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StarCraft: The Board Game » Forums » Reviews
GÜOO First Impressions – Starcraft: The Board Game
Here in Colombia it's pretty tough to get new games at a store, simply because WE DON’T HAVE SERIOUS GAMES STORES HERE! 90% of my game collection has been built at the cost of international shipping by Internet Orders from Troll & Toad (which must have the BEST customer service on the web just behind amazon.com). A year ago, some big “office-depot” like store started selling Eurogames. Puerto Rico, Carcassonne, Shogun… many of them boring enough to make me fall asleep on box opening, and others were being actually part of my collection. Either way, I’ve found nothing to buy there except for one of my collection gems, that surprisingly was on the shelf three months ago.

Two weeks ago, looking for an SD Card, I saw Starcraft: The Board Game at the top of the shelf. I’ve been very curious about this game, since I’m a big fan of the computer version since 1998, and I can’t wait for the second version to be released this year (hopefully). After some logistics issues with the store, I managed to buy my copy. I waited patiently for two weeks for my first game, until the big moment came last Sunday’s afternoon. Almost two hours reading the rules and another three for our first three player game allows me to give you my first impressions. Let’s see what I’ve found:

Before you read any further, it’s very important that you know I’m a heavy eurogamer at heart. My favorite games are Age of Steam, El Grande, Die Macher and Power Grid. Things like Ticket to Ride, Battle Lore, Puerto Rico and Carcassonne bore me to death and even after 5 plays of Twilight Imperium 3rd Edition, I couldn’t enjoy it. I do appreciate good components, but what matters to me mostly about a game are its mechanics and the gameplay (Age of Steam is not the most beautiful game on the market).


COMPONENTS
Cheap starstarstarstargoo Amazing


I’m not a big fan of FFG. They rely too much on components to hide fiddly and boring mechanics. I love Arkham Horror, but it’s the Cthulhu theme that really pulls me in because the game is as fiddly as it can be, not to mention how boring is for non-cthulhian-fans and non-roleplayers gamers. Either way, I do respect FFG for those amazing components they produce, and even if the games costs more than the average Eurogame, a retail price of 79.99 for the most well produced game I’ve ever seen is worth every penny I spent on the box. Seriously: AMAZING.

Cards are high quality and even if they are meant to last, they are easy to shuffle (something that you will have to do plenty of times in the game). I’m planning to buy some faction-colored Ultrapro sleeves for each deck, but only because I love to keep my games near mint, not because it is needed. Art and design are just amazing. Cards are pretty easy to read and identify the use of during gameplay.

Chits are superb. After punching lots of chits out of the frames, I bagged them since I couldn’t manage to fit them inside a plastic organizer. Drawings are a vivid copy of the computer game units and buildings, and even if some of the buildings are not present in the board version of the game, they aren’t really needed to enjoy what’s inside the box.

Planet tiles are actually the board of the game. They come in a sturdy material ready to last for many games without getting folds on the corners. The art is pretty good, and the symbols on the board are clear enough to make the gameplay easy to follow, just like in the real eurogames!

And now, what obviously can't be overlooked: Miniatures. I’ve seen Twilight Imperium 3rd Edition Miniatures. I’ve seen BattleLore miniatures. I’ve seen Doom Miniatures. I’ve seen Heroscape Miniatures… but STARCRAFT miniatures are just awesome. They are extremely detailed miniatures. They come in colors, one for each player, and I regret that I don’t have the skills to paint them, but those miniatures are the most beautiful I’ve seen in a game, because they are a perfect replica of what you see on the computer game. Flying units come with a transparent supports giving them the feeling of being above the ground, floating in the air… that’s just NEAT. My first complaint about components comes here. Some of my flying units were split away from their support during shipping. They are more fragile than they should be, but I bought a tube of Krazy Glue and made some repairs. I’m not the most skilled man on earth to paste miniatures parts together, but I did my best and the result was just fine. I even stored the Krazy Glue tube in the gamebox to repair any further combat damage.

Twilight Imperium 3rd Edition-sized Box. Huge, but it’s needed to store the game components after opened. And here comes my second complaint. How come FFG, who have produced high quality and practical boxes like the one for A Game of Thrones, are not capable of putting a couple of extra production bucks into a really good box capable of storing the high quality components provided with the game? I just don’t get it. Anyway, after everything was bagged, they fit in the box just like I fit into a S sized T shirt… meaning that they BARELY fit. If you remove the box insert, then the components will start to bounce from once side to another leading to further combat damage to those awesome, but fragile, flying miniatures.

