time before we write a review. We can only guestimate as to how the game will fair in our collections and in our gaming groups. That said, when you play a lot of games like I do yet maintain a very small collection you become very accustomed to recognizing the difference between that fresh new game novelty and wow factor and its ability to hold your interest over time.
In that regard despite all of the potential of this game I don’t really see myself playing it often, not because of a lack of desire mind you. The reason is that the drawback of the game is the same as the benefit.
Simply put, it’s a theme heavy game in the Star Trek universe and it’s a 2 player game. That means it’s more likely to filter out of group gaming nights, and while the expansions fix this to some extent I still think I will largely play this as a two player game. I love 2 player games and I love Star Trek, these are positive things, but it’s precisely for those two reasons I suspect getting it to table with any regularity will be difficult. This is a pretty common problem among niche products like this one.
There is one minor hiccup in terms of longevity and that is the support for the game itself. I managed to pick up the Dominion expansion, but the Romulan expansion is not only out of print but nearly impossible to get a hold of at this point. From my understanding as well is that the game is going out of print, so a reprint of the Romulan expansion looks unlikely. Especially now that a new Star Trek game has been announced based on the Mage Knight system, the future of this product support wise from Wizkids look bleak. Now once you have the game, supported or not, this doesn’t really effect you but call it cult of the new if you like, but I love knowing that games I like and play are actively being supported.
Conclusion
This review has been overwhelmingly positive and looking back on it I think it suffices to say that Star Trek Fleet Captains is an excellent game, for science-fiction fans and especially Star Trek fans. Fleet Captains has great dynamic mechanics, with plenty of strategic diversity, Asymmetrical gameplay with immense re-playability and for the Star Trek fans it’s a game that tells a story through it’s richly, mechanically linked, theme. It’s everything you can hope for a game to be, niche as it may be. It certainly deserves its very high rating and I’m happy to see that the new rating system represents my sentiment about the games quality. The low score for components has minimal impact and rightfully so, it’s really not much of a detractor for me.
If there is any drawback to the game it must certainly be its price, for many a far larger problem than the games quality. It’s an expensive game in particular if you intend to include the two expansions into your collection. An investment that warrants caution, yet expediency as the game is clearly losing support in favor of Wizkids newly announced Star Trek Frontiers based on the Mage Knight system. If your considering Fleet Captains, I would suggest you think quickly before it disappears into obscurity.
This game certainly gets a stamp of excellence from me, it has all the makings for a permanent addition to my collection.
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