Reach for the $tars
Designer: John Butterfield
Player count: 1 to 4
Publisher: GMT Games
When
Neil Armstrong took that fated giant leap for mankind, it was but the first in
a series of mind-bending steps that would hurtle humans beyond the asteroid
belt, to the very edge of our solar system, and into the mesmerizing darkness
beyond.
At
least, that’s how John Butterfield envisions it.
In SpaceCorp 2025-2300 AD, the renowned
designer of solo classics proposes quite the package: a complete solo
experience, together with all the equipment (event a separate rulebook!)
required to turn SpaceCorp into a 2-
to 4-player race where everyone does their best to leave their opponents in the
moon dust.
SpaceCorp is as much an
economy game as a spatial exploration one: the ultimate goal is to cross the
finish line with more trillions in your coffers than anybody else. But the road
to such financial ecstasy is peppered with bouts of deep exploration, intense
space-rock exploitation, harrowing episodes of radiation poisoning, and the
occasional alien encounter.
Humanity’s
flight to the stars unfolds across three eras, on three different boards: Mariners
(where humble launches land explorers as far as Mars), Planeteers (where
ambitious missions take colonists to the outer regions of our solar system),
and Starfarers (where epic voyages transport pioneers to neighboring star
systems—see you in Tau Ceti!).
Each
era runs on its own deck of cards, which provides the actions available to
players and doubles as a game timer: when the deck runs out, the era is over.
On
his turn, a player executes one of 10 different actions: Research provides more cards, Move
allows a team to relocate, Explore
reveals a discovery tile at a site occupied by a team, Build constructs a base (out of nine different ones, all with
various effects) on a discovery tile occupied by a team, Produce exploits a lucrative site for profit, Genetics furthers scientific discoveries (eventually yielding
special abilities called Adaptations), Revelation
advances technology (eventually producing stunning results known as
Breakthroughs), Upgrade improves a
player’s basic capabilities, Special
unleashes a card’s special effect, and Establish
Colony, well, establishes a colony.
Many
cards can be used for two different actions (the agony…) and sometimes in two
different ways: either spent to fuel an immediate action, or deployed to your
HQ, where the card can be used over and over again. Very nice. Ah, but that
deployment is an action in itself—so Upgrade if you want, but that’s all you’re
doing this turn. (Blue just stole the site you discovered and built a nasty
industrial base there? Better luck next star.)
Doing
the right thing at the right time is not always easy, but each and every action
is extremely straightforward. To Move, for example, a player only needs to play
cards that will provide enough move points to take his team where it wants to
go. (And yes, the further, the more expensive.) Interested in building a base?
Just play (and/or use from your HQ) cards that’ll cough up enough build points
to satisfy the requirements of the site your selected. Of course, not all bases
can be built on just any random site…
The
whole thing is very much a race: if you don’t discover what lies hidden on
Deimos, someone else will get to it, and reap the benefits. To make matter
worse—or better, depending on your tolerance to anxiety—each era proposes seven
different contracts for extra profit. Be the first to build 4 Lagrange bases,
or to earn 2 progress cards, or to establish the first colony! Of course, the
array of contracts also doubles as a
game timer. Want to take it easy on the milestones? Time’s up. Get your ass in
gear for Alpha Centauri.
Some
of what players manage to accomplish in one era carries over to the second one,
and then to the third one, for a final showdown of profit levels, once the game
reaches its conclusion. Each era requires its own setup with dedicated
components, enhancing the ever-expanding scope of the whole endeavor. For
instance, Move 1 (good ol’ Chemical Drive) is a typical card in the Mariners era,
and your first 4-point Move (taking you as far as the moons of Mars!) will feel
like quite the accomplishment. But by the time you reach the Starfarers era, cards
like Move 5 and Move x3 (hello there, Fusion Booster) will routinely hurl your
teams across 70-point voids.
What
a difference three centuries of evolution can make.
The
solo game brings into play an AI that activates special instructions at the
bottom of each card. During the first era, the AI uses the deck from the second
era; for the second era, the AI uses the deck from the third era; and throughout
the third era, the AI loops back and uses the deck from the first era.
Turns
alternate between player and AI—and let me tell you that the AI is a fearsome
opponent. It’ll use every trick in the book to steal your sites, beat you to
the next discovery, evolve faster than you can, and wipe your options from the
board.