Overall, I’m more than satisfied with game components: The best among any game I own.

The Rulebook, just like previous FFG rulebooks, is overwhelming. Even though, it’s pretty easy to understand the game from the 40 pages full of illustrations and very well explained game situations (examples). In our case, it first took a two-hour session to read through the rulebook before we actually started playing the game. It was worth it, since the game became pretty clear, making our first experience outstanding. The rulebook does a wonderful job making a game that at first sight, might look as fiddly as Twilight Imperium, look easy.


GAMEPLAY
Fiddly starstarstargoostarElegant


I must say that, as a Heavy Eurogamer, I received the biggest surprise here. I love elegant games. The more elegant, the more I like it. The only exception to this rule will probably be Arkham Horror, but it doesn’t count since I just play it to be chased down by mythos creatures before I die by being devoured by a Great Old One. I didn’t think that FFG would ever produce an elegant game… but with Starcraft: The Board Game, they have done just that.

Don’t get me wrong, this is not El Grande or T&E, but this is a game where, during the first play, you are always thinking about what’s going on with the game itself, instead of being smashing your head against the rulebook trying to understand how those complex rules interact with each other. Everything is pretty straight forward, yet, the complexity level of the game is enough to keep my Heavy Euro Mind interested for the three hours it lasts.

Starcraft: The Board Game is taken to the galaxy level, instead of the inside-of-a-planet level that is used in the computer game. Each player chooses one faction among the six available (2 Terrans, 2 Zergs and 2 Protoss), picks two planets, and following a clockwise order the galaxy is created, with each player choosing where to place his initial base on those planets. Each planet is divided into areas that provide Minerals, Gas, and Victory Points. Your faction starts to grow, building new units, headquarters and developing technologies… to realize that sooner than expected, your forces will be clashing against your opponents'. The objective of the game is to get 15 victory points before your opponents, or to achieve your faction's special victory condition during the third phase of the game. Whether you like it or not, the game has a built in clock that will end it after some turns, and if no victory condition has been achieved, the player with most victory points will become the winner.

I don’t intend to teach Starcraft: The Boardgame here, there are very good reviews doing that, instead, I will address specific parts of the game that are mostly misunderstood by some negative reviewers, taking away the most important and innovative aspect of this wonderful game: Planning and Combat.

In the planning phase, each player places an order token on the planet where he wants to take some action: Building (to get more units or buildings), Mobilizing (to invade and conquest), or Researching (to develop technologies),. The thing is that, on each planet, any number of players can place orders, creating an order LIFO (last in first out) stack, meaning that the last player to place an order on a planet will be the first to execute it. This is just brilliant: The first player to place a token on a planet, is the faction who acts more quickly on THAT planet, and has the privilege to act AFTER every other faction on the planet, RESPONDING to any action taking by other players. In other words, you have won the initiative roll, and every other player has to declare its actions before you so you can make you best call, for the benefit of your faction on that planet. I know that other players actually get to act before you, but since only at the end of the turn the victory points are counted, acting last will always give you the chance to retake an area lost to a previous combat.

The second aspect of the game that I want to talk about is the combat. During the execution phase, when a mobilize order is executed and a player reaches an area where enemy units are placed, combat takes place. Pairings are made between the attacking forces and defending units, one by one, forming the FRONT LINE of the combat. Remaining units (not in the front line) are called support units, and will support the front line unit they are assigned to. Each set of paired front line units (along with their support units) forms a skirmish, and will have to be resolved one by one as if they were different battles. This leads to an amazing micromanagement during combat, giving huge detail of what would happen in the computer game.

In Starcraft: The Board Game, each player has two decks: A Technology deck and a Combat deck. The first one is where the new technologies are picked up when you take a research action, and the second one is the deck you actually use during battle. The thing is, when you develop a new technology, you get to move cards from one deck to another so that your new technologies are available for your next combat. Since you have a maximum hand size that must be met at the end of each turn, a key mechanic in this game is hand management. Save the most important cards for your most important battles. Cards get recycled when your combat deck is exhausted, so your new technologies will be with you for the rest of the game.

