Tag Archives: Reviews

Empire Of the Sun by GMT 2005

Overview

Final Score: christmas_starchristmas_starchristmas_star christmas_star(4 out of 5 Stars)

Designer: Mark Herman

When it comes to the genre of historical simulation war games, I’m definitely an outsider looking in. While I have a fairly healthy respect and desire to learn about history, this genre has historically not really been my thing (pun intended). Historical simulation war games is really a world in on itself in the board game space and when it comes to this genre there are few subjects explored more exhaustively than World War II. In Mark Hermans Empire of the Sun this exploration is of the Pacific Theater, arguably one of the bloodiest but oft less known about theaters of the war.

Empire of the Sun however isn’t your typical historical simulation war game even within the genre, it zooms out from the field of battle and functions on an operational level where you make large scale decisions launching vast military operations with sweeping consequences, any one of which can have tremendous impact on the war at large. Whether you are playing the aggressive Japanese trying to expand their empire, or the righteous Americans seeking an end to the conflict, Empire of the Sun takes you through the whole pacific war from 1941 to its conclusion in 1945. Covering in some form or another every aspect of the conflict.

It’s a game that is more than just a tactical game of moving military units around and it’s this particular concept that really intrigued me enough to pick it up. When even within its own genre a game is considered to be “unique”, that is something that peeks my interest.

Empire of the Sun is what is sometimes referred to as a “Chit” game, using small tokens you almost need tweezers to manipulate. Even within the genre of historical war games however, Empire of the Sun is widely considered to be a very different approach to a historical simulation war game.

Using a very clever card mechanic for which Mark Herman is notably quite famous for in war gaming circles, on a subject oft less explored, this award winning game becomes one of my first real deep dives into the genre. I chose it because Empire of the Sun is hailed my many as Mark Hermans crowning achievement in a game designers career that spans over 70+ games according to boardgamegeek. As something of a game design aficionado, I felt an almost natural draw to find out what all the fuss is about!

While Mark Hermans game design credits are epic by any standard, his signature card mechanic appears in several games besides Empire of the Sun. There is some nerd-debate as to whether the definitive masterpiece of Mark Herman is Empire of the Sun or Washington’s War.

In this review we will explore Empire of the Sun, but I think I have to offer fair warning that this will no doubt be one of the longest and most exhaustive reviews I have ever done simply because of the depth and complexity of this game. It’s impossible to do it any other way and remain fair and impartial. It’s also the only review I have done that includes a first impressions section. Finally as are all my reviews, it’s absent of a gameplay description (click on Rating System link to find out why I do this). I think it’s such a critical component to this review to understand the difference between having played the game for a week and having played it for several months.

I have also done something I think most reviews of this game don’t do, which is judge it based on modern game design standards and the standards of other game genres outside of the of historical war game simulation. Perhaps it’s unfair but as I researched the game I found that most reviewers where veterans of the genre with a certain level of expectation that I don’t share and though they were clever and well thought out reviews they did not speak to me as a new comer, not just to the game, but to the genre itself. Still this game is considered a classic by fans of the genre so I felt it important to give it a few months and many plays before I come to any conclusions, while simultaneously I felt it important to capture the first moments with the game as well.

Enjoy the review!

First Impressions

I wanted to write a first impressions article for this game because of the enormous disparity between how I felt about the game in the early days of playing it and how I feel about it today, several months and many plays later . The change in perspective is something I feel is significant enough that it really warranted explanation and I suspect that that many will run across a similar experience given this games general level of complexity. There is a wide range of cause and effect for this discrepancy between early plays and later players however that go beyond just complexity and I feel strongly that it’s important to explore and understand in the review of a game like this.

When I first started looking into Empire of the Sun I have to admit I felt excited, I was almost a fan boy before I even got the box home. The game was certainly intimidating and the word “complex” was thrown around a lot but I was intrigued with the concept and when I get on a thing, I go all the way. I have found over the years that this idea of complexity being a property that defines whether or not you should play a game is rather overused and fairly inaccurate. Besides, anytime I venture into new territory as a gamer and expand my horizons I find the experience refreshing and in a way I pride myself on the fact that I’m a versatile game able to appreciate a wide range of genres of games. I really wanted to prove that you can love Euro games, Ameritrash games, Abstract games and historical simulation war games and still be just one person.

I want to be clear on this point, It wasn’t the complexity of the game, at least not directly, that formed my poor first impression of the game. I knew it would be a complex and long game, so a fact being a fact, did nothing to sway me or affect my expectations. I went into it with my eyes and mind wide open.

There are a number of hurdles to entry that have to do with how the game is presented and I have to say, even now, though my impressions of the game have changed since those first few weeks with the game, I still find this to be true as I try to teach others. The hurdle to entry, even through knowledge and understanding doesn’t make it any easier for existing players to teach newcomers trying to grasp this games many in depth concepts. There is a steep learning curve that is demanding, which is fine but I think the issue is that it very easily could have been avoided in my opinion.

For starters the game fails to create a presentation suitable for new players. There are many rules in the game and they are sometimes complex, or at least difficult to remember as a result of the sheer number of them, but not all of them should have been necessary to know to understand and play your first few games. There are many mechanics that could simply be removed for a “basic” or “light” version of the game and I really wish this approach was included as part of Empire of The Sun tutorial process. This is definitely a game that could have benefited from a Basic and Advanced rule system break down and a more intentional approach of teaching players how to play it. Also, If there was ever a game that should have a playbook, its Empire of the Sun.

This practice of having basic and advanced versions of a game and including a playbook to help walk you through the game step by step is seen in many more complex games today, it helps new players to learn to play and experienced players to teach the game to new players. Instead I found that even with the rulebook in hand, examples of play walkthroughs in the back of the book and tutorial videos straight from the designer did little to create sufficient clarity to play the game properly the first few times (about half a dozen). You had to struggle and fight for your right to that Zen moment. In fact, some of the video tutorials and examples of the game made things even more confusing as they are clearly made for people already familiar with terminology and concepts of simulation war games which is kind of a game culture driven hurdle that adds to the confusion. Acronyms are thrown around as if the average gamer is a US marine and we all live on a military base. This is made worse by the fact that even in the tutorials most of these guys made errors as well, so you know there is a problem in learning the game when even the guys teaching it can’t get the rules straight.

In a sense what I discovered is that there was a learning curve to the learning curve. In order to play Empire of the Sun, you have to know all of the rules before you start your first turn, as well as many of the nuances of the ambiguous concept of military and what comes in the box seems to steer you clear of the approach you should actually take to learn the game, namely, by playing the South Pacific scenario (more on that in a minute).

The other issue that you run into is that there are tremendous amounts of rules exceptions scattered throughout the rulebook, the classic “this is true except in these five circumstances”. While much of this is covered in the reference cards, and is important to the design, there is so much of it it can be painful to try to remember everything. I found that some rules and terminology aren’t even defined sufficiently to understand certain concepts until you read some of the Italic designer notes from Mark Herman. Now everything you need to understand IS in the rulebook, this thing is clear as night and day once you understand the game but every printed word is important and skipping or missing even the tiniest of details can create confusion later when concepts, terms and rules are referenced. There really is little in the rulebook to indoctrinate players, its written in a kind of matter of fact way that becomes an extremely reliable source of information once everything clicks, but not before then.

Finally and this was the real killer is the opening plays of the game. When you play the 1941 scenario full campaign, and you will if you want to follow along the only examples of play in the rulebook, the Japanese player must execute two operation cards as a sort of semi-scripted start. These operations (and operation cards) are a principal start of the war and explain a core concept of the game, in essence they are the cards you play that define the way you execute your actions on the game board known simply as “Operations”. In one way this is really great, in that there is a lot of instructions and examples on how to execute these two specific operation cards in a clear and efficient manner. On the flip side these examples are a walkthroughs without any rules explanation as to why certain things work the way they do as it assumes you have read and absorbed the entire rulebook cover to cover by that point. The icing on the cake is that one of the two operation cards that you start the game with is hands down one of the most complicated in the entire game. An operation that requires you to activate 26 units at once launching the biggest and most complex offensive in the entire game with tons of decisions to make all of which will impact the real start of the game in the first turn of 1942. The walk-through example makes all of those decisions for you, holding your hand through the process but doing it on your own is daunting, even if you get some games under your belt. More importantly these examples are kind of out of context, they don’t really explain how to play, they just show you an example of the procedure.

The opening play in the first round has the Japanese player executing two Strategy Cards. While one of them is relatively straightforward, the IAI operations card is without a doubt one of the most complex actions you will take in the whole game. The fact that its the first thing you have to do makes this a very rough introduction to the game.

What is worse is that these operations function without certain key rules which gives you the impression about some of the things you can do in the game, but because this operation card ignores rules such as zones of control and reaction actions that would typically be made by the defender it does very little to actually prepare you for turn 2 when all of these rules will be in effect and you are on your own executing other operation cards without walkthrough examples. Now there is a turn 2 example section as well and it was probably the most useful teaching aid in the entire game, but it still does stuff like place X unit in Y spot, without explaining why that is a legal move and what rules are in effect when taking this action.

I think when you get right down to it, the introduction is on its best day very intimidating, one based on some of the most complex events that transpire (most complex operations) in the game. In a sense it just makes learning the game way more complicated then it should be. Given that now I do understand the rules and the game as a whole, when I teach it, it’s definitely not how I would do it, quite to the contrary, the example it walks you through is precisely how you should not go about teaching this game. A 1942 start should be a default and actually using the South Pacific scenario on the smaller map would have been an even better introduction and a place to start your induction into the game through examples, which notably should have been covered in a detailed step by step playbook.

The South Pacific Scenario first off plays on a much smaller map with fewer units, fewer card and cuts out several mechanics like China and India stuff. It’s exactly what you want, a sort of basic version of the game that does not require you to know every rule in the game. This is where the walkthroughs and the introduction to the game should be focused, it’s here you should do your induction to the game. Starting with the 1941 large campaign, or really any of the full map campaigns as a starting point is quite literally the last thing you should be doing as a newcomer, yet this is exactly where the instructional stuff pulls you.

The South Pacific scenario is a 1/4th piece of the whole map in Empire of the South that focuses on the battles near New Guinea. It cuts out several of the more complex rules, trims the amount of units and cards in use and helps to effectively simplify learning the game. It is surprising that the focus of the rule books tutorials and examples of play isn’t on this scenario.

Suffices to say my first impression of the game was that it was very unfriendly to new, inexperienced or even veteran players who might want to induct someone new into the hobby. The complexity of the game is high and this is a fact with which I have no problem, but Empire of the Suns presentation of the material really raises the bar of that complexity unnecessarily. It’s almost like a kind of hazing of new players as if to say “yeah this isn’t for you little buddy”. This is made worse by the fact that hidden in that box is actually a much easier way to do it that really should have been the focus of the games new player education.

Its clear to me how easy it would be to create an even “lighter” scenario version of the game for the purposes of learning to play. So many rules could easily be cut out to thin the required knowledge to play your first few games and you have to wonder why after almost 15 years and several editions this has not occurred to the designer and publisher to change that introduction. In particular since the 3rd edition comes with the aforementioned South Pacific scenario that is played on a smaller map with fewer rules in play, hence much of the work is already done for you.

The whole experience was a struggle and after having learned the game finally after weeks of effort, I came to the stark realization that had I ignored the examples of play and “this is how you learn” direction the rulebook was giving me and simply started with the South Pacific scenario this entire process would have taken half the time and been considerably less painful.

