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James Palmer
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Yesterday a package was delivered by UPS, and that package was Galactic Emperor! The timing was very fortunate, as I was having a gaming get-together, and were able to play a 6 player game of it. I decided I'd give my initial impressions on the game.

Rules:

The rulebook is very clear and well-written. The rules are short but clear, and are well-organized. My only, very small, gripe is that there is important information in the margins, where usually the margins are reserved for small clarifications or game examples. But overall, a good rulebook. It's available online to look at, so that's all I'll say about that.

Also, since you can look up the rules, I'm not going to give much of a synopsis on how to play the game. Essentially it takes Puerto Rico-like roles and combines them with a hex-board, where new hexes with resource- and point-producing planets are revealed and then fought after with the end goal of getting the most points.

Components:

Since I think the overall quality of the components is great, I'll start with the gripes and then move onto the good stuff. The insert in this game is completely useless, and is already in the trash after one playing. The two compartments it provides are big enough for the items that originally come with the game, but no real room for all the pieces you have to punch out. The cardboard pieces are a bit on the thin side - they're quite functional though, just a tad thinner than I expected. When I first opened the box, you could really smell the paint from the cardboard pieces, and with the hot and humid evening we had, if someone was fiddling with the cardboard pieces, they'd find that they would start rubbing off the paint by accident. I'm happy to blame this on the humidity, but this isn't something I've found with all games. I should also mention the text on a lot of playing pieces leaves much to be desired, at least for a first time playing. The text on the role cards and technology cards do not give enough information on them to fully know what their powers are. With 7 roles and 8 technologies, it meant for a lot for people to keep track of in their first game.

Now to the good stuff. The ships! The ships are wonderful - in my opinion the photos here on the geek don't do them justice. They're quite sturdy and just look freakin' cool. Just about everybody found themselves playing with them in-between turns. The artwork, all around is great. I love the look of the board, and planet artwork is great. I don't think I could have asked for anything more in this regard. The linen finish on the cardboard pieces in particular is great. There's more texture to these cardboard pieces then you'll find in most games, and basically what this added up to was very little glare. We have a big window right beside our kitchen table, and usually people will complain of not being able to read pieces because of glare. Not so in this game. It was always easy to see and read what was on the table. The board is quite sturdy, and the hexes stayed on the board pretty firmly - I was expecting them to slide around more than they did. Oh, and there is a -lot- of stuff in this game. Once you've set the game up for a 6 player game, you start wondering how everything even fits in the box. Overall, I'd say the components were quite good.

Gameplay:

Since it was a large part of the advertising for this game, I really need to talk about the playing time. The playing time is advertised as 90 minutes to 2 hours. As Dan had posted here on the forums, that is assuming that everyone's played before and there are no Analysis Paralysis players. This is a big assumption. If neither of these are true, the game can take quite awhile. We had 6 players, none had played the game before, and one definitely was an analysis paralysis player. Our game clocked in at over 4 hours. My wife can't really take a game over 2 hours, so she was not too impressed. The rest of us still had a lot of fun though, and enjoyed the game. But beware, that the first time you play the game, it will take a long time. As I said before, with 7 roles, 3 of which are fairly complex, and 8 technologies, there's a lot for people to remember and get their head around.

Time aside, which I can forgive with such a large number of new players, the game played FANTASTIC. Once everybody caught onto the rules, we all enjoyed it a lot. The game definitely does exactly what it sets out to do, and that is be a streamlined 4x game. All of the X's are present - eXploration, eXpansion, eXploitation, eXtermination. More than one of us commented that they did an incredibly good job of getting the feel of all 4 of the X's while still keeping the game as streamlined and as simple as possible.

The game also "ramped up", so to speak, at a nice, steady pace. The beginning of the game is more of a cold war, where you're scrambling to get the best resources to acquire the best technologies and build the best and biggest fleet. There will be an occasional skirmish here or there - a lone cruiser taking over an abandoned world here or there, people's empires begin to get a little to close to each others' for comfort. And then someone will build a dreadnought. These things are the equivalent of nukes in this game. If you're the first to build one, you will be immediately feared. The tensions will rise, battles will get more and more common, and then the black hole will appear, changing the face of the game. The unpurchased technologies disappear, and now anyone can get anywhere on the board in a matter of a couple turns. The battles get bigger and more common, and later in the game when there are 2 warlord roles, becomes by far the biggest focus of the game. This whole transition, while certainly pushed along a bit by the black hole and the extra warlord phase, felt very smooth and natural and climatic. A big part of what made the fun of the game last for 4 hours was that the last half of the game played very different from the first half.