The player moving to the area is called the attacker, and the player already present in the area is called the defender. Each player has built during the game a hand of (Combat?) cards (drawn at different times) and this is the time where things become more interesting. As a general rule, the attacker gets three cards, while the defender only gets one card before assigning cards to each skirmish, making an aggressive way of playing (attacking more, defending less) the right way to victory. This leads to an enormous amount of interaction between players through direct confrontation. What comes next is the attacker assigning cards to each skirmish, and then the defender doing the same. Cards are revealed at the same time. For each skirmish the front line unit’s total power is calculated and compared with the health value of the enemy unit, and then casualties take place, eventually making one faction the winner of the battle. If the attacker doesn’t exterminate EVERY defending unit in the battle, the attack fails and the attacker must retreat.

Both aspects, order stack and combat, make Starcraft a fresh new game with interesting mechanics that definitely worth at least to try.



WEIGHT
Very Light starstarstargoostar Very Heavy


Due to its elegance, Starcraft TBG gives you the chance to actually think about what’s going on in the game. Tough decisions have to be made during the planning phase when order tokens are placed, even moreso when many players are interacting on the same planet. Also, Hand Management requires you to make pretty tough calls when selecting cards for each skirmish. Again, I must say that this game is Heavy enough to fulfill my Heavy Eurogamer’s needs.


LUCK
No Luck stargoostarstarstar Pure Luck


This game makes you draw cards from your combat deck, which is shuffled from time to time and that for sure brings some luck to the table. How much? Not so much to make it chaotic but instead just enough to give this game a High replyability value. As a Magic player, I’m used to (and really enjoy) the luck given out by card decks. It can be minimized with good Hand Management skills.

Another luck factor in the game is the initial planets you get right before forming the galaxy. That is, if you have a planet with resources but no victory points, you will have to play more aggressively than the player who got the 2 Victory Point planet. This creates a balance in the game, where some are trying to conquer, while some others are trying to protect. Brilliant.


PLANNING
Pure Tactics starstarstargoostar Pure Strategy


I’ve identified three types of planning in Starcraft: Long Term, Short Term and Tactics.
Long Term Strategy is present here because just after setup, you can see the whole galaxy on the table and determine what’s going to be your plan to step on those victory points areas at some time in the game. Also, it will let you figure out what your opponents might be doing as their long term strategy according to their initial positions. Obviously, it would be very dumb to design your game plan by taking your opponent’s actions for granted.

Short Term Strategy comes each turn during the planning phase. Here, you plan your turn, you place your order tokens above or below your opponents in order to react or to be proactive according to what you think they are going to do. This is just brilliant. A Short Term Strategy different from Tactics.

Tactics comes in this game in the form of reacting to what your opponents have just done after you have placed your order tokens. Let’s say you used a Building Order on a planet to build some Zealots, but your opponent placed his token after you and mobilized to that planet a group of Mutalisk. You can change the units you were going to build to a couple of Scouts and prepare for action with the right unit.

Starcraft: TBG, is probably the only game I know where three types of planning are clearly present.


INTERACTION
No Interaction starstarstarstargoo Lots of Interaction


Don’t want to interact in Starcraft TBG? Then be prepared to be INTERACTED ON. Whether you like it or not you will be facing enemy units, and as I’ve said before, you are better off facing them as an attacker than a defender. In Starcraft TBG THERE WILL BE WAR. If you are not a confrontational type of player, stay away from this game. Heavy Eurogamers have games like Struggle of Empires, Shogun and so forth to quench the war thirst, but now I will add to my list Starcraft: The Board Game.


THEME
Abstract starstarstarstargoo Lots of Theme


The most thematic game I’ve ever played. Obviously it’s not like the RTS computer game, but the Starcraft feel was perfectly captured by the mechanics.
Zerg Regeneration? Ok, draw combat cards at the end of each combat you are engaged in.
Protoss Shields? Ok, draw two extra cards when you are defending from an attack.
Want to avoid transports taking units right to your base? Build defenders like photon cannons or spore colonies.
Ok, I’ll be honest: you enjoy this game a lot more if you know the computer game. But this is why this game is so thematic.


LEARNING CURVE
Easy To Learn starstargoostarstar Hard To Learn


“Easy to learn, but hard to understand” is what I think about this game. I think this game is much more easy to get if someone teaches you how to play, instead of chewing through the whole rulebook, but you will begin feeling the game during the very first play. Further games will give you more experience about how to make the combat pairings, which technologies to develop, and so forth.