Well that was my first impression and as you can see, it was a rough ride for me. There is however a light at the end of this tunnel and though we have started off a bit negative, as I learned more about the game, became comfortable with the rules, things began to change. That Zen moment was right around the corner for me and this review, I will focus on what happens, how your perceptions will change as the light comes on and you start really playing the game.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt:christmas_star

Pros:  Beautifully illustrated and designed game board and high quality components, plenty of great player aides.  

Cons:  Chits are tiny without replacement parts.   While the reference guides provided are great, a guide that explains what each token/unit is for and what it can do is missing and seems critical as a gameplay reference.  A much needed playbook is missing.

It’s unclear really for me what the expectation for components is in a historical war game simulation like this, what the norm is exactly. My only real exposure to games from this genre is with B-17 Flying Fortress Leader and in that case I was very pleasantly surprised because I sort of expected it to disappoint me.

With Empire of the Sun, I wasn’t sure what to expect but I would quantify the components quality over all as very good by any standard.

The big map game board, the centerpiece of the game is absolutely stunning and is easily the most impressive and high quality piece of the game. Notably the mounted board only comes with the latest printing of the game, which is the one I got. Beautifully illustrated, thoughtfully laid out and structured in a way that even a novice like me could figure it out. Its one of those game boards that is wonderful at the start and becomes even better as you become familiar with the game and catch on to the many nuances of what is on it to facilitate play. More than anything though the map itself is a foundation of the theme of the game, you are meant to feel like a strategic general of a great war theater and this map really gives you that sensation. Some of the most difficult decisions will be made by reviewing this map and the pieces on it in great detail and because its so well illustrated the amount of times you end up asking “what is that mean” is rare even if your a beginner which is a great tribute to the cartographer. It also includes some of the most frequently used tables you need to play the game, well chosen additions to the map.

One complaint I do have about the map is that in the game some nations will surrender when certain hexes are claimed by the Japanese player. It would have been nice if those where highlighted in some clear fashion so you didn’t have to reference the index card to find this information. Its fairly confusing yet a critical element of victory conditions to know which hexes are part of these surrender conditions for which countries.

While the map is good sized, its actually considerably smaller than I originally imagined. Its compact enough that I would say it doesn’t take up any more space than your average game of Monopoly not that I play such bullshit!

The cards are of extremely sturdy, glossy finish quality, I’m not sure the quality could be improved to be honest. In fact, is there such a thing as too good? The cards are so stiff they are hard to shuffle. The art work is black and white on the cards reflecting the thematic way we imagine World War II and the card text is clear, easy to read, easy to understand with all the information you would need to reference very accessible. Clearly a lot of thought went into making these cards which you will be agonizing over during game-play as much of your strategy in the game is built around these cards.

The “Chit” tokens are tiny and I suppose they need to be, but they are hard to handle with my big clumsy fat fingers and because tokens are stacked up on top of each other you end up having to handle them quite a bit. I had to get a pair of tweezers, which helped, but I think this is just a normal part of these hex based war games you have to accept. The tokens themselves are of good quality and will clearly last, but that is assuming you don’t accidentally lose any. There are no extras of anything in the box and given their size, losing some seems inevitable and the way the game is designed even a single missing chit will impact your ability to play the game and potentially the balance of it. I think given the expense of the game, it would have been nice to include a couple of extra sheets of everything. Fortunately chits are relatively easy to make yourself and there are contact sheets available online to make replacements yourself so you do have that route to solve the problem if something gets lost.

The rulebook itself is what I would call overly efficient, yet difficult to absorb. Strictly speaking everything you need to play the game is there, I found no question or problem I couldn’t solve/answer without the rulebook but its 50 pages and you will rifle through that thing constantly during play, reading, re-reading and reading it again. I became so intimately familiar with that rulebook over time that I could practically write it at this point, yet I found it physically impossible to play the game without constantly referencing it and even after dozens of play throughs that has not changed.

Suffice to say however I think the rulebook is a bit short on examples. It gives you examples of the first turn and the first part of the second turn of play in great detail but very little else. There are certain aspects of the game that have unique rules, special circumstances and procedure that don’t function in a kind of natural or organic way. These things often sound more complicated than they are when structured as rules in the rulebook, compared to their actual implementation and I think that sort of confusion could be easily alleviated with more examples. In fact I would have thought given the complexity of the game, a whole book (playbook) dedicated to examples of play that cover every faucet of this game could be extremely useful and should have been included. In fact, given Mark Hermans affinity for taking up space with designer notes, I would have thought this a natural document to write.

Generally however the rulebook is extremely efficient, after a play or two you will come to appreciate the intricate style of writing that is clear once you understand all of the terminology and nuance of the game. Getting to that point takes time and you really need to have the game map in front of you when you read the rules as the rules very frequently reference hexes and locations on the map. The game also comes with a lot of useful reference guides, though there are some omissions here as well I would have liked to have seen. For example a clear guide on what each type of unit can and can’t do as there are many special circumstances and rules for individual units that can be hard to remember.

As a whole this is a high quality production, historical simulation war game or not. Considering its size and scope of the game, it is relatively compact and a modestly sized table to play on will do.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star(5 out of 5 Stars)
Tilt:christmas_starchristmas_starchristmas_star

Pros:  Between the interaction of the operation cards, the gameboard and its many units, this game tells the story of the Pacific War in a way that must be experienced, it’s a masterpiece. 

Cons:  Before you can enjoy the story of this masterpiece, you must traverse this tough learning curve and one cannot be enjoyed unless you suffer through the other.

A game about World War II is definitely going to be very much about the theme, but even more so is that the case in a game that has such an incredible focus on historical accuracy and attempts to really tell the story of the war.

Empire of the Sun is populated with countless intricate details that will have you googling to find out what the significance of these different events were in real historical terms and it’s an amazing way to experience the game to have that reference of realism and history. When you have done this enough times you start to realize that not only is Empire of the Sun uncannily thematic, but extraordinarily historically accurate. In a sense the game is designed in such a fashion that if you put all of the strategy cards in a specific order and played the game out with fixed results of the real war, you could replicate the historically accurate results in game form. It’s quite extraordinary.

Now of course simply replicating history is not what a game like this is about, in this game you are in charge of one of the two factions of the war and will make the decisions your own and the game is really about how you change the history of the Pacific Theater, how you do it differently and the impact of those choices.

With the exception of the opening turn where the events of Pearl Harbor unfold, the rest of the game is up to you. From the initial offensive perpetrated by the Japanese in the south pacific, every tactical and strategic decision is yours to make as you re-write the history of the war. Throughout this game you are treated to microcosms of information about what really happened and how your own war differs. This nuance of the game in the context of real historical events is absolutely fantastic and will have any history buff smiling from ear to ear, while potentially turning you into a historical buff if you aren’t already.

The theme in Empire of the Sun comes through in a number of important ways, but I think the organization and structure of executing the operation cards is the greatest connection to the theme here. These cards are based on historical events that you will use to re-write history as you execute them to tell your version of the story of the many battles in the Pacific. I love how they range from small skirmishes to major operations, from well organized tactical maneuvers to wildly risky almost fantastically sounding epics, yet these things all really happened at some point. Each card feels like it represents an amount of time, both in the size and scope of the operation. There is just so much going on in these cards and they breath life into the theme of this games in ways that its difficult to describe and is simply something one must experience. In 30 years of board gaming I have never seen a single play of a card, have such a huge impact on the theme of a game.

While the map is impressive, at the heart of this game are the Strategy Cards, the countless historical moments that define the events of the game. This system is brilliant, blending theme and strategy into a single indistinguishable experience.

The map too is a core that sort of rounds out the story of this game. The placement (position) of units is such a fundamentally critical component to the strategy in which one hex can mean the difference between success and failure, but this too is very crucial to telling the games story. The map is laid out in a way where you can see the depth of the strategic possibilities wherever you look not to mention coming to an understanding of the historical significance of these places. The flow of the game is such that it’s really difficult to predict everything your opponent will do and as they execute actions you can’t help but smile about all the cool stuff they came up with. It’s an action and counter action story, where each players turn, each card that is played is as engrossing and thematically rich as the next, but both players are always involved in every card played so there isn’t this thing happening where one player acts while the other play waits. It binds the game together and results in a story, one that is unique to that game and will never be repeated, keeping both players engaged at all times.

I can’t imagine the story of the Pacific Theater being told any more masterfully then in Empire of the Sun, it does not surprise me at all that Mark Herman is hailed as a genius and Empire of the Sun as one of his definitive masterpieces. From the perspective of theme, this game is indeed a masterpiece, worth stumbling over the learning curve to get at it. This is one of those games that you will use as a reference and marker for what it means to be a thematic game.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star(4 out of 5 Stars)
Tilt:christmas_starchristmas_starchristmas_starchristmas_star

Pros:  Ingenious card mechanic creates a visceral highly asymmetrical yet balanced experience that is unmatched. The gameplay is diverse and the strategic options feel endless despite the subject and premise of the game being static.

Cons:  Not for the uninitiated, this is a game for veterans and it remains difficult to comprehend no matter how much you play it, always seemingly just out of reach of retention.

This is a historical strategic war game about the war in the Pacific,  I can imagine it must have been quite a challenge for the designer to come up with a way to replicate this historical war in a board game and make it both fun and fair. To understand why that is you have to understand a bit about the history of the Pacific Theater, but at the most high level, the short of it was that this was never a particularly fair war and Japan losing the war was kind of an inevitable thing.  This presents several fundamental challenges to the designer in making Empire of the Sun. How do you design  a board game where one side is definitely going to lose and has a clear disadvantage?  Especially since the part of the goal for the game is to keep it historically accurate.

Mark Herman re-defined the concept of victory in Empire of the Sun and it is here where much of the games historical premise converts into being an exciting game for both US and Japanese players.  The historical reality is that Japan can’t win the war and this is not your goal. In Empire of the Sun, Japan, attempts to instead force the US into a negotiated settlement rather then an unconditional surrender that they demand.  The result is a game where Japan aggressively pursues US allies and tries to deter American commitment to the war, resulting in an accurate historical portrayal for story purposes and a great set of victory conditions for the purpose of a board game.  This objective turned victory condition for Japan, solves the core issue of coming up with a historical simulation of the Pacific War, while being a fair game, a fairness that becomes balance mechanically thanks to the clever cards and starting conditions of the game.

Mark very brilliantly and carefully created highly balanced asymmetrical play here, a feat that is often attempted but failed in board games.  Given the complexity of the rules, depth of the mechanic and continued adherence to historical accuracy, for this game to maintain this asymmetry while being balanced is an impossibility that Mark Herman turned into a reality.  It’s an extraordinary piece of game design, to be appreciated even if the game itself does not speak to you directly.  The study of this games design should be part of the curriculum for anyone wishing to be a game designer, its that good.

Now good design does not necessarily translate to being a fun game, a case I could make with quite a few highly acclaimed games.  The question here is, between the complexity of the rules, deeply rich historical accuracy, asymmetrical design and frankly mind boggling depth, is the game actually fun to play in practice?  Is it something that one might recommend to a fellow gamer?

Its with this part when it comes to Empire of the Sun I struggle.  As a game design aficionado, I can appreciate a game I don’t play and there can be a fair amount of reasons why I won’t play a game I think is a great design.   I don’t think everyone can and I imagine most would not want to view board gaming this way.  I think most people just want to sit down and play fun board games.  So it is fun?

Civilization by Francis Tresham is a good example of a game I love, think its an amazing design but never play. In this case the issue is the length of the game.

The answer is, most definitely and unequivocally yes.. almost.   It’s not an easy journey to unravel the foggy mystery that is Empire of the Sun, but once the rules click and you examine the gameplay from a perspective of understanding, Empire of the Sun is not only exciting but extraordinarily engrossing. 