We found the economy very tight and very interesting in the game. With limited storage, there were lots of interesting decisions to make. Do I buy a technology or wait and build up my fleet? Do I liquidate my resources into cash to leave more room for more resources, or do I keep them in case someone picks engineer and I need to buy ships? Do I set the price of energy high and sell, or set it low and buy? The economic system is relatively straight forward, but provides lots of choices.

Combat is simple, yet effective. It's very simple dice-rolling combat, but it works well, and all 3 of the different ship types had their place in the game. Fighters were great for escorts (i.e. cannon fodder), and were good to have cheap ships that could skip around picking up empty sectors. Cruisers stand even odds against an empire, and with a little luck (or a technology or two) can start taking on empires and starbases on their own. Dreadnoughts are slow but deadly - they will often win battles before the other side even gets a chance to fire.

One thing about gameplay, that will either attract players or deter them, is the need to metagame. If you get ganged up on, you will have a -very- tough time in the game. Making a truce with another player at the right time can be a huge boon. Getting the other players to do what you want to do through persuasion is going to be just as important as any other factor in this game. I accept it and work within it, but I can see people not enjoying this aspect of the game. (I can, of course, see others, that would love this.)

Overall, this is a fantastic game, and I look forward to getting it on the table again. If you're looking for a Euro-meets-Ameritrash streamlined 4x space game, you need not look any further.

Kent Fletcher
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Felkor wrote:

One thing about gameplay, that will either attract players or deter them, is the need to metagame. If you get ganged up on, you will have a -very- tough time in the game. Making a truce with another player at the right time can be a huge boon. Getting the other players to do what you want to do through persuasion is going to be just as important as any other factor in this game. I accept it and work within it, but I can see people not enjoying this aspect of the game. (I can, of course, see others, that would love this.)


I'm one of those people who love the metagame aspect that your describing. Thanks for the great review! Now I'm even more excited to get this game. I only wish I had pre-ordered from the website and not from my FLGS. All well, the wait continues.
James Palmer
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Frankenfletch wrote:
Felkor wrote:

One thing about gameplay, that will either attract players or deter them, is the need to metagame. If you get ganged up on, you will have a -very- tough time in the game. Making a truce with another player at the right time can be a huge boon. Getting the other players to do what you want to do through persuasion is going to be just as important as any other factor in this game. I accept it and work within it, but I can see people not enjoying this aspect of the game. (I can, of course, see others, that would love this.)


I'm one of those people who love the metagame aspect that your describing. Thanks for the great review! Now I'm even more excited to get this game. I only wish I had pre-ordered from the website and not from my FLGS. All well, the wait continues.


I'm generally fine with it to a certain extent, but sometimes someone can lose out without any reason of their own. My one friend was inbetween 2 people that made a truce on one side, and me on the other. My wife was on my other side and since she wasn't fully enjoying the experience, I was trying not to attack her to much. So the one guy stuck between us ended up getting hammered pretty hard and I think it affected his enjoyment of the game. It means in the future I'll have to be a bit more careful to go after the leader, and encourage other people to do the same.

Oh, and I'm glad you liked the review! It's my first attempt at a review, so I'm glad it is received well.
Jon Quinn
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Good report.

Your initial impression pretty much matches mine.

We played a 3 player game last night.

Our game, with all players new to the game, took about 2 and 1/2 hours. Though I am sure that the dynamics are different when 3 players each choose a role in a turn when compared to 6 players each choosing a role a turn, our game seemed to go through the same stages as yours did.

As an example of differing dynamics, since we had more roles not chosen each turn, we ended up picking the scientist role only once before the black hole plunged the galaxy into the dark ages. I would think that in James' game that it was chosen more than once. I chose Plasma weapons; my opponents chose Pirate and Long Range Scanners.

