Saturday, October 26, 2013

Eclipse

This week, on Holy Chit!...


Eclipse has become, quickly, a favorite of my board game friends.  For those who have never heard of this game, think Risk if Risk were played in outer space, there were more game play options, and various races.  So, I guess, it's like Risk if Risk weren't very much like Risk at all!

I want to try a new structure for my reviews to make them easier to follow as well as full of more relevant information - I know everyone enjoys my rambling randomly, but let's entertain the idea of order!  This concept of game review structure is what I like to call the 6 C's - copyright pending!

Components
Score: 8.7 out of 10 

Components - The first question that comes to mind with any game, for me at least, is about the quality of the components.  Are they card stock or cardboard?  Are they plastic or resin?  Are they prone to breakage/wear?  Whatever the question may be, Eclipse has A LOT of components - and that's an understatement!
Wooden components: cubes and discs for each player color (6 colors in total), cubes for the Ancients to track their damage taken during combat, and the first player and round markers.  These are your standard painted wooden pieces.  I've seen no production fault in any of the pieces in my base game of Eclipse.  The paint has not chipped off, each piece is devoid of chips/production flaws.  10/10
Plastic components: Space ships for each player color (8 Interceptors, 4 Cruisers, and 2 Dreadnaughts of each color) and dice of three different colors.  The pieces are made from a standard plastic common to virtually every table top game I've ever played/owned.  The pieces are free of production burrs for the most part (excessive plastic from cutting the pieces after the initial molding) but there are a few spots that need to be shaved down - primarily on the underbelly of each ship - if you are OCD about the smoothness of your bits.  I'm not so picky so I give the ships a 9/10
Cardboard/paper components: This is where the majority of the components reside.  Cardboard hexes, player boards, research holding board, starship tokens, exploration tokens, reputation tokens, diplomacy tokens, research tiles, and ship upgrade tiles (I may be missing a few items because there are A LOT)!  The cardboard pieces are made of thick cardboard stock that are resistant to bending and/or denting.  Each of those pieces will stand up to many many plays of this game and should never be a concern about wear/tear.  However, I do take issue with the player boards and research holding board.  Each of these boards are made of card stock, my guess is about 40# strength, so they are flimsy and can rip quite readily.  After about 5 plays I started to notice little bends on the corners of each board which is upsetting because I know this game will be hitting the table frequently with my group.  Overall, these components get a 7/10 due to the card stock bits being of such lower quality than the rest of the bits.

Convenience
Score: 6 out of 10


Convenience - Simply put, this game takes almost as long to setup/take down as it does to play.  If you do not use Plano boxes, homemade tuck boxes, or plastic baggies this game is NOT for you.  I, personally, use plastic baggies for all of my little bits and separate everything each player needs into convenient bags.  "Here's everything the white player needs in his/her own bag, everything the green player needs, etc."  To further the convenience of setup, sort all of the exploration tokens, reputation tokens, research tiles, and upgrade tiles into their own baggies or compartments in an Plano box.  Shown above is a BGG member that really understands how important it is to sort these components for ease of setup/take down/play.  Simply put, make setup and take down a team effort and it won't be that difficult of a task, but it will still be relatively time consuming!  The excessive amounts of tidbits in this game make the game its beautiful landscape that it is, but it in convenience, it's a negative relationship.  Giving this game a 6/10 on convenience.

Cohesion
Score: 9 out of 10

Cohesion - I am a sucker for space-themed games, IF AND ONLY IF the theme actually fits with the game.  Of all my pet peeves with table top games a pasted-on theme is the worst offender!  I can comfortably say that Eclipse does NOT offend my thematic cravings.  The human races are all identical in skills/talents/ships/conversion rates/powers/etc. which makes sense - you're all the same species and not one sect has any advantage over the other.  When players start utilizing the alien races, that's where the fun begins!  Each alien race has a severe specialization such as: rapid expansion, military force, research expertise, building/construction prowess, and the list goes on.  Falling into these roles, through the 9 rounds of the game I find myself becoming lost in the race I have picked.  I forget I'm in my FLGS playing a game - I become the race.  I am fighting for the survival of my race, or frantically attempting to protect myself from the more roid-jacked races while I attempt to just go on my scientific research kick.  Whatever your race specializes in paired with your innate play style, pitted against your rivals...every game will be a different experience, really contributing to the fact that the races of this game are what make the theme of civilization survival/expansion work.  This game could easily have been applied in a manner like Sid Meier's Civilization Board Game where the "races" are different countries throughout history - but where's the fun in that when you can be in outer-space blasting one another with anti-matter cannons?!  9/10

Complexity
Score: 7.5 out of 10

Complexity - The play of this game is straight-forward...once you get past the daunting learning curve.  It seems an ever-present theme with games of the space genre that the learning curve is quite steep.  Because of the amount of chits/pieces in this game, many players new to the gaming scene will be immediately turned off and overwhelmed, I guarantee it (super-nerds, like myself, excluded from this of course).  The complexity is NOT in the game play - the actions are very straightforward and the game play is simplistic.  Through several plays, the complexity lies in the amount of actions you can take and what each action does.  All things considered, from a veteran to medium-to-heavy games, I rate Eclipse as a 7.5/10 in complexity (higher numbers means easier to learn).

Companions - Short and sweet, I recommend this game for players who are familiar with games that offer multiple action options per turn (Arkham Horror, A Few Acres of Snow, and games of the like come to mind).  This is not a light-hearted game for a non-gamer.  This is a game that I would only recommend for those who would not shy away from sitting at a table for 2-3 hours (game play averages to about 20-30mins per player in the game).