In this journey you will always stumble over the rules.  You will always play this game with the rulebook in hand and if you step away from the game for a month or two you will realize that you effectively have to re-learn everything.  The rules complexity is just high enough that it never really fully sticks and I have never managed to play this game through without screwing up several rules during the course of play. In fact, even the tutorials online (All of them!) make major goofs with the rules as they teach you the game.   I said at the beginning that to judge a game negatively because its complex and long when that is what intends to be is poor form, so this may make me a hypocrite, but this is me saying that this game takes complexity just one step beyond the average Joe’s retention and that really gets in the way of the fun.

Rules complexity should not be a reason not to play a game, but inevitably for many it is. However often rules complexity is overstated, unfortunately in Empire of the Sun it is not. It is as complex as it appears and sometimes you just have to call a spade a spade.

Still this is a game where you will contemplate your actions into extreme depths, the strategies, plans and ideas you can try in this game are endless.  Here you can theorize and explore the vast possible outcomes of different actions that can re-define the war in what is an always shifting and dynamic game thanks to the card system that drives it.  I can see this mechanic being applied to just about any theater of war, but it seems to work very well in the specifics of the Pacific Theater.  

More than that though the game is chalk full of those “Holy Shit!” moments, which is fundamentally important to good game design merging with fun gameplay.  While there are small curves on this race track as well, most of the action in the game is grandiose, game changing, in that “I can’t believe that shit just happened” space.  It may seem strange looking at a board full of cardboard chits and think the game exciting, filled with adrenaline, but that is exactly what it is.  I found myself at the edge of my seat at every card play, at every activation, at every shift of the many properties be they war weariness, European war track, the India or China tracks.  It all boiled together into a mind blowing experience that had me nodding my head in approval and resetting the game for another play, one after the other.  

If I could dislodge even my limited knowledge of this game and implant it into the brains of the gaming community at large I have absolutely no doubt, complexity or not,  Empire of the Sun would be ruling at the top of the charts on boardgamegeek.  It’s the game we are all meant to play, it’s without question a modern classic.  Unfortunately I suspect it will always be regulated to the undiscovered gems pile and I hate to harp on it, but the high level of complexity really acts as a major barrier to entry that I don’t think most are going to be willing to cross.  Those that do, are in for a treat, those that don’t are missing out.

What drives these exciting moments that has me praising Empire of the Sun like it’s the greatest invention on earth since the Philadelphia Cheesesteak?

At its core I believe it’s the marriage between card mechanics and a hex based war game.  To me, the most unattractive part of most simulation war games is that there is a rulebook, a hexboard filled with chits and the endless charts of doom on the basis of which the games battles are resolved.  Those things may be cerebral puzzles and interesting, but they don’t make for particularly inspiring storytelling and in a game like this, the story is the juice!  To me the source of the juice is really all about the strategy cards. 

The limitations on planning, the execution and the theme of these strategy cards all combine to create not only the cerebral experience that works on countless levels here, but the visceral experience that triggers your imagination.  I think it’s here where the masterful design really comes together to become a fun board game.

Your planning isn’t just around what you want to do, but what you can do and your cards define that.  This limitation is key to making the game feel like the real world, it’s not just manipulation of resources, units,  and the map, but dealing within the confines of the these cards that represent events, people, places, battles and more.   

It’s also important to note that the cards are extremely well designed from a balance perspective.  They are built to create big moments and I have to say that I don’t think just any cards would have sufficed.  It’s clear that these cards have been meticulously tested, adjusted and adapted to get the feel just right, to ensure their impact.  Such a thoughtful mechanic demanded no less and it’s no doubt at the center of the success in Empire of the Sun as a game.

Now this of course isn’t the only part here and I could go on endlessly about how well thought out unit design is, the mindful interactions of units in combat,  how clever the map layout is and how great the abstracted inclusions for things like the war in Europe or China are.  In the end however its the cards that really make all of this work, they are the batteries for the whole system and quite frankly it makes this game nothing short of a work of art.

I would love to give this games game-play a perfect 5 stars and call it a day but being the objective guy I am, I would be remiss not to mention some of the warts in Empire of the Sun and warts it has, masterpiece or not.

For one, this is a game that is going to be tough to learn, something I have already repeated several times resulting in the hypocrisy of my comments in the first impressions section.   To not mention it however would be criminal.   This complexity however isn’t just about learning the game, but it becomes a hurdle in a more practical sense.

Your chances of finding a partner willing to jump through this brutal learning curve with you is not going to be easy.  What makes it even tougher is that once you do finally learn the game, getting to a point where you can put up a decent fight against a more seasoned player is going to take several plays of the game as there is so much that goes into the strategic level here as well.  Experience definitely matters.  Given that a typical full campaign game of Empire of the Sun is an all day affair, the likely result is that this game will collect a lot of dust on your shelf.  If your lucky, you have a friend ready to take on this challenge with you, in which case, don’t hesitate, but if you are picking this up without knowing who you will play it with, know you may end up playing with yourself (pun intended!).  This just isn’t one of those “come over and I will teach you a game” kind of games.  This is a serious assignment for serious gamers,  I would call it a lifestyle game akin to something Advanced Squad Leader.  One does not simply play Empire of the Sun.

TI4 is among my favorite dust collectors, a six player game that takes 6 to 8 hours to play is not something that gets pulled out very often. I think Empire of the Sun will sit comfortably on the shelf in waiting along with one of my favorite games of all time.

Secondly and I can’t stress this enough, this is not an entry level Historical Simulation Game.  I don’t want to discourage someone based on the premise of “complexity”, but this isn’t just about the complexity of the rules, this is a game that assumes you have done this before.  It’s clearly not meant for a first timer and it may very well be the reason why I struggled as much as I did at the start.  Even if this review has peeked your interest, if you are uninitiated, you may want to start with something a bit more docile and work your way up to Empire of the Sun.  This is a postgraduate course, not something to tackle your freshman year.  

Replayability And Longevity

Score: christmas_starchristmas_starchristmas_star(3 out of 5 Stars)
Tilt:christmas_starchristmas_star

Pros:  Very dynamic starting conditions, several scenarios to explore.  There is plenty of game here for repeated plays.

Cons:  It’s a very niche 2 player game, it will likely earn dust collector status on most game shelves simply by the nature of what it is.

I’m going to make this short and sweet, no two games will ever be alike no matter how much you play this game and because the story of the game is so visceral you aren’t likely to tire of it. I would imagine most people will play this game and then seek out other card driven games of this type, for which there are several avenues. It will make you a fan of the system.

When it comes to replayability, Empire of the Sun is a prime example of what you want out of a game. It kicks of the 1941 campaign with a massive operation that has you activating 26 units and declaring any amount of battles you want. This start means the game kicks off on dynamic footing. Your card draw in the first round has no doubt a few million if not billion combinations possible and after that there is no way any two games are going to play out the same.

Still its a static subject matter, on a fixed map. This is a game about the Pacific War and that in itself is a bit of a confining space. Certain moves will become your go to moves and I do think even with all the dynamics in the game there are certain things that you must do to win. For example as the Japan player you must take the Philippines in the opening moves of the game, after all you can’t have an HQ within striking distance of mainland Japan when Americans get their re-enforcement by turn 3. After several plays, opening moves and random card draws or not, there is going to be a certain routine to things you will do in this game as just a practice of good strategy.

Scenarios can certainly shake things up, the 1943 scenario in particular creates a fairly engaging yet relatively short game, while the South Pacific scenario is an example of how you can use this system and zero in on specific places. You almost wish Empire of the Sun was a series of games using the same rules. I for one would love to see a European Theater version of this one.

This is a deep and very rich game, you will want to replay it but there are certain aspects of this one that are going to effect how often you will play it. It’s a very long, complex 2 player game about a very specific sub-subject of World War II. That is an extremely niche thing and even if you love this game, the odds of it collecting some dust on your shelf between plays is a likely reality for most of us.

Conclusion

I might not be a historical simulation war gamer, but I have learned and do play some real monsters. Twilight Imperium, Mage Knight and 1830 Railway and Robber Barons just to name a few. Complexity neither frightens me or discourages me from learning and playing these games. If a game is good, its good, complexity or not.

In the case of Empire of the Sun however the complexity is seemingly just one notch above the retention of your average human, namely me. I love the game, as I write this conclusion its setup in my hobby room ready to start yet another campaign, but to play it without making rules mistakes and oversights its just very unlikely. There are just too many rules to remember that no matter how often you play it you always seem to forget something. Its not surprising to me that even the people trying to teach it to you online are making blunders, this one just takes complexity to a whole new level.

That wart aside however, I find Empire of the Sun to be hands down the best game I have learned to play in the last decade and it really has been worth the struggle. It’s dynamic, thematic and unquestionably one of the deepest strategy games I have ever played. The combination of hex based war gaming and card driven play is a perfect marriage. Even when playing this game solo with the AI bot, I found the game to be a pure joy. Its a very cerebral experience while simultaneously an incredibly thematic one. Every action you take is agony as you struggle to make tough choices at all times and after every move the entire state of the game must be reassessed before you do anything else. Like chess, this is one of those games where you can spend hours just staring at the board trying to decide what to do.

The question is always, who is this game for and while I try not to use the word “veteran gamer” too often, I would say that this is one of those games where past experience is almost mandated. Its clear to me that everyone should be playing this game, but its equally clear that not everyone takes playing board games seriously. There is nothing casual about Empire of the Sun, its at its core a challenge just to learn to play, a sort of qualification test to see if the game is for you. If you are the type of gamer like me who perks up when someone says “deep complex strategy game”, then Empire of the Sun may in fact be for you. If that sort of thing scares you, you may want to skip this one.

I don’t know what else to say about it other than that this game is a masterpiece in its own way. Not everyone is going to find “IT” when playing this game, as it caters to a very particular type of gamer, those few of us that are true explorers seeking a kind of ultimate experience in our hobby. Empire of the Sun is a game like that and though I would never recommend this game to most gamers, if you think you are that type of gamer, this is one game you should not miss.

B-17 Flying Fortress Leader by DVG

When it comes to the genre of historical simulation games, I’m about as wet behind the ears as you can get. I know virtually nothing about this entire world of gaming, yet I have always had a passing interest in trying one of these games out but never really had the time to do so. When I finally decided to a few weeks back I was shocked at the brevity of this genre, just the sheer volume of games made simply choosing one a major research project. Ultimately I settled on a solo game so that I could pursue what I expected to be a very complex gaming experience at my own pace. My choice was based on both recommendations by some of the community leaders promoting these games as well as my own passing interest in World War II aviation.

Overview

Final Score: christmas_starchristmas_starchristmas_star christmas_star(4 out of 5 Stars)

B-17 Flying Fortress Leader by DVG games is a game that is part of a series of “Leader” gamers. It’s not exactly a system, but a kind of core concept. The basic principle behind these solo games is that you are a commander, in the case of B-17 Flying Fortress Leader in charge of a division of Bombers flying missions over Germany between 1942-1944. Other leader games have similar concepts in other historical periods and in some cases not even in aviation, for example there is one about modern tanks and another featuring submarines. Some of these games have tactical components, others like B-17 focus more on the strategic and planning part of the story.

There is a lot going on in this game, but even as an amature I can say that it’s a lot less complicated than it looks and I have played lots of mainstream board games that have a much higher learning curve.

As the commander of this division of bombers you are tasked with successfully running the air war over Germany. You manage resources, purchasing planes, outfitting them, hiring on special pilots, planning, running intelligence operations and executing bombing missions. There are many other auxiliary things to deal with as part of the war at large as well which can affect your efforts, like other war fronts, various historical events, even the weather itself can impact your efforts.