OVERALL
Last night, I played the game for the second time. This has become my favorite amerigame right after the first game. I can see myself playing this game for many years from now, it’s just like the feeling I had after my first Age of Steam game. This is the most thematic game I’ve ever played. Starcraft TBG will be enjoyed the most by gamers who also have played the computer game. Even sounds from the computer game come out of players' mouths during the battles. “Give me something to shoot!” “Nuclear Launch detected!”

starstarstarstarstarstarstarstarstargoo
10/10



MY LIFE FOR AIUR!
Nicolas Acosta
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I want to thank Legomancer, for helping me to fix some writing errors due to my crappy english. Thanks Dave
Hector Flores
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Re: GÜOO First Impressions – Starcraft: The Board Game
Excellent review! You get 1vp for shipping that review all the way over here!
Tiago Nunes
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I'm a big fan of FFG games (though I like all kinds of games), and I have to say this is one of the worst games I've played and much because of that awful battle system.

It is the only flaw I point to this game which incidentally ruins it all.


Nice review though ;)

And yeah the figures are cool but many come broken :\
Christian Marcussen
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ghosthack wrote:
I'm a big fan of FFG games (though I like all kinds of games), and I have to say this is one of the worst games I've played and much because of that awful battle system.

It is the only flaw I point to this game which incidentally ruins it all.


Nice review though ;)

And yeah the figures are cool but many come broken :\


I haven't tried it yet - so I'm curious about your comments. Can you elaborate on why the combat sucks so much?
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marqzen wrote:
I haven't tried it yet - so I'm curious about your comments. Can you elaborate on why the combat sucks so much?


Well, first of all let me say that probably it's a personal thing, I've played the game about 4 times, my nephew and girlfriend completely loved it and I'm the only one who had problems with the combat.

So with that out of the way:
As explained above combat consists of cards in your hand which must match a model in play (if it doesn't then your model has ridiculous stats), if you have no card in hand for that model then that model is a 0 (if you choose not to play another card on it saving it for the unit it was meant for), it has absolutely nothing (this is very rare though) you can have a Firebat or a Hydralisk being worth nothing in combat.

Also you have to divide as evenly as possible the units over your enemy's units (this is quite fair) but if there are any leftovers they form a line, no matter what the figure is in that line it usually doesn't add a combat bonus bigger than +1 (this can change by adding support cards to give a bigger bonus, which doesn't happen often).

So you get almost no bonus for making bigger and "stronger" units, because anyway you'll be putting them in the lines to add only +1 damage which you can already do by adding more marines/zerglings which are cheaper anyway.

And don't get me started on Splash damage cards which get those guys behind the line killing them instantly... It's irritating.

In conclusion: as I said above only I didn't like the game and it's unrelated to winning/losing it because I won 1 or 2 times of those 4. In the end if you like Starcraft as I do you'll try it and maybe even like it a lot.

Personally, something is missing on combat which should be a focus of the game due to its nature, the game is fast paced it makes your enemies beg for mercy but it wears a pink skirt to combat. (Just wanted to add that feeling of "what the hell?" :p)
Last edited on 2008-03-28 16:51:49 CST (Total Number of Edits: 1)
David Floss
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First, let me say this is a great review. Detailed, with examples to support your findings… just great. I have played this game over a dozen times and I think you really captured the “feel” of the game. Certain aspects (like combat mentioned above) tend to either be loved or hated (I am not a huge fan, but it works and is less “luck” driven then your common dice combat games.

I do agree though that overall this is one truly great FFG game from top to bottom. Maybe not perfect, but tries very hard to get there from game play, components, strategy, etc… And after a few plays, it really goes much faster with experienced players.

I hope you continue to enjoy it as much as I have.:meeple:
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Nice review. A bit on the lenghty side :D

I did approach this game with some reserves, as I had read several negative reviews. I almost passed up on the chance to play it, as i was sure it was not a good game.

But I can say, after having Nodens explain the game and having participated in a game as an observer for an evening, that the game deserves at least an opportunity... I think the negative reviews are totally misleading, as I didn't find the game unnecesarily complex, fiddly or heavy.

I read sowhere that there were too many types of units to keep track of all of them, that the game was too heavy because you basically had to do everything the computer used to do, that it was too complex... I found none of those statements true, so just try it out before discarding it, that's my 2 cents...

