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Snooze Fest
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0405060708
This and other rules summaries and reviews can also be found at my blog.
The .m4a file (playable in iTunes on PC or iPod) is here



RULES
Components/Setup
Expeditions

- numbered 3-8 (transport limit), in various colors
- each shows point value during first and second scoring round: x/y
- put all of these on display


Trade Missions (Contracts)

- show colors (same as above) and value (gold paid to player for fulfilling contract)
- deal each player 2
- place 4 face up; the rest are nearby face down

Ship cards

- each shows a number (=transport value), a number of coins (the cost of the ship = transport value + 2), and a color (matching expedition colors)
- make 2 rows of 5 face up cards
- shuffle the rest into 3 piles of 6, 2 piles of 7 (face down); shuffle a scoring card into the 3rd and 5th piles, then place these above the 2 rows

- when ships are bought, will replenish market by drawing from face down piles, from left to right.

Gold

- each player gets 6
- rest in bank

Score Board

- place one cube from each player on the score track, and one on the contract track (bottom)

Players each get...

- the rest of the cubes of their color
- 6 gold
- 3 single-use cards: 2 wild cards allow you to play a ship of ANY color, ignoring normal restrictions; 1 card allows you to reserve a ship for one turn (different distribution for diff # players)

- 2 contracts
- 1 random wild ship card; remaining wilds are out of game. These are usable for 2 different colors shown on card, and can count as transport value of 1, 2 or 3
- 1 special mission card


Game Play

You get 2 actions on your turn. There are 4 options (you MAY NOT take the same action twice):
- Take 2 gold
- Buy ship(s)
- Buy ONE trade mission contract
- Send ship(s) on expeditions and/or trade missions (= contracts)

Take 2 Gold

- from bank
- no limit on money

Buy Ship(s)
- the BOTTOM row is the current market; top row is future market.
- when you buy from bottom row, immediately slide the card above it down
- place a ship card in the empty spot by drawing from the leftmost pile of face down cards at the top; if a scoring card is revealed, finish the current turn, then EVERYONE gets one more turn, then scoring occurs
- cost = #coins shown at bottom of card
- add to your hand
- if scoring card is drawn, set aside and draw another ship card; after player finishes turn, there's a final round for EVERYONE to get a turn before scoring occurs.

Buy ONE Contract

- any of the face up cards, or top card from draw pile (immediately replace face up card when purchased)
- cost = 1 gold
- goes to your hand

Send Ship(s) on Expeditions and/or Trade Missions
- Trade Missions

... play contract face up in front of you, along with ship cards of the same color as the contract
... sum of ship transport values must equal contract value
... cost = 1 gold / ship card (or 2 gold if using your wild ship card)
... place a cube on the 1, 2, or 3 space; indicates number of turns to complete, with bigger payoff for longer time
... will advance the time cube one space at the start of each future turn; get paid when cube advances 3-> 2-> 1-> done
... when contract finished, advance your contract counter on Score Board one space and return the ships to your hand
- Expeditions

... play ship card(s) to expedition(s), with 1 cube per ship card
... for any Expedition, all ships must be the same color as first ship played there and the sum of transport values may NOT exceed the transport limit of that expedition
... cost = 1 gold / ship card (or 2 gold if using your wild ship card)
... ships remain till end of game
... Shows 2 sets of x/y numbers. Use first pair in first scoring round, second pair in second. Each ship (cube) gets y VP awarded if ship color matches expedition, or x VP if not

Scoring

- First Scoring: only score cubes on expeditions

- Final Scoring: score expeditions, special mission cards, and get 1 VP per ship NOT on an expedition (trade mission ships DO score)

- Special Mission Cards: multiply these two numbers
... top half of card: shows condition required (at least 1 ship on an expedition; half the ships on expedition; majority of ships on expedition; all ships on expedition) -- # expeditions matching the condition
... bottom half of card: top row of the table shows #s for contracts you've completed; use the multiplier # shown in the row below