One interesting aspect of the game is that it’s effectively a game of preparation and planning. Once you give a mission a go, the mission executes based on your plans but you have very minimal tactical control over your bomber squadrons, they have their assigned tasks and go off to execute your plans. Their success or failure is dependent on two things, primarily on your planning which mitigates but does not eliminate the other part, lady luck.

These campaigns are part of a larger campaign where you manage these resources both in the short term for individual missions, but also in the long run over the course of the war.

This only leaves us with the question, is the game itself any good? Lets find out.

Components

Score: christmas_starchristmas_starchristmas_star(3.5 out of 5 Stars)
Tilt:christmas_star

Pros:  Good Quality Components, sturdy, made to last and beautifully illustrated adding to the theme of the game.

Cons: Despite the good quality the cost of the game is so extreme that it’s hard to justify it for what you get in the box.

I was not really sure what to expect when it came to component quality for a game like this, in fact I wasn’t even sure if it was appropriate for me to judge it based on today’s modern standards. These historical simulation games seem to me at least to focus a great deal more on gameplay and visceral simulation experiences rather than visual candy, but I was actually pleasantly surprised regardless.

The gameboard is very spacious, beautifully illustrated and very thematic giving you the feel of a commander sitting in a command tent planning out missions. It’s sturdy and made to last with a nice gloss finish.

The chit components where also considerably better quality then I had imagined they would be, also gloss finished, clearly labeled, easy to handle and just the right size. Somehow I expected them to be cheap cardboard cutouts, but they were effectively the same quality of tokens you would get with any other modern quality game.

These are thick, clear and gloss finished components, they are made to last.

The cards I felt were a bit flimsy, it’s clear that their dark colors will eventually cause edge ware that would come out white, but they are stiff, glossy and very nicely illustrated supporting the theme very well.

The rulebook itself got quite a few complaints in other reviews and I was apprehensive about it in particularly as I was anticipating a highly complex simulation game which would very clearly require very good instruction, but apparently I got the second edition of the game where those problems, including all the misprinted cards are already corrected. Quite contrary to what I read online about the rulebook I felt it was incredibly well done and usable at the table in a step by step fashion allowing me to learn the game as I went along. In fact I would say it is one of the nicest, well constructed and clear rulebooks I have read in quite some time, I found little to complain about it and looking at some of the components I can only imagine there is a big difference between the first and second printing. I suppose an index would be nice, but because of how it was laid out, things were very easy to find anyway. I love the fact that they didn’t try to make the rulebook part of the theme of the game, it’s printed on white glossy paper with large easy to read fonts and lots of pictures to use as reference. Please for the love of god developers take note, you don’t need to make the rulebook part of the game design, make it easy to read and use like this instead!

All and all I felt the components where excellent but still I have to complain to some degree here. This game cost over 900 Swedish crowns which is roughly 100 American bucks, I have paid for Miniature Game Starter kids for less than that with some of the best and most high quality components in the history of gaming. I was half expecting this game to have a solid gold d10 given its cost. I understand that small companies who sell fewer games have to charge more for their design efforts, its in part why I didn’t mind shelling out the money but damn, for what you pay, this game should have 30 highly detailed miniatures in it. I would not normally reduce a component score on price, but this was such an extreme in my opinion that I had to shave some points off it. I definitely think cost will be a major point of contention when considering a purchase of this game and the developer might have shot himself in the foot as its likely he would sell more copies if the game was cheaper.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star(5 out of 5 Stars)
Tilt:christmas_starchristmas_starchristmas_starchristmas_star

Pros:  Captures the theme of being a World War II strategic commander with perfection, outstanding atmosphere and mechanically connected theme.

Cons: There are some, but not worth mentioning. 

I think when it comes to a solo game about a historical period like World War II and a subject like flying bombing missions over Germany, ensuring that this theme comes across through the mechanics and art is absolutely vital. In fact, I felt strongly that this was going to be one of the most important elements of this review.

Thankfully B-17 Flying Fortress Leader does not disappoint, It’s a game about you being a strategic commander of World War II squadrons and it delivers on that promise.

There are a lot of contributors to creating this visceral experience and while certainly the layout and art of the gameboard, cards and various components certainly delivers on the look of this theme, where this theme really bursts out is in the details of the mechanics and decisions linked to the subject matter.

I was really worried as I opened the box that I would be overwhelmed by an endless stream of strategic choices that would make a lot of assumptions about the type of gamer I was. I know this was a kind of “fear” I had that may not have been entirely rational but I was so happy to see that not only where the choices easy to understand, you could right away get a sense of what impact they would have on the game and how that tied into the theme of being a strategic commander.

You chose your bomber groups, picked special pilots to fly your missions, outfitted their loadouts, picked their targets, chose their flight path and sent them on their way. These choices are important and have great impact on how the mission will play out, but they weren’t overwhelmed by a lot of complicated, task oriented activities. They were just great, simple to understand options which you had to consider for the mission and larger strategic plans.

Front and center is the map of Europe where the various targets and enemy squadrons call home. This is your field of battle, where you do a lot of your mission planning and a big part of what makes this game feel very authentic.

What you discover after running a couple of weeks worth of missions is the impact of those earlier choices on the campaign at large and this is really where the theme comes through because while you are thinking about the current missions, you really have to think about the campaign as well. Your choices have benefits but they can also have consequences and I found it especially interesting how their was this feeling of a high power, those ranked above you, that could bring those consequences. For example if your campaign was going really well but the war on other fronts goes poorly, you could suddenly discover that some of your squadrons get reassigned to other fronts where they are more needed.

The reverse could also happen, which meant that while you had your job to do, your commanders had there’s. It was amazing to see how the game responded to my success and failures over the course of my campaign.

Some of the auxiliary stuff, though I call it that, actually plays important roles in the game is also chalked full of flavor. For example if a German commander appears that brings U-Boats with him, you will have a whole different series of problems to contend with then a German Commander that brings special technologies with them. Event cards can turn what appears to be a easy routine mission into a disaster. The feeling of rolling for the German response is also this great unknown, it’s sort of like your planning your mission but you don’t fully know exactly what the Germans will do.

I realize a lot of this stuff is decided with dice, which one might say means the game is random and to a degree its true, but thematically these events and reactions the game comes up with, though driven by the cast of a die create a believable setting, a sense of time and place.

The way you feel sitting in front of that strategic map is uncanny and though you can’t control many of the events, you kind of have to plan for the unexpected and this is really part of how the game plays out and I imagine probably how it felt to the actual strategic commanders in World War II.

Does it all make simulation sense? No. Yes there are definitely a few places where clearly a mechanic is just a mechanic for the sake of balance and playability. These abstractions however don’t really detract from the experience, in fact they are such minor things I hardly see any point in naming them or docking the theme score for them, though I might consider it when discussing mechanics. I hadn’t even noticed them until I read a few other reviews that pointed them out and kind of went.. aha.. yea I suppose it’s true but who cares!

From the stand point of theme, this game just nails it, though I would definitely recommend using some of the optional rules like weather, recon missions and veteran bandits because it adds even more atmosphere to an already atmosphere rich game without really doing much to make it more complex. Recon missions I in particular I felt really fit the game and seemed like it should just be a standard part of the game. I was actually surprised that this was left as an optional rule as it adds so much to the theme.

Absolutely fabulously executed theme’s, captures the intended experience with perfection in my humble, albeit inexperienced opinion.

Gameplay

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Well orchestrated mechanics with high level of connection to the theme and lots of player choices that both work into the short and long term strategies make this game a blast to play.

Cons: Some missed opportunities, a bit lackluster event cards and a relatively docile enemy can be a bit of a let down. 

When evaluating a historic simulation game, I have to admit that I’m a bit out of my element and so I really just decided to evaluate the game on the same basic premise and methodology that I do any other game. This may or may not be fair to the publisher, but to me, a game is a game, so I suppose I don’t really see why one would get a different treatment over the other, historic simulation or not.

It’s really because the theme is so strong in B-17 Flying Fortress Leader, that the mechanics become a bit of a chore to evaluate, in part because mechanically there is a lot of high level of abstractions that are driven by a single cast of a die, yet can potentially have great impact on the game.

For example the combat mechanic of rolling a d10 for each bomb you drop with some minor modifications is a very simplistic mechanic. There really is not much more to it than luck, you either roll well and do well or you don’t. On the surface I would not consider this a particularly inventive or immersive mechanic, but in the scope of the theme and everything that came before, that is exactly what the mechanic should be. The important events are all those things that lead up to that final moment when you drop the bombs. If you have planned well the odds are in your favor, but the idea here is that its war, you have sent your boys on the mission and there is no guarantees and this mechanic really brings this uncertainty to a conclusion quickly so you can get back to the fun stuff of planning your campaign. It breaks up the anticipation of the result so it feels great, but it’s not a focus of the game, hence handled quickly and efficiently.

Airfields are one of many targets you will go after. There is a wide range of game effects every target in play has, destroying airfields for example can reduce the amount of enemy squadrons on the map which can make running future missions less risky.

Which is exactly how most of the mechanics in the game feel. There are numerous examples of moments being resolved in a simple way and efficient way of a single die cast, because what your really doing, where the bulk of the fun and strategy of the game is working on the plan around the results from these mitigatable but often random outcomes.

In general the activities of building your plan and strategy take shape in a wide range of ways. Chief among them is the managing of your precious SO (Special Operation) points. These are used to get new bomber or escort groups, hiring on special pilots, outfitting your loadouts for the missions, purchasing recon assets, sometimes upgrading or replacing bomber groups and more. There are a number of ways these SO points can be affected both positively and negatively via different events in your campaign, so you will often make strategic strikes against targets that might impact your SO point production or pursue missions that earn you extra points. Suffice to say being low on SO points can limit your options and having a lot can allow you to create havoc for the Germans.

Other important decision are driven by the strategic situation on the map. There are sorties and mission sites all over the place and you will be planning your targets and routes on that map. Some weeks you might choose to strike deep into enemy territory so that you get an opportunity to take out bandits and that hidden airfield, other times you might go for doing lots of damage to several targets at once to try and soften up the enemy for more decisive strikes later in the month. Time pressure can be a big factor, so there is considerable precision required to your choices of targets and how you approach them. If using the weather and Intel options which I highly recommend you do, those can allow you to create advantages or cause problems in what feels like a very authentic way.

Often your decisions can be forced, perhaps you took a bad beating this month and in the last week of the month your bomber squadrons are in bad shape, so you hold back a bit, while other times still you have to take big risks to take out targets that can cause devastating problems in the next month if you don’t. You also always have the pressure of trying to complete your mission and win the campaign, getting those victory points and completing your victory objectives should of course always be first and foremost on your mind, but this requires long term planning to manage successfully.

There are also external factors that impact decisions. There are other war fronts that can affect your resources in your air war with Germany. Event cards in particular can really impact a specific mission, while the other war fronts can create sudden shifts in strategies for the Germans that can surprise you.

In the course of play there are a lot of moving, dynamic parts that will cause you to make constant adjustments to your strategy and of course its always about doing the most damage against your targets while taking the fewest casualties possible.

Gameplay in B-17 Flying Fortress Leader is a constantly shifting and adapting thing. I find that early in a campaign you tend to think in terms of “what are my best odds”, but as the campaign gets going there is far more that drives your decisions and your options, forcing you to take greater and greater risks. The crux of the game is really many mini decisions that are lead you to the success or failure of the campaign and because the game is thematic, the experience is that much more engrossing. You can really lose yourself in this game as your imagination runs wild.

It’s a game that feels great and I will often say that a game mechanic doesn’t have to be good, it just needs to feel right and I think that is what B-17 really does here. I’m no game designer and my minimal experience with these historical simulation games leaves me with little to compare it to, but if through gameplay and theme there goal was to make me feel like a World War II strategic commander in charge of a fleet of B-17 bombers, they have wildly exceeded my expectations. I really was expecting this game to leave such an excellent impression on me.