Regarding the combat system, I guess I haven't made my mind yet, I think it has great chance for improvement, by adding 1D6 to the total card-based score, having your opponents do the same and then comparing scores :D just kidding....not.
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A front line combat unit would never have a zero stat as you may always draw the top card from your combat deck for the unit (if it's a support card, you draw again). This is true even if you have a card in your hand you could play, but decide to save it.
Bob Wilson
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Count me in for saying the combat ALMOST sucks... not Age of Mythology suckage, but not anywhere near as much fun as I found the rest of the game to be. I was thinking of taking average stats, and making a chart similar to the one in Nexus Ops of all units to replace the combat system, but then that would mean changing the research function and re-doing the event cards, in other words, probably too much trouble for what it's worth.
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fiatkid55 wrote:
A front line combat unit would never have a zero stat as you may always draw the top card from your combat deck for the unit (if it's a support card, you draw again). This is true even if you have a card in your hand you could play, but decide to save it.


But wouldn't you keep it in hand for the appropriate unit? because ending up with a 2/3 isn't going to get you anywhere, it's just a waste of a card.
Nicolas Acosta
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The way I see combat in Starcraft: The Board Game, it just a new and fresh mechanic never seen before which emulates perfectly the video game.
It comes down to two aspects:

1. Hand Management: Since every player has a hand size limit at the end of each turn, the player must anticipate the fights he is going to be engaged in for the next turn. Few cards among a complete deck. How does this represent the Video Game? Well, in the video game, you are not always awar of the units you're going to be attacked with. You know the zerg have Scourge and Guardians? Then train marines and build wraiths to counter attack the guardians... until, you get invaded for the protoss right at this moment, with some Dragoons and Reavers. Basically, you're dead facing an opponent with units almost useless against those troops. In the Board Game, it's just like when you're facing your opponents with the small number printed on the cards... you are not ready for that battle. Then, you give a chance to your deck, and draw a card that hopefuly, support your unit, just like in the video game where you manage to escape the frontal attack, and finish those dragoons with your marines before the reavers came to kill your land forces.

After this, your hand will began to get out of cards, and if a new battle starts right after that first combat, your units are going to be damaged before the engagement (just like in the video game), and probably they are going to get killed, since you probably don't have the proper cards to support them. Obviously, if you are spending resources enhancing your Hydralisk, you're going to have a higher probability of, right after a combat with your units, having extra cards to support a second engagement.

This hand management garantee that, when the protoss player build three Carriers, he's not unstoppable and capable of making three devastating attacks in a single turn with the same units. Obviosuly, if that player holds those carriers back, they will recover their shields, and they are going to be very powerfull for the next turn (when the player has probably replenished his hand with more carrier cards).
That's pretty the main issue I see in Twilight Imperium, after two Dark Suns come into play. Basically we have a winner...

This is why I see Combat in Starcraft: The Board Game, not only brilliant but the most innovative way to represent damage to unkilled units.

2. Skirmishes: Again, this represents the micromanagement you MUST do during a starcraft, the VIDEO game. Starcraft (even more on Starcraft 2) has a the most complex unit engagement chart I've seen in a FUN video game. Some units are excellent against a specific type of enemies, but they really suck when your enemy sends another type of warriors.
In order to make myself clear, wait those zerglings with a troop of mighty zealots, and you will defeat them without a problem, but the zerg player is not stupid, and he's going to send a group of hydralisk to counter attack your zealots... and now he's the winner. Basically each unit has its "You're dead when I arrive" unit and its "I'm dead when you arrive" unit in the game. (Mighty Carriers are just wasted money when the zerg player builds as many Scourge units as the carrier have interceptos. :)) Here comes the micromanagement. You're going to be succesful in a combat if you make the right calls when selecting your units for each battle.
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ghosthack wrote:
fiatkid55 wrote:
A front line combat unit would never have a zero stat as you may always draw the top card from your combat deck for the unit (if it's a support card, you draw again). This is true even if you have a card in your hand you could play, but decide to save it.


But wouldn't you keep it in hand for the appropriate unit? because ending up with a 2/3 isn't going to get you anywhere, it's just a waste of a card.