PRODUCTION
Two
double-sided mounted boards, three tall decks of cards, wooden cubes in all
manner of colors, thick player boards and bases galore—what more do you need?
The whole package is presented in a deep box with an attractive cover, and
comes flanked by two rulebooks: one for solo play, the other for multi-player
action.
Each
rulebook is about 25 pages long, but written and laid out in such an effective
manner that you can pretty much break out the game and go through the rules as
you and your friends get ready for your first playthrough. No surprises here:
after all, the rules were penned by none other than Chad Jensen, of Combat Commander fame. Not to mention
the generous player aids (including one for that damned AI) that render the
rulebooks all but useless once the initial learning curve has been tamed.
You’ll
be up and zipping around in no time.
This is where it all begins |
FUN
FACTOR
There’s
no denying that a new Butterfield design is always cause for celebration—and ever
more so when the game is built to work either as a solo experience or a
competitive engagement.
In
this case, however, the solo aspect overshadows the multi-player game so much
that throwing in components for three additional players almost feels like an
afterthought.
And
I write this with great affection for the overall design: SpaceCorp sits at the top of my pile of
solo games to play these days.
Since
the deck of cards acts as the game’s timer, there’s a reason why you’d want to
reuse resources deployed to your HQ as often as possible and go easy on the
whole drawing-new-cards thing in the solo game. The AI will whittle your
options fast enough without you making a bad situation worse. The more you
skimp on card spending, the more you’ll (probably) be able to accomplish.
In
the multiplayer game, on the other hand, the card deck becomes a common timer for the entire cohort of
players. And that timer can get seriously abused, especially when competitors
start digging in the hopes of landing those crucial Genetics and Revelation
cards. You can try to be frugal and burn through fewer cards—which more or less
saves you the trouble of spending every other action drawing new cards—but
as soon as the deck runs out, everyone is sent packing. You sort of get extra
actions because you weren’t wasteful but let’s face it: Adaptations and
Breakthroughs are so powerful that
you’ll want to make sure you get at least a few of them. And the simplest way
to get there is to dig through the deck with the rest of the hyenas.
Another
annoyance with the multi-player experience is that some discovery tiles are
negative, taking resources away from the player whose only mistake was a stroke
of bad luck. A “lose 2 trillion credits” tile would make things interesting if
it came with instructions to draw two additional tiles and choose one. (You
would lose some money, but in the process you’d end up having a say in whatever
you discover next.)
Alas,
that is not the case.
When
you encounter one such dud during a solo game, it’s just the AI giving you a
hard time; after all, you’re trying to solve whatever puzzle the system throws
at you as best as you can. But in a multiplayer brawl, it’s like a kick in the
teeth for no good reason—especially when your neighbor, one site over, hits the
jackpot with a friendly alien encounter.
In
the end, the multiplayer game left me unsatisfied. But the solo experience? A
fantastic thing of brilliance, beauty, and interstellar greed.
PARTING
SHOTS
Since
my favorite operating mode for SpaceCorp
is the solo game, it somewhat irks me that the special text found on some
action cards is not compatible with playing alone. Instead, you have to look up
the title of that card on a related table and read what it actually does in the
solo game—either for the player or the for the AI (in which case the effect if
different). It does make for cool interactions with the AI, almost as if that
other player employed a completely alien (ahem) strategy, but it’s a bit of a
bummer to have to look up the table every single time one of those cards pops
up… until you eventually learn them all by heart. Trust me, it will happen.
I
love how SpaceCorp feels like playing
three games from the same epic family, each one more grandiose than the
next—it’s a great space odyssey in three acts. It also conjures some of the
historical flavor I enjoy so much in wargames: there’s a feeling of being told
“a true story” here, even though 90% of the game takes place within the realm
of humanity’s uncertain future.
Once
the vastness of space no longer holds any mystery or excitement (what’s wrong
with you?), feel free to use one of the game’s optional Era Situations.
Something like Brain Drain prevents you from drawing a card at the end of your
turn, while, say, Fuel Shortage will further hinder you with an additional
gravity penalty when navigating specific spots on the map.
There
are 12 Era Situations in the box, and you only get to experience three random
selections on each go. They add some spectacular spice to an already exciting
game.
# #
#
i love this board game. This is the best board game for adults. Thank you very much.
ReplyDeleteMy pleasure!
ReplyDelete