Enemy commanders add unique properties to campaign and will definitely change the battlefield and outcomes of your missions. Adding photos of historical figures is a nice thematic touch.

There are a few chinks in the armor of course and I would be remiss not to mention them, but I think I would qualify these as minor quirks, rather than real mechanical problems.

One thing is that it feels like when planes got destroyed that there should be more drawbacks and consequences for the particular bomber group. There is the whole Shaken mechanic, where if a group takes enough damage they become less effective, but as you lose planes there is no impact on the quality of the unit long term. It feels to me like Bomber groups should level up and level down, so that there is a thematic sense of veteran pilots getting killed and new rookie pilots joining the team. It’s kind of a missed opportunity to add yet another layer of theme to the games gameplay and it’s one of the first house rules I added to the game.

What I did here is simply make it that anytime you lose 16 planes in a single group over any amount of time (16 is the starting strength of a unit) your bomber group is reduced one level down in experience. The effect is that over time, your bomber groups that do well rise in experience but eventually they will take a hit down as pilots are killed in action. It feels right and thematic but the impact on difficulty is minimal, it’s just one of things that just feels right.

I also felt there should have been more event cards. Really, its a minor thing but on a typical 3-4 week month where you run typically 2 missions per week (at least you try) you are effectively drawing 4 event cards per week. That means in a 4 week month you could draw 16 cards, that’s actually almost all of them as the deck is quite thin. I also felt that too often the event cards, in particular on return trip had a no effect, effect. Meaning nothing would happen as a result of drawing the card. I think more thought should have been put into ensuring that drawing event cards was always a stressful and eventful thing but rarely is the impact of these cards really significant. This is a bummer because when it is significant, when the impact of the card is really felt, the game really shines. These event cards really help to tell a story of the game, but they come out feeling a bit weak.

Event cards are drawn on the way to the mission and on the way back. These can create a lot of excitement at the table, but just as often as they are exciting they can be really boring with no impact at all.

Now this last part I’m not really a hundred percent sure about, but so far I have not found the game to be particularly difficult, at least not to the point where I think I will “lose” the war. I might not get as many victory points as I want or fail to meet the objective of the campaign, but I definitely feel like at least to this point, I’m totally dominating the Germans. The occasional disastrous mission aside, I’m usually coming out ahead. Now the caveat is that I have only done a couple of campaigns, the early years one so I don’t really know at this point if the games difficulty ramps up, I’m definitely far from done playing this one, but I’m hopeful that the Germans are going to put up more of a fight as I work my way through the campaigns.

Replay ability And Longevity

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Very dynamic campaign setup, lots of campaigns to run and even a couple of mini games all contribute to this games longevity.

Cons: There is a definitive routine to the playing this game, a process that may become monotonous after a while.

B-17 Flying Fortress Leader is one of those games that you set up on a table and play over several sessions. Some of these campaigns are really long, there are several campaigns included and because the setup is dynamic as well as there being many dynamically changing circumstances, each time you play any of these campaigns, they will be very different.

The end result is a game with a considerable amount of Longevity, I’ve been at it now for several weeks and I have barely scratched the surface, yet I’m still drawn to it like a moth to a flame.

There is kind of a routine to the game however and I think eventually even with all of the dynamics this game will peter out at some point, get shelved for a while and after collecting some dust you might get the itch to bring it back. In fact I fully expect that to happen because even though the game is very dynamic and certainly has lots of replayability, its fairly robust and lengthy game.

There are also several other mini games included in this package, none of which I have had a chance to try yet so I can’t speak to their quality, but I definitely see some potential in there. One scenario for example has you flying missions with a single plan in a more tactically detailed way. This is really an entirely separate game included in this one which definitely adds to its longevity assuming.

B-17 Flying Fortress Leader certainly earns its stripes in this department, maybe even standing out a bit, I would call it a pass+.

Conclusion

B-17 Flying Fortress Leader has definitely exceeded my expectations and has made for a great first foray into the world of historical simulation games for an amature like me. It’s greatest strength is the execution of the theme which comes through wonderfully giving you the experience of being a World War II strategic commander of the British Royal Air Force. It has also peeked my interest in other “Leader” series game which is I would imagine exactly what the designer and publisher would want.

There are several “Leader” series game that cover a wide range of subjects, if you like B-17 and want to explore other themes, there are quite a few to choose from.

It’s a very expensive game and I think of all the detractors here that is going to be the biggest hurdle for a potential commander. Coming in at around 100 dollars US, this game competes for your money with some of the best and most expensive games on the market, ones notably with extremely high production values and as a board gaming fan I can only say that in that field, B-17 Flying Fortress Leader is a tough call.

Still I think for board gamers looking for a great solo experience, B-17 really is a fantastic choice. It has it in all the places it really counts and aside from the high cost of entry, it definitely gets a recommendation from Gamersdungeon for anyone looking to break into the Historic Simulations genre of games. For me personally this has been one of the best games I have played this year, grant it, its early 2020, but hey, for the moment its true.

Re-Review: Looking Back

For the past five years I have reviewed quite a few games and for me, usually this is a fire and forget kind of a thing. Today however I will look back on a few select reviews and reconsider my scoring and update them based on further plays of the games since those reviews. Now generally when I do reviews I feel strongly about them, which is what prompts me to write the reviews in the first place. I normally only do reviews when I feel really confident that as part of that review I’m offering a fair assessment of the game and can help players make a decision about them. After a while though you start to realize that there are a few games in your review history that perhaps you were a bit tough on, or in some cases a bit too kind. Today is going to be all about resolving some of that regret.

Great Western Trail

I scored this one a 3.10, which is a pretty great score for a game, I consider any game of a 3 stars or higher to be worthy of my personal library but I have come to appreciate this game a great deal more than this score reflects today.

For one, I think I underscored the theme of this game which after many more plays I think is a lot stronger than the 2 stars I gave it. I really find the theme of this game is key to making sense out of the gameplay and its perhaps to the surprise of no one, that Cowboys are pretty popular so I find getting this one to the table because of the theme is quite easy. The concept of moving cattle, in the deck building mechanic and how it comes together when you arrive in Kansas City really works well in presenting the game and I really feel strongly that at the very least it deserves 3 if not 4 stars for the effort there. I really love the feel of this game, building up stronger and better hand of cards and the strategy of trying to consolidate your efforts over several turns of coordinated strategy that pays off is something that really brings this theme together.

Gameplay wise I think this game definitely deserves at least 4 stars if not 5. Its greatest strength is the games very deep, strategic gameplay that I can’t say enough about. It takes time to really get the nuts and bolts of this game which may be why I initially reviewed it at 3 stars but its definitely a lot better than that in my book. Great Western Trail has grown to be one of my favorite crunchy Euro games, the more I play it the more I want to play it as I see room for improved strategy and alternative ways to win. The replayability of this game is definitely a lot stronger than the 3 stars I gave it originally as well, over a year later I’m still playing it and excited to get it to the table.

A wonderful game that deserves a much better review then it got the first time around from me, I think if I were to re-calculate the score today it would break 4 stars which would put this among a small group of games to break 3 stars in my library and deservingly so.

Russian Railroads

Russian Railroad is a very pretty game and while it has a week connection to the theme, mechanically its very deep and interesting.

I gave this one a 1.6, which is a shit score and while everything I said in this review I believe to be true, I do believe that it deserved a bit better score none the less.

I think I was particularly harsh on this game as it came during a time when there were many Euro games claiming certain types of themes like Trains, City Building and Fantasy, but delivering what are essentially themeless Euro game victory point smorgasbords. Now to be fair to the original review, this is true about Russian Railroads, this game has claimed a theme it does not represent in gameplay in anyway shape or form. It could be a game about making turkey sandwiches and the mechanics would make no more or less sense than they do applied to trains and in particular Russian Railroads. That said, its mechanically quite strong and its here I think I would alter my review.

For one, assuming you have never played a typically heavier Euro point smorgasbord game, this one I believe to be a considerably better one than many of the games being waved around these days. It certainly blows Terra Mystica and Terraforming Mars out of the water and while I would like to see more interaction in the game then it offers, it certainly has more strategic depth than either of those two games. For me personally despite the lack of connection to the theme here, it is a far better game mechanically and this should be far more important.

I suppose if I were to say anything about the game in terms of improving the score I would say that it deserves a 4 star score in the gameplay zone. I regret scoring it so low, it earns its stripes here and I think it’s disingenuous to score it any differently.

Stone Age

There is no denying its visual appeal, its bright, colorful. Its easy to get gaming goggles.

Stone Age is a game that landed in my library simply because I found that despite reviewing it based on many online plays at boardgamearena.com, I continued to play it over the last couple of years and when I spotted it on sale I picked it up.

Since then I have racked up an astonishing amount of plays in particular with my daughter who considers this “a very complicated game” at 10 years old, yet loves playing it and does quite well at it.

I think in terms of replayability this game definitely deserves better than 2 stars that I gave it, in fact, I would rate it 4 stars and perhaps closer to 5 as I find it despite relative simplicity of the strategies it just seems to make the table very often and I still often play this one online.

This is a great family game that works wonders in getting everyone to the table, yet is crunchy enough for an old vet like me to enjoy. Today I would probably recommend this one above most games as an introductory to board gaming game.

Le Havre

One of my beefs with Le Havre is that despite the its dynamic nature it and simple complexity style design, it has a pattern that becomes apparent and rather predictable after several plays.

This is one of the games I feel I was a bit too generous with, in fact at a 3.25 stars, that’s seriously overselling it.

I think the main issue with the game is that after repeated plays it got very boring very fast. I can’t quite put my finger on it but this one hasn’t seen even a single play at the table since I did my review playthroughs and it’s become one of the biggest dust collectors of my collection. Its a bit of a dud, I think today I would score it somewhere around a 2.5 stars on its best day, even though everything in the review I say is true, its issues with replayability really hurt this one.

Seven Wonders Duel

There is strategy on many levels in this one with a lot of dynamics, it really has that infinite replay-ability thing going for it.

This is one I definitely would re-score much higher today after rediscovering it with my daughter it has become easily one of the most played games in my collection. I would easily add a star to replayability and gameplay to this one if I were to review it today.

This is a really fantastic two player game that I think should be a staple of every gamers collection, both casual and vet alike. Great strategic depth, lots of great decisions and fairly tough to win consistently thanks to its quick learning curve.

Board Gaming Super Weekend III

This summer just like the last two my gaming group got together for a 2 day board gaming super weekend, no kids, no wives, just endless snacks, beer and board games. Its without question my favorite gaming event of the year, it inspired two of my favorite articles from previous events on this blog so I thought I would write one again this year.

Board gaming weekends like this are usually an opportunity for me to test out some new games, fodder for the blog articles but unfortunately this year we played it very safe with our picks playing mostly games we have played before. Still, there was some really great games on the Agenda, here are some of the highlights.

Hero Realms

My buddy and I got to the gaming cabin first and despite the sweltering summer heat while we waited for the rest of the group to arrive we went head to head in a game of Hero Realms.

Now while I have always loved the concept of deck builders, one aspect of a great deal of games in this genre is that they are often a rather benign competitive or sometimes cooperative experience, most deck builders are focused on scoring points rather being a direct duels, which leaves the game feeling a bit flat. I find games like Dominion have really fallen out of favor for me, in fact I culled Dominion from my collection a couple of years ago. Star Realms and now the fantasy version Hero Realms flips things in the genre a bit and lets you actually build decks designed to combat each other in a direct confrontation and to me this is a much more interesting and a lot more fun way to do deck builders. I think I prefer Hero Realms fantasy theme a great deal more than Star Realms, mostly for the theme but also because each player is represented in the game by a character with special powers if using the expansion which I think is the only way to play Hero Realms. Strictly speaking however Star Realms and Hero Realms are basically the same game with different themes, so this is just a matter of theme preference.