I don't understand this question. If you choose to take a card from the top of your combat deck it is not drawn into your hand as normal, but placed face down on the skirmish without looking at it. You don't have the option of saving it. When the skirmish is resolved, if it is a support card, you draw until you get a combat card with numbers.
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Excellent Review of StarCraft. I totally agree with Nicolas. One other point the Combat system does is make you use a combination of Troops. I learned that the hard way Wednesday night playing the Zerg. I build 3 Ultralisks and was ready to crush my opponents with my strong Ultralisk hand. That worked for 2 battles in row but by that point I had burned through the Ultralisk combat cards. One of the guys playing me counter attacked and I ended up losing because I was out of Ultralisk cards. I should have used a combination of troops rather than just fighting with 3 Ultralisks. The combat cards system works on a number of different levels building in technology, war fatigue, tactics, planning, etc.
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Re: GÜOO First Impressions – Starcraft: The Board Game
KingPut wrote:

Excellent Review of StarCraft. I totally agree with Nicolas. One other point the Combat system does is make you use a combination of Troops. I learned that the hard way Wednesday night playing the Zerg. I build 3 Ultralisks and was ready to crush my opponents with my strong Ultralisk hand. That worked for 2 battles in row but by that point I had burned through the Ultralisk combat cards. One of the guys playing me counter attacked and I ended up losing because I was out of Ultralisk cards. I should have used a combination of troops rather than just fighting with 3 Ultralisks. The combat cards system works on a number of different levels building in technology, war fatigue, tactics, planning, etc.


That is true... I love the way that using your cards simulate your larger units taking damage from combat...
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crumbb wrote:
ghosthack wrote:

But wouldn't you keep it in hand for the appropriate unit? because ending up with a 2/3 isn't going to get you anywhere, it's just a waste of a card.


I don't understand this question. If you choose to take a card from the top of your combat deck it is not drawn into your hand as normal, but placed face down on the skirmish without looking at it. You don't have the option of saving it. When the skirmish is resolved, if it is a support card, you draw until you get a combat card with numbers.


Why take the top card, if it probably doesn't leave your figure at max stats, and if probably it would later be useful for some other figure? (of course you don't know that because you're just taking the top card blindly)

This is assuming the attacker isn't dumb enough to be a attacking with half-stated figures. Yey for bluffing, but here it doesn't usually work.

That added to the single line combat system really makes me wish they've spent a bit more time researching combat. I mean it's original no doubt about it, but original doesn't always mean good.
Dave J McWeasely
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The combat system rocks. This is not an opinion. This is simply a fact.
Nicolas Acosta
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ghosthack wrote:
Why take the top card, if it probably doesn't leave your figure at max stats, and if probably it would later be useful for some other figure? (of course you don't know that because you're just taking the top card blindly)

This is assuming the attacker isn't dumb enough to be a attacking with half-stated figures. Yey for bluffing, but here it doesn't usually work.

That added to the single line combat system really makes me wish they've spent a bit more time researching combat. I mean it's original no doubt about it, but original doesn't always mean good.


You take the top card if one of two things happen:
1. You unit is heavily damaged, and it's most likely to be killed. This is represented by a random combat outcome. You might win, but you're most likely to get killed.
2. You're not prepared enough for the attack, and the enemy surprises you with some kind of units you're not capable of counterattack. Again, it will lead you to a random combat outcome.
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Re: GÜOO First Impressions – Starcraft: The Board Game
If you like Starcraft, I think that you would enjoy the 'A Game of Thrones' and its expansions. Another exceptionally elegant system with great production value produced by FFG. It borrows ideas from Diplomacy with a blend of a few other things... and many of the combat mechanics found in Starcraft were borrowed from it (including the orders).

If you can find some spare $$, definately pick it up!
Mike Kyoku


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Quote:
As explained above combat consists of cards in your hand which must match a model in play (if it doesn't then your model has ridiculous stats), if you have no card in hand for that model then that model is a 0 (if you choose not to play another card on it saving it for the unit it was meant for), it has absolutely nothing (this is very rare though) you can have a Firebat or a Hydralisk being worth nothing in combat.



Quote:
Why take the top card, if it probably doesn't leave your figure at max stats, and if probably it would later be useful for some other figure? (of course you don't know that because you're just taking the top card blindly)


It's not like your deck is limited and when the deck is out, you're not going to be able to draw more cards. The top card is either goiong to help you or not. If not, there is no guarantee it is going to help any of your "current" units. In either case, it'll get reshuffled back in.

You do realize you HAVE to play at least one standard combat card per skirmish no matter what right? Either from your hand or the top of the deck [If top card from deck is reinforcement card, you keep drawing until you get a standard card]


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