COMMENTS
The Good:
- cheap ($20-25)
- fast: plays in about 45 minutes
- well made: could have been a board, but the tiles work pretty well, are reasonably sturdy, and nice to look at
- tough decisions: timing (how long to invest in contracts, when to buy ships, when to go on expeditions, when to anticipate/control the game end, when to use your single-use cards) is important, money management is tough
The Bad:
- balance: It seems as if some Special Mission Cards are significantly harder to achieve than others, with the VP award not appropriately adjusted.
- luck: setup (which ships and contracts come out, which dual color ship and contracts a player is dealt)

Overall, a good game probably worth having although there may be some balance issues (fixable with variants?).
Last edited on 2007-08-17 09:23:14 CST (Total Number of Edits: 2)
Darrell Hanning
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05060708
The designer maintains that balance is not detrimentally affected by the mission cards, once all players are experienced with the game. Tom Vasel seems to agree.

My jury is still out, but I think it depends on how much of a metagame you play.
Lucas Hedgren
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The rules I downloaded specifically say that an action cannot be done twice, (page 4, under the list of actions) whereas you state that they may. Is there some change or clarification somewhere?
Darrell Hanning
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05060708
Lucas wrote:
The rules I downloaded specifically say that an action cannot be done twice, (page 4, under the list of actions) whereas you state that they may. Is there some change or clarification somewhere?


I saw that in the rules, too, but something about the phrasing didn't strike me as being as specific as you put it. That is, I don't think it came right out and said, "You cannot perform the same action twice."

I'd like to know what the designer's intent was. It would change the game quite a bit, if players could only perform a given action type once per turn.
Lucas Hedgren
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Here is the quote:

"Important: You can never choose the same action twice in once turn. For example, if you take coins and cannot (or do not want to) choose another action, you must skip your second action that turn."

Probably as specific as it possible can be. :)
Darrell Hanning
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05060708
I somehow missed that, in my haste to explain the game, I guess. The designer just confirmed it in an email, too.

Don't know how that improves the game. Seems like it would just make it take longer, but I don't know.

However, in a bit of a contrast to that rule, the designer answered a follow-up question with:

"But, yes, if you have 5 ships and 5 coins to pay for assigning them, then you can send them all off to different expeditions or send three on expeditions and assign two to a trade contract or whatever... and everything with one single action."
Last edited on 2007-08-15 12:39:32 CST (Total Number of Edits: 1)
Snooze Fest
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0405060708
Lucas wrote:
The rules I downloaded specifically say that an action cannot be done twice, (page 4, under the list of actions) whereas you state that they may. Is there some change or clarification somewhere?


Oops! It's correct in the audio -- just an error in print. Fixed now - thanks!
Snooze Fest
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0405060708
DarrellKH wrote:
I somehow missed that, in my haste to explain the game, I guess. The designer just confirmed it in an email, too.

Don't know how that improves the game. Seems like it would just make it take longer, but I don't know.

However, in a bit of a contrast to that rule, the designer answered a follow-up question with:

"But, yes, if you have 5 ships and 5 coins to pay for assigning them, then you can send them all off to different expeditions or send three on expeditions and assign two to a trade contract or whatever... and everything with one single action."


Yes, but that's not repeating an action. The action is to send ship(s) out ... meaning with one action you can send multiple ships. You just cannot choose that as your 1st action, then again as your 2nd (why would you anyway, since 1 action is all it takes?). The gist is that you cannot take gold twice (probably good --> tighter economy) or buy 2 contracts (again limits the amount of money a player can get quickly) in one turn, but you can buy as many ships as you like and send as many ships as you like out to expeditions and/or trade missions.
Snooze Fest
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0405060708
DarrellKH wrote:
The designer maintains that balance is not detrimentally affected by the mission cards, once all players are experienced with the game. Tom Vasel seems to agree.

My jury is still out, but I think it depends on how much of a metagame you play.


I've seen/heard the same, and would like to play it with experienced players more. One problem, though, is that the first game appears imbalanced and people may not want to play it again!

Some strategic advice in the rules may have been helpful in avoiding this issue. It seems to me that the person with the get-all-the-cubes card needs to:
- try to monopolize a color of ship, if possible
- get on ships early
- get on the small expeditions, to fill them up quickly; so trade long-term gain (special mission VP) for short-term loss (fewer VP from expedition)

Any corrections/modifications? Any other advice?
 
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