This is a pretty fantastic filler that works really well as a two player game, but actually works amazingly as a free for all multiplayer game with up to four players as well. Great art, simple mechanics, fast pace yet clever enough to offer a pretty wide range of strategies and approaches to winning. We played this one last year at our yearly meet up as a group as well and like last time this one fired on all pistons, it definitely deserves your shelf space. It’s a really tight card game and if you enjoy deck builders like Dominion or Thunderstone for example, this one is going to be right up your alley if you like games with a bit more take that, it may even prompt you to do as I did and replace those old point chasers games in this genre on your shelf.

Coup

While this game has been around for quite some time, this was the first time we ever played it in our group, in fact we unpackaged the shrink wrap right at the table for our first game. We were told that it was something akin to a Love Letter or Avalon The Resistance during the introduction, two games I personally love so I was pretty excited to give this one a try.

After a single game we were all hooked and we ended up playing several rounds back to back, it ended up being the only game that got cleaned up during the weekend and pulled back out later for a second round of several rounds.

Mechanically speaking this is a very simple game, after a couple of rounds everyone had the rules memorized. It’s a game of nothing short of trying to pull the wool over your friends eyes and lying about it. Trickery, mind games, bluffing, calling peoples bluff and just trying to catch people on a lie are all part of coup, all activities our gaming group relishes. It registered with us and was without question in competition for one of the highlights of the weekend. Before I even got home from the weekend I had already ordered a copy for myself, rightfully described as a game similar to Love Letter and Avalon the Resistance, If you like those types of games, you are going to love Coup.

Dirk Henns Shogun

The contrast between the quiet, contemplative planning phase and the outrageously chaotic execution phase make this one of the most memorable Euro games I have ever played.

Shogun is a staple of my collection, it has been in my collection since its release a decade ago and remains one of my most beloved games I own. I will admit that it’s an acquired taste and while it has always resulted in a positive experience every time I pull it out, not everyone takes kindly to a game posing as hardened area control strategy game with an almost comic, Vlaada Chvatil like nuance ,reminiscent of classics like Galaxy Trucker.

Yes its a strategy game and smart decisions, clever gameplay, good planning, good resource management and all that good stuff you expect to be in a good war game are there, but it also has the dreaded tower of chaos, not to mention the nearly impossible to predict and plan order system that gives this game an atmosphere of hilarity that you can get mad about or you can simply embrace. It’s a nutty experience and luck plays a big role in this game, you can get screwed, the games battles swing wildly and no plan you put together is going to survive first contact with the enemy. Some might argue that it’s a far more realistic representation of warfare, most would argue that it’s too random. To me, it’s in the spirit of gaming and I always say if it’s a fun experience, even if it’s not what you expect, that is a good game and Shogun definitely qualifies for that category.

People will scream, cheer, throw down fists in anger and burst out in laughter as they watch all of their plans ruined by that maddening cube tower and the interaction of chaotic plans scraped together by all the players at the table. I would imagine some will simply hate the fact that you can barely control anything in the game. To truly enjoy Shogun you really have to embrace the experience the game is trying to create, rather than trying to get it to meet the standards of a serious war game, which notably it appears to be upon opening the box and laying out the pieces. Do that and you will love this game, but if too much silliness is not something you want in your war games, I suggest skipping this one.

For me personally, this is exactly what I look forward to in a gaming Spencerian, fun and Shogun has it in spades. . I adore this game, my copy is almost worn out and without question I will be replacing it with a new one when the time comes.

Raise your Goblets

This one debuted at last years big board gaming weekend event and it was no surprise to me at all that it found its way back this year. A game about trying to poison your friends while making sure you don’t get poisoned in what is effectively a game of memorization with a lot of screwing each other over, something that is right in our sweet spot as a group. My gaming group loves take that style games in general and Raise Your Goblets is exclusively about just that, doing it in a more fun rather than mean way.

This is really a party game, It toats the more players the merrier, but I think 5 to 6 players is where it is at its best.

Really fun, this is one of those games you really have to measure against your groups preference, but I think it’s a really great family game as well so if you have some kids at home and can get the whole family to the table, this makes for a very fun evening.

New Angeles

I have talked about New Angeles several times on this blog already since we first discovered it this year, though I’m yet to review it (it’s on my list). For me personally and I think I speak for most of my group, this is probably the game of the year. We have played it several times now on a number of occasions and it has hit it out of the park every time.

To me the most surprising aspect of New Angeles is how little attention it has gotten as a game in particular given that games like Shadows over Camelot, Dead of Winter and Battlestar Galactica enjoy so much praise. New Angeles is really a evolution of those games and really this cooperative/betrayal genre. It takes that concept of cooperative, competitive gameplay with a betrayer element and really perfects the gameplay. It’s an amazingly balanced game, giving way to the psychological games this genre is famous for, yet streamlining the whole into a well oiled machine of mechanics making this without question the best in the genre in my humble opinion.

One core aspect of this betrayer genre of games is that they border on the fringes of being social deduction games and I actually think if you bring this out during a dinner party with non-gamers, if you can get them past the science-fiction theme this would make for a really great party game. Mechanically its very simple, in fact considerably simpler and less involved than most games in this genre, yet it treats the audience with dignity and intelligence without making any presumptions about the players being “hardened board gamers”. Strictly speaking no game should ever do that, but many do so it’s nice to see a science-fiction game being more approachable.

I think it’s not hard to read into this depiction of the game to know how I would review it, it’s absolutely brilliant and belongs in the collection of any fan of the betrayer series of games, yet it has all the qualities of a great introductory game as well. I think it’s much easier to teach than say Dead of Winter or Battlestar Galactica. I fully expect New Angeles to break into my top 10 this year, it comes with my highest recommendation, if you are only going to buy one game this year, this should be it.

Formula D

At last year’s event we went out on a limb and tried several new games, some of which landed flat resulting in us having a few “duds”, so this year we made a lot of safe picks and Formula D is without question one of our old reliable’s when we have a bigger group. When our 6th player arrived part way through the weekend, this was one of the first games we reached for and for good reason.

Formula D is a very simple racing game, pick a gear, roll the dice and move your car up the track. The rules for the game can fit on a cocktail napkin and while the new modern versions of the game have come with some additional optional rules weight to spice up the game, playing it the old classic way is just as fun as it has always been.

I personally think this is more of a “casual” gamers game or a family game, than it is a sort of “gaming group” game, if for no other reason than that I find it’s a bit of a longer game and the mechanics start and remain simple throughout. I always enjoy Formula D with my gaming friends because they are a great group of guys and we can turn just about anything into a hilarious shit show, but strictly speaking as a gamers game I find it to be an odd mix between its simplicity and its length. It’s just a bit too long for how simple of a game it is and when I’m with my gaming group I have a preference to reach for the more complex games that I simply can’t play with non-gamers or the wife and kids.  Or if we are going to play something that is simple, it should be relatively short.

That said Formula D has always landed well with every gaming group we have ever tried it with, whether they are non-gamers, casuals or serious gamers. It’s a pretty game, a simple game and a fun game. It captures the intensity and anxiety of a indy car race and while I find it a bit long for what it is, I still highly recommend it as a staple of a board game collection. I would go further and say that for a family with kids or for casual social circles this game is in particularly a great choice.

Sheriff of Nottingham

The best and most tense moments are when the Sheriff is looking at your sealed bag and you know its full of red cards. Thankfully Bribery is allowed.

The Sheriff of Nottingham to me is a game in a genre all on its own, it’s an extremely simple game that when placed into the hands of a social group with a sense of humor will create fantastic table atmosphere. It’s not hard to imagine however that if played seriously, without a layer of silliness it might land flat. There is not much “game” here, it’s really more of a social activity, than a game. You take some cards, put them in a pouch, tell the Sheriff what you claim to be smuggling and he decides whether or not he believes you. Making that a fun experience with bribes, lies and silliness is really up to the group.

That said in our group its a cluster fuck of lying, bribing, shifty eyes and hilarity. While laughing out and poking fun at each other is something we do constantly pretty much in any game, Sheriff of Nottingham sets us up for so many funny situations we spend almost the entire game laughing our asses off, so for us it’s always a hit.

This time we played it with 6 players using the Merry Men expansion which in my opinion vastly improved the game creating a lot more interactions thanks to the two deputies who must decide together which pouches to inspect or not.

This a staple family game night game if there ever was one, its rules are simple and there is no reading involved so you can play this with kids or adults of any age. In fact, if I were to pick a single game for families, this would be it, it’s really tailor made for family board game nights. The fact that it works great with veteran gaming groups is just a bonus. Always fun, always hilarious, Sheriff of Nottingham is unique and wonderful.

Game of Thrones the board game

This is a game that is played in the minds of the players, the board and pieces are mostly distraction.

Game of Thrones has been on the top of my list of top 10 best games of all time for as long as I have had the list. It’s a more serious game, with a fair amount of complexity both in the rules and in the depths of its strategies, while housing one of my favorite franchises making this a triple threat, gameplay, strategy and theme.

What I love more than anything about Game of Thrones however is how it draws out true raw emotions of the players (me in particular), creating a sense of attachment to the board presence, testing that human condition while challenging you to overcome the many obstacles that both the game and the other players present. It is a deep strategy game that is played on many levels ranging from the manipulation of mechanics to the manipulation of people, all things required to successfully navigate yourself to victory.

That said I do find the games static starting conditions to be a bit dry after you have played a few times. There are certain opening moves with certain factions you must make, certain struggles between factions that are almost scripted and certain events relatively predictable that will happen in every game with experienced players.   It really doesn’t deflate the experience but if you are looking for a game that your group will play repeatedly I think you will find the more you play the more these things might bother you.

It’s also a very long game and one that although it can be played with fewer players, is really at its best at 6. Now complaining that a game designed to be a long game for 6 players, is long and for 6 players may seem silly, so don’t consider that a complaint, but in the modern age of board gaming today, games like Game of Thrones the board game can feel a bit dated and out of touch with the modern approach to streamlining common among today’s games. To me personally some streamlining goes overboard and something is lost, when it comes to Game of Thrones there is a near perfection their in this regard. The fact that its long and for 6 players is simply a fact that requires you to play it at an appropriate time, in other words its a limitation on the game likely resulting in a considerable reduction in how often you play it. Which I think is a good thing because as mentioned, playing this game to often will likely result in the game feeling a bit scripted in certain places, so for our group that probably plays this only once or twice a year, its quite perfect.

Its as streamlined as a game like this can be in my humble opinion, but a 4+ hour game is a 4+ hour game, you really need to know what you are getting into here. It’s important to note as well that this is not a game for casual dabblers or inexperienced gamers. This is for those hardened vets who are looking for a challenge, not that I’m discouraging anyone from trying it but this is not Small World, this is Game of Thrones, its complex, its long, its strategically deep, it’s a cluster fuck of mind games, it’s the definition of a gamers game. It’s one of the best games in this genre and in my humble opinion a masterpiece in the world of boardgaming.

Galaxy Trucker

Distinctively Vlaada, Galaxy Trucker is truly a unique gem that rivals Through The Ages as one of Chvátil’s masterpieces.

At this point I have mentioned Galaxy Trucker so many times on this blog I almost feel silly writing about it again. I have a love affair with Vladda Chivatil’s games, to me he is one of the most diverse, unique and adaptable designers in the business. His games are all Masterpieces and you will find every single one of his games in the top 50 on boardgamegeek and several of them in the top 10.