Continuability - Being as this game has hit the table with my group 4 times in the past 2 months, I say that this is a HIGHLY re-playable game.  Even if you play with the same players, same races, you will never have the same game twice.  Available research will change, drawn explored hexes will differ, and dice rolls during combat will always be different.  If your group wants a great central game to meetings, Eclipse can certainly fill that roll without hesitation!

All in all, Eclipse is in my top 3 games of all time as well as ranked as #6 in the entirety of the BGG.com board game ranks at time of posting this review.  In its entirety, Eclipse scores a 7.8/10.  To place this in context, I find it VERY difficult to give a game a perfect score so an 8/10 means I LOOOOOOOOVE the game!

Saturday, October 12, 2013

Planet Steam


There are two/three versions of Planet Steam circulating through the ethos, but the version I played was printed by Heidelberger Spieleverlag and was the English translation.

My first impression of the game was "Holy crap that's a big box!"  And I own Claustrophobia, Mage Wars, Eclipse, and a few other "large box" games.  As this picture shows, the size of this print of the game is substantial!
(not my photograph, taken from BGG.com)
There's a reason why the box is so large, however.  The amount of components in this printing brings about the term that I use sparingly, but appropriately, cluster-f***ery.  When I sat at the table, luckily already set up for a 4-player game, I was completely overwhelmed.  I don't mean confused, I mean I was literally lost in the sea of components and the sheer vastness that was the board/contents.
(not my photograph, taken from BGG.com)
Conveniently, this photo that I "stole" from BGG is set up for a 4 player game so the amount of contents on the board matches what I saw when I first sat to the table to play.

The structure/gameplay of Planet Steam is that of a blend of two popular mechanics in current tabletop gaming: worker placement and economy games.  The silver "balls" that you see on the side of the board nearest the camera are your "workers" that are set out to collect steam (water), ore, crystal, and to produce energy.  As you can guess by the name of the game, the players are on a planet that produces an unnaturally abundant amount of steam that your team has learned how to harvest and use - loosely fitting into the "steam punk" genre, but only in that definition.

Phases in this game are rather complex and full of differing options based on scenarios so I won't go into that, I'd rather focus on my impressions of the game and my overall rating of the game.

It was my first play through of Planet Steam so I did not expect to win, but I find myself learning worker placement games (such as Tammany Hall or Lords of Waterdeep) fairly quickly; economic games are still a little new to me so that is where my downfall set in!  I VASTLY underestimated the importance of crystal in this game.  Crystal is used to upgrade cargo ships so they hold more of each material, and to buy several special building licenses - conveniently I didn't discover this until the last 2 rounds of the game...ugh!

At game end, 5 rounds/years for a 4-player game, I was in dead last place, more than several hundred points behind 3rd place.  Points are calculated purely from the amount of money you hold at the end of the game (I told you it was an economic game)!  Though, being completely dominated by my competitors here are my impressions of the game and tips for playing future games of Planet Steam:

Tips for Success
  1. Turn order is EXTREMELY important.  You will auction for player roles, each of which giving a different benefit but acting in differing positions in turn order.  The closer you are to 1st player the more likely you will get the materials/goods you wish at reasonable prices.  Since the market is live-active (meaning it updates with every purchase), the closer you are to last player the more likely you are to have to pay a lot of money for just a few items.
  2. Alter your resource collection tanks (the silver "balls" shown in the picture above) according to the market demands.  The more often you manipulate what resources you are producing/selling the more likely you are to become the one controlling the market rather than reacting to it.  For those new to economic games, controlling the market is a very good thing :).
  3. Do not specialize in just one resource.  My downfall was trying to specialize in ore and steam (water).  In so doing I was missing out on the not quite as profitable crystal market, but I was missing out on the opportunity to upgrade ships, buy building licenses, and trade materials in for 50pts (per trade).  That was the biggest reason why I lost by such a large margin.
Overall, I enjoyed playing Planet Steam quite a lot!  It may have been the group of players I was with, but the game, itself, has some interesting twists on popular mechanics.  As with any strategic game, this was a learning process and I hope that what I have learned will benefit me in future plays of this game.

All things considered, I give Planet Steam a 7.0 of 10.

The game play is relatively smooth, the components are of very high quality (again, I did not play the Fantasy Flight reprint), and the mix of economic/worker placement was a fun experience.  My concerns are the pasted-on Steam Punk theme that really only seems to fit in that you are harnessing steam power to produce goods - outside of that the Steam Punk genre has no place.  Additionally, the production of the pieces made very sturdy wood components, but the money in the game is very thin paper (think Monopoly money *shudder*).  That was a huge no-no in my opinion!

I would recommend this game for fans of: economic games, asymmetrical player powers, resource management, worker placement, and indirect player interaction.

Welcome to Holy Chit!

Welcome to Holy Chit! a blog dedicated to the whimsy, heartbreak, competitive, gut-wrenching, and satisfying world that is tabletop gaming.  I hesitate to say "board games" unless I am specifically speaking about a game in which there is, well, a board.  Tabletop gaming has become the go-to verbage for gamers as of late and encompasses, you guessed it, any game that can be played on a tabletop (board games, card games, dice games, mini shuffleboard...the usual).

Enough about that, though.  Chances are that if you're reading, and subscribing *nudge nudge*, to this blog, you appreciate games as much as I.

I don't intend for Holy Chit! to follow the typical game review template in that I want to review games as I play them, not as I'm asked to review them.  So without further adieu...