The staple of Chivatil games is that each one is designed to create an experience, in a sense, every one of his games is genre defining and Galaxy Trucker in my humble opinion is among the best of that example. I have never played anything close to Galaxy Trucker, though it’s important to know that calling Galaxy Trucker a “board game” is a pretty loose term. It’s a chaotic adventure through madness, essentially a test to see how much chaos and randomness you can fit into a single game, spoiler alert, it’s a metric fuck ton, but its all done with a quirky sense of humor. A game designed to create funny moments pure and simple.

Galaxy Trucker is along the lines of “activity games” where players attempt to speed design and build space ships that will be put through a gauntlet of horrible events to see if the ship or any of its crew can survive to collect some coin at the end of their galactic trucker journey. On top of that it’s a competitive race against other players, which means you are pushed further into attempting to take risks in hopes of capturing that first place glory.  Simply surviving the game with any money at the end makes you a winner, another spoiler alert, most people won’t make it.

With its many expansions things get even nuttier and while I fully understand that many gamers “don’t get the point”, its because they fail to remove the filters which under normal circumstances we put all other games through. You simply can’t do that with games like Galaxy Trucker, you must embrace it as the silly exercise that it is. If you do that with a group like minded friends, Galaxy Trucker is not only a unique gaming experience, but it’s Monty Python like fun in a box.

Conclusion

Well those are the games that were in the line up this year and I have to say, while we played it safe pulling in only games we were fairly certain would register with our group resulting in a weekend without duds, I do wish we would have taken a couple of risks on some new ones. It was none the less an amazing time as it always is with my friends, I think it was Will Wheaton that once said that “Games are the mortar that keeps our friends together”, something I can wholeheartedly agree with. Board gaming in our modern digital age where people can’t seem to put the cell phones, Ipads and computers down is really the saving grace of the human experience. It brings people together, reintroduces the concept of eye contact and lets us enjoy each other’s company in the real world. I think given the troubling times we live in today, our little blue planet needs a whole lot more of that than anything.

If I had to pick a single of these games as the game of the weekend, I think I would have to go with Game of Thrones. Its raw energy, complex strategic gameplay and endless mental games not only bring the theme together but make this one of the purest board games I can think of. It defines everything I love about boardgaming and brings it together in a single game. Without question in my mind, one of the best board games ever made.

Star Wars: Destiny By Fantasy Flight Games

While I had initially passed on it, Star Wars Destiny the collectible card game landed in November 2016 with a bang on the gaming scene and its clear over the last year it has gained momentum globally.  It celebrated its 1st birthday in style, enjoying a top 5 spot on the ICV2 most sold collectible card game on our little blue planet.  While I have been slacking on reviews the last few months (work, life, etc.) and the result of a very RPG focused agenda, I could not ignore this one any longer, I had to take a closer look.     Destiny has enjoyed a very quick road to success as far as collectible card games go, though it should come to the surprise of no one given that FFG was behind it.

It really just seems like Fantasy Flight Games doesn’t know how to fail and while it took some leg pulling to get me to shell out for a CCG (more on why that is later), I finally got behind the wheel, albeit belayed, to give this little Star Wars bird a thorough whirl.

Overview

Final Score: christmas_starchristmas_starchristmas_star christmas_star(3.9 out of 5 Stars)

Star Wars: Destiny is a classic formula for a CCG dueling game on the surface.  Two players build decks and face off against each other trying to knock the other out to win the game.  Like all FFG games however, Destiny takes the theme, in this case Star Wars and pushes it a bit closer to its roots.   By making it about special Star Warsy signature characters with special powers and throwing  the entire thing on its head by adding specialty dice the game entered into an entirely different CCG genre than most card games fall into.  While not a white elephant, the genre today is quite thin competition wise.

The DCG (Dice Collectible Game) is a new genre that was only recently established, Destiny has really confirmed that this is going to be a thing now.

We have seen this emerging genre before in games like Dice Masters (its primary competitor), which has also been very successful (enjoying the no 9 spot of top 10 collectible games on ICV2 as of this writing).  Star Wars Destiny however boasts a powerful IP, the stupidly high quality components and original art work of  FFG and two of the most successful designers at FFG Corey Konieczka and Lukas Litzsinger. Suffice to say, it has a lot going for it out of the gate.  Today we look under the hood of this year old stud and see if it earns all of its accolades.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt:christmas_star

Pros:  High quality components made to last, dice in particular are extremely well done, awesome visual appeal that gets you in the mood.

Cons:  The box and storage are poorly thought out, the extra storage binders sold separately are not a whole lot better leaving you on your own to find a storage solution.

Star Wars: Destiny follows the very high standard that we have grown accustom to for games coming out of Fantasy Flight Games.  The card stock is the best you can get, the dice quality is amazing and the entire thing has a spit shine on it that will get you excited to play with the pieces.

It wouldn’t be Star Wars without a good Darth Vader card, FFG has done a great job with the art enhancing the experience and confirming that they are the best in the business.

The dice deserve particular mention here, I already mentioned Dicemasters which is the only point of reference in this rather small genre, but by comparison, Destiny blows it out of the water, it may just have the best dice I have ever seen in a dice game or any game for that matter.  The dice are big, colorful, clear and of the absolute highest quality.  They are a joy to roll, just the feel of them in your hand is going to get your gamer juices flowing. Compared to Dicemasters which, well lets just say it, was a big disappointment component wise, FFG really invested in Destiny’s signature component and it shows.

I love the fact that FFG understands what is important to gamers, if you are going to make a dice game, make sure the dice kick ass!

If there was any disappointment for me it was in the packaging, which I consider a “none review-able” item in terms of scoring a game, but I’m going to bitch about it anyway.  The absence of a storage solution will annoy you.   Booster packs are obviously a “rip them open” situation, which is fine, but there really is no good “box” to put your stuff in when it comes to Destiny.  The two player box has a very flimsy box that rips easily, which won’t last and it uses the side opening boxes all gamers loathe as do the pre-built expansion decks.  While the plastic casing inside was pretty good, giving you a place to put some of your dice and perhaps some hope of a solution to store some what you will ultimately collect, quite simply after opening the game and opening some boosters I was left with a mess of cards and dice with no where to put them.

The dice binders sold separately by FFG are pretty, but the design was poorly thought out.

FFG does offer Dice Binders, which would have been great even if sold separately, but I found the choice of being able to store 40 dice but only 44 cards only further fueling my frustration.  Basically a single deck has 10-14 dice in it, while having exactly 30 cards.  The binder is way too big for a single deck of dice, but far too small to have more than 1 deck because a lack of card storage.  It’s not a terribly smart accessory, leaving everyone trying to scramble and figure out an alternative storage solution.  It’s kind of lame enough to put things in a non-reusable box, but offering a pointless accessory is pouring lemon juice on the wound.  Suffice to say I was pretty disappointed, but luckily this component has nothing to do with the quality of the game so I mention it more out of frustration than any impact on the games score.

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Fantastic artwork, quotable cards and familiar characters will delight the senses and give you that Star Wars feeling.

Cons:  Some might find the blending of eras and lack of cannon annoying, for the record, I do not.

The big advantage of using a big IP like Star Wars is that once you throw some pictures of Darth Vader on the cover, you already have a built in following to the theme.  When I judge a games theme however I’m trying to make a connection between the setting and the mechanics.  Does the theme influence the mechanics and shine through while you play, does it fuel the imagination or impact your sense of the experience, is there some sort of concept of time and place, does it tell a story through play.  All of those things help to enhance a game and are important if you are buying into a game hoping to get some replication of the Star Wars universe.  Does Destiny provide this?

The short answer is yes and no.  Its not exactly what I would call a storytelling experience.  The combinations can get pretty weird as the entirety of the Star Wars universe is blended into a single game.  You will see content from the Phanthom Menance, the old trilogy, the new trilogy, the cartoon and a bunch of stuff you probably have never heard of unless you are a die hard consumer of everything Star Wars.  While it maintains what I would call “The Star Wars feeling”, there really isn’t a sense of a story, time or place, but rather a kind of scramble of everything into a single game.  Now I would imagine most people will not really care, but the first time I built a deck I had Nute Gunray, Boba Fett and a Tie Pilot all in the same deck and that is only a slightly weird combination in terms of what is possible.  If your sense of cannon is easily offended and throws off your sense of Star Wars continuity, this game will abuse that to all hell as you mix and match characters, equipment and locations from pretty much every source and era of the Star Wars universe to make your decks.

Quotable cards like this, paired up with great art will put a smile on your face, but the effects don’t always connect mechanically to the theme.

To me personally this was more a quirk than a problem, everything in the game is definitively Star Wars and belongs in the theme as a whole and the whole concept of trying to maintain cannon in a CCG is far fetched anyway.  The theme shines largely through the fact that every card in the game is universally quotable and as a Star Wars fans playing cards like “He doesn’t like you” instantly takes me back to the movies.  That with the amazing art, is more than enough to give Star Wars: Destiny a well deserved passing grade.  Its very clear that the designers of the game were Star Wars fans.

If you are looking for a more thematic experience, one in which the cards mechanics are linked up to a thematic story and experience, I would venture to guess Destiny is probably not that game.  While it certainly houses Star Wars as an IP under one roof, its really more of a game about gameplay than trying to accomplish some sort of thematic tale of events, for that you might need to seek out the Star Wars LCG.  Even there however I think you would find that there is a general blending of “everything”, as this is really how most card games are, this one is no different.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Streamlined, easy to teach, easy to learn mechanic. Robust card pool with a wide range of deck building options make this dueling game a winner.

Cons: It’s a small game with big investment requirements, in particular if you plan to compete.  Casual players should approach with caution.

I think without argument when it comes to dueling card games, gameplay is without question the single most important element that needs to be done right for it to be successful, a moot point when one does a review of an already successful game, but none the less.  For any collectible games unfortunately there are many external factors that can really affect the gameplay experience,  in particular ones like Destiny that use the random booster concept.  While I won’t dwell here, I will say that I prefer the now well establish FFG Living Card standard which alleviates a lot of the anxiety and potential gameplay or balance issues randomness and investment differential can create.  When buying into a CCG this really comes with the territory and in many ways is an extension of the games “pre-game” deck building concept.  I will talk a bit more about my feelings about the CCG concept later, but let’s first talk about the gameplay in general.

Center stage in a CCG is always going to be deck building. Great thing about Destiny is you can grab a card, see what it does and immediately go off on a tangent on potential ways to build an entire deck around it.

On the positive side, the mechanics of the game itself and how it incorporates dice in particular is really well thought out here.  Destiny is a very tight and streamlined game, cutting out a lot of the nonsense of old school CCG’s like the “I can’t do anything” turns or “Mana screwed” issues, or “not enough cards dilemma”.  All that is eliminated and in a fashion that is both fair, consistent and reliable.  Each turn from the first to the last round is going to have you contemplating your plays one action at a time, rather than complaining about some shitty game state you find yourself in.  There is always something you can do, in fact, most of the time there are hard choices and tactical decisions that you must choose between which really fuels both deck building (the pre-game, game) and the constant re-assessment of the in progress game.  There is constant tension throughout, your always trying to solve some puzzle at every stage of the game.  You are rarely out of options.

I especially liked the fact that there are very few “no result” dice results, which is great given its a dice game and a part of your success will be affected by how well your roll.  You might not always get what you want and depending on how you built your deck you may or may not have things to control your dice, but because you can discard a card to re-roll dice and most dice generally have only positive results (something), your getting benefit from them most of the time in some way.  Its interesting as well how despite a pretty massive card pool, each card/dice combination brings something new to the table.  There are no “bad” cards really that I found, there are just cards that are clearly designed with certain types of deck builds in mind.  Sure, one can say that clearly some cards are more competitive than others, you will of course see the emergence of a meta where certain cards see more play.  That said however I found that when I zeroed in a character, a piece of equipment or even a certain mechanic, there was a deck waiting to be built out of it.  This creative pre-game deck building element of CCG’s in general is arguably one of the most addictive parts of the game, though your collection will dictate how much flexibility you have here and unfortunately this will also affect how balanced your experience will be.

The point here however is that there is a lot of design space when it comes to deck building assuming a robust collection and let’s face it, when it comes to card games like Destiny or really any collectible game, even miniatures, the concept of list building or deck building is a game in its own right.  You will spend countless hours contemplating “builds” and when discussing the game you will always be talking about it in terms of deck building.  This is part of the fun and really part of the gameplay of Destiny, trying to find that perfect combination of cards and tactics to win more than you lose.  On a competitive level you’re always working on trying to outsmart the meta and in a sense in competitive play I imagine this becomes an entire new level of gameplay where you know what people will play and your trying to build decks that can beat those decks.  This stacking of concepts gives Destiny many layers of game to explore but aiming to play competitively isn’t going to be the only driver to trying to find that perfect deck combination.  Its a built in feature of the game, serious, casual, competitive or not, you are going to be trying to build the best decks you can.

On a ground level there is much to like about Destiny but my favorite really has to be the hero design.  Each hero card has a two costs, a one die cost and a two die cost.  With only 30 points to spend on heroes, it means you are not going to have this “put the best you have in a deck” approach.  The cost is a huge limiting factor ensuring the most powerful heroes come with the drawback of limiting who you can partner them up with.  This tender balance is well done and while their are certainly some pretty great combination that formulate the competitive meta, the game really isn’t won or lost on heroes alone.  The deck you build that supports them is far more critical, in particular the equipment that brings in additional dice.  A seemingly innocent 10 point hero can be turned into an unstoppable machine of death with the right combination of gear and this both plays into the strategy of the deck building and the tactics at the table.  This all in turn helps to bring that tightness of play to the game.  Contemplating the possibility feels endless, even with a small investment you will discover countless combinations to try out, driving both the addiction to collect and to play.

Its unfortunate however that to get the most out of pretty much every hero you will need to collect both dice for him.  The way the cost works out, if you buy 1 die for say 11 points, getting the second one might only cost you 3 or 4 points more.  Hence building decks with heroes for who you don’t have 2 dice for is extremely inefficient and doing so will definitely result in a sub-optimal deck that in turn will affect your rate of success in particular when facing more optimized 4 dice, dual hero decks.  This makes collecting a sizable collection that much more important to deck building and in general to your success in the game.

You have already spent 12 points on a character with 1 die and it will cost you 4 more to get the other die. It’s clearly the optimal decision but you can’t make it if you don’t have a second copy which puts you into that awkward space of either making a sub-optimal build or simply not use the card.

Many cards have zero cost, or are low cost, which means your success isn’t really driven by resource availability during a round entirely.  In fact you will spend most rounds with very few resources or sometimes even none and it does not prevent you from participating aggressively in the events of the round.  I love the fact that the game goes back and forth with each player getting a single action you, the end result is that you always have an opportunity to respond to the changing state of the game based on your opponents last play.   This fuels the game tactically as it ensures that while you can plan, you must constantly adjust.  Pulling off those deadly combos isn’t just a matter of fact, there is a counter to everything both in terms of cards you can field in your deck but also what order you make your plays, the timing of them and of course the always important results of the dice.  Battlefileds are also a part of the overall strategy of the game and can sometimes offer significant advantage to getting your timing right.  All this amounts to a consistently interesting and ever changing state of affairs on the table.   You might have a plan, a player takes one action and you find yourself completely re-assessing the entire round.  Things turn on a dime and I absolutely love that.

In short, the game-play is absolutely fantastic from a mechanical stand point, you have a lot of control over your destiny making this without question one of the most aptly named games in the FFG lineup.

There are low cost, 1 die cards like this one, but these are clearly meant to be paired up with the more expensive heroes, suffice to say 3 die decks are not completely out of the question and certainly designed into the game as an option.

A big part of your success in any match is going to be in the pre-game deck building, really a game in its own right and a core part of CCG’s in general.  You have a lot of choices to make here including which characters to use, what equipment, upgrades and support cards to add to your deck which in turn defines what dice you will have available in the course of the game and of course the all important event cards which is really where much of your subtle strategy comes from.   In many ways this is also the flaw of the CCG model because what cards you have available is a limiting factor of your collection, one that is largely randomly done through the booster concept.  Its particularly a problem when you are on a tight budget and you find yourself facing opponents with a more flexible income.  This differential can and probably will create some imbalances.  You might not have those 2 dice heroes, so you may find yourself facing 4 dice vs. your 2 or 3 from your limited collection and that is a major unbalance in the games structure.  In fact I found even after buying all of the starter packs and 2 of the big booster boxes I only have  5 heroes for who I have 2 dice, significantly reducing not only what parts of my collection I can make but in particular what types of decks I can make that are optimized.  Most of my decks are made up of 3 heroes 3 dice, simply because I have no other option and when facing a 4 dice deck I’m at a pretty severe disadvantage.

Suffice this is just part of the CCG model, for better or worse.  The question of course is, should this affect the games score and the answer is a simple no.  I can’t count being a CCG against a game if a CCG is exactly what it intends to be.  It’s a collectible game, collecting is part of the game, an expensive part and if you think that’s unfair than you should definitely skip this game, but it does not make Destiny any less of a game.  Mechanically speaking I have to rate the game with the assumption that I have the entire collection and in that capacity this is a fantastic game.

The caveat for me in the model is the 2 dice hero model balance of the game.  Essentially the game is designed on 30 points worth of heroes, however the average cost of a 1 die hero is about 8-12, and the average cost of a second die for the same hero is 3-5.  This means that if you spend points for 1 die of a hero, if you don’t buy the second die you have locked your deck into being a 3 die deck in all but the rarest circumstance with no way to work out the math any differently.  This creates an inherent problem with how collecting works, but more importantly it impacts greatly the global balance of the game where effectively a player who has a set of 2 die heroes of every sort will always be able work out decks to have 4 dice, but a person who does not have 2 dice heros to work with will be locked into the less optimal 3 die decks constructed from either 2 or 3 heroes.

To me the decision to balance the game this way hurts it. Only including 1 die in a booster, not to mention making all heroes “rare” or “legendary” at the least means that you will struggle to make use of your collection even if its fairly robust.  I for example don’t have any 2 die yellow (good guy) heroes in my collection which means all yellow hero (good guy) cards are effectively not used at all unless I want to play with a sub-par, 3 die decks which frankly after a few frustrating efforts I know well enough that it’s just not fun.   The disadvantage is too great against a 4 die deck.  Effectively these 3 die types of decks feel incomplete and can create a frustrating experience to say the least when facing a player who has a complete 4 hero deck.

I think this pain point is significant enough to affect the score of the game, to me, this is more a design decision problem than a CCG model problem.  Grant it, it can be overcome through collecting but personally I think there is a limit to how much a CCG model should impact the balance of a game based on collecting and how much a CCG model can demand before you can make use of your collection.  I would say right now, after 200 dollars spent, perhaps 10% of my collection is viable to be used in a deck thanks to this awkward hero/die pairing issue.  Most of the cards I can’t use are great and I would love to use them but the lack of the 2 dice hero pairings I need to do so means I have to build those less effective 3 dice decks. After a fair amount of testing it’s abundantly clear to me that 4 dice vs. 3 dice is more than just a disadvantage, it’s a serious unbalance, its not game breaking but not easy to ignore either.  In short, you need the pairings, its really not an option in most cases.

Still, from a stand

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: The robust nature of CCG’s combined with FFG’s commitment to the product means this game likely has a long and bright future ahead of it.

Cons: To really get the full experience you are going to have to dive knee deep into this, with a constant push to expand your collection driving your replaybility.

The really nice thing about collectible card games is that we can generally rely on the publisher to continue to put out expansion after expansion for their game, in particular with FFG.  This in its own right gives Destiny a huge advantage in this category as we know it will be heavily expanded.  For CCG’s, expansion is also one of the most important categories as decks get old, cards get old and you are always going to be chasing a refresher.

There are a great many unique and interesting event cards that can significantly alter how events play out in the course of a game.  Much of the longevity of this game will rely on FFG constantly creating new cards that continue in this tradition.

Still lets assume for a second you don’t make a major investment in the game, how much can you replay that same 2 player starter deck before it gets boring and loses its polish.  The answer is more than you expect, but probably not enough. Considering the two player box is 30 bucks retail, I would say you get considerable bang for your buck, but CCG’s like Destiny beg to be expanded, its assumed you will deck build and it really is about finding new and clever ways to beat your opponents.  I think the 2 player set is a nice, cheap way to find out if you like the game, but in the end unless you expand your replay-ability is going to be fairly limited.

Personally after a few plays I was ready to start deck building and needed cards to do it with.  I think I got the 2 player set, played 4 or 5 times and ordered 2 booster boxes in the same week.   I managed to get it on a discount but by the time I was done ordering stuff I was a good 200 bucks into it.  The question now is how far will this take me?  The answer is not nearly as far as I had hoped.  Part of the problem is the dependency on 2 dice hero pairings.  As mentioned before after 200 bucks I still don’t have pairings for the vast majority of my heroes, in some cases entire sections of the game, for example I don’t have 2 dice for yellow heroes so my yellow hero cards really don’t have a home in any decks right now.  That was disappointing.   Suffice to say you will need to collect, trade and/or buy off the 3rd party markets to really get that replay-ability and deck construction possibilities going that this game is capable of and that is going to be a significant investment of your time and money.

Each time you add to your card and dice pool you are going to see worlds opening, new deck possibilities, new approaches and in turn more replay-ability.  Really this is typical of collectible games, their longevity generally relies on expanding your collection and Destiny is no different, but in my opinion its far more difficult to do with Destiny, due to the way the model is setup.

In general though I think the replay-ability is very good, there are significant variations in the different sets and new mechanics are introduced in each set that shake things up and refresh certain elements of the game opening up the reusing of cards you might have previously overlooked.  I also think with each new set the 3 hero, 3 dice combinations become more viable and competitive than before.  I noted that when building decks “digitally” with online deck builders with cards I don’t have yet I was able to construct some 3 dice, 3 hero decks that I believe would be a significant challenge for a 2 hero 4 dice deck.  Suffice to say I think some of these collection vs. balance issues can be resolved through mixing the sets and opening the door to more ways to replay the game.

I have high hopes for the longevity of the game, but CCG’s need to establish large card pools for that longevity to really stick.  Destiny remains a question mark in that department, I’m not 100% sure how far I will take the game, but certainly FFG is going to tempt me with the constant expanding.  I think Destiny has a bright future for the dedicated player.

Conclusion

Star Wars: Destiny is a challenging, varied and robust game that takes this genre to an entirely new level.  Its got the chops to be a great competitive game and its design streamlined to a point of near perfection.  It really is an absolutely fantastic game.

Unfortunately it’s CCG model not only comes with the standard economic trappings and overhead of a collectible game but is burdened by a core balance issue if you are not fully committed.  If you want to make reasonably competitive decks, even more so than typical CCG’s, you are going to have to invest heavily, perhaps more so than other CCG’s out there.

I would say for experience CCG players looking for their next challenge this is definitely one you should not pass up, but for casual gamers I think this is one to skip.  The 2 player game is too limited and getting into it uncommitted is going to be disappointing.  Its an all or nothing game in my humble opinion.