The "ramping up" of the game as the expanding empires met at the frontiers that James mentioned is a really intriguing and exciting part of this game. Our first big battle occurred when one of my opponents crossed "the line" and took one of my empires with a large fleet including 1 dreadnaught, 2 cruisers and a few fighters. But I had about the same size fleet in an adjacent territory to the one he took. And I had one more advantage... Plasma weapons! (He had chosen Pirate and had raided my stores twice). He lost his fleet while I suffered the loss of 2 fighters (and a damaged Dreadnaught which repairs immediately after the battle).

Later in the game, I had moved into his area and had taken a couple planets from him. I was poised to take a couple more when he spoiled my plan during his Regent phase. He purchased an extra influence for a total of 3, I couldn't because I only had 2 empire markers left, and he ended up influencing the planet under my big fleet to his side. My fleet had to retreat to my nearest starbase which was several sectors away back on my side of the board. That gave him breathing room. But I was not as disappointed as you might expect.

The reason for my lack of disappointment? The other opponent had moved a large fleet up to the border area and was preparing to invade my territory where defenses were less than optimal. With my large fleet's return home, my "retreat" saved the day. Though he won the big battle that followed, he was weakened enough that his invasion stalled at taking only one sector from me.

Our final score was me: 52; Trent: (the opponent I fought first) 48 and Gerald (The later invader) 39. We all had a good time are are looking forward to playing again and trying it with more players.

One thing. The sectors are large, but a big fleet on a sector will sometimes be difficult to fit. I had a fleet with both dreadnaughts and several other ships and sometimes a fighter would spill over onto an adjacent sector and I would have to corral it and bring it back to where it was supposed to be.

No biggie, and, in fact, I like the fact that the gameboard and game peieces fit easily on a table. The board itself accomodates not only the play area, but also the bank ("marks" or money), the resource pool and the role cards to be selected. Each player has his stuff beside the board, and that is also where the tech cards and the yet-to-be sectors are placed. So, the play area required is not extremely large.

An excellent game. Congratulations to Adam on making a good game and his success at selling out the first printing.
James Palmer
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Glad to hear a 3 player game has a similar feel - I was worried that it might be very different.

It does sound like combat starts a little later with 3 players, which makes sense. We definitely had a few skirmishes before dreadnoughts appeared.

Did you find the economy still tight? We were somewhat worried that accumulating resources and money might be a bit too easy with 3 players - I'd love to hear your thoughts.

I believe we chose Scientist twice, perhaps 3 times. Everybody had a technology or two. In the future I think I'd even take more effort to getting good technologies at the beginning. We found protein fields, plasma weapons, and ambassador to be the strong technologies that influenced our game. I had Time Warp, which was very helpful in the early game, as I could take a cruiser in and take out an empire knowing that I had enough of an edge to take it out. In the later game I found this technology not nearly so powerful, as combat was happening constantly and I could only use it once per round.
Mark Chaplin
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Overall, this is a fantastic game, and I look forward to getting it on the table again. If you're looking for a Euro-meets-Ameritrash streamlined 4x space game, you need not look any further.


Some good news about this game at last!



Jon Quinn
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Felkor wrote:


Did you find the economy still tight? We were somewhat worried that accumulating resources and money might be a bit too easy with 3 players - I'd love to hear your thoughts.


Resources did seem a little over plentiful toward the end of the game. Everyone had enough production planets so that a merchant role followed by a steward role would result in money made from sales of resources during Merchant and full storage facilities at the end of Steward. The game ended with 2 of 3 player resource storage cards full.

I am sure that there is a "sweet spot" for this aspect of the game, and it might be at 6 players. But the game was fine as it played; evidently the dynamics were just a little different from the 6 player experience.

1. More time until empires meet and engage one another with 3 players.
2. More roles not chosen each turn in 3 players
3. Money and resources more plentiful in mid to late game for 3 player.



Bart Bartolomea
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jwquinn,

You should expand your post a little and submit it as a separate session report. Sounds like it was a good game.

Cheers,
Bart
James Palmer
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I was able to play a 3 player game tonight, this time without the analysis paralysis players.

The game took one hour - less than a quarter the time of the previous game.

jwquinn - I agree with your differences between the 3 player and the 6 player game. My wife, who is not as much into conflict, and did not enjoy the 6 player game, thoroughly enjoyed (and won) the 3 player game. The game ended during a regent round with my wife getting out all her empire tokens (I had played regent and let her keep them, mistakenly thinking I had more points than her.) If played a bit differently, more combat would have happened, as things went, only 2 battles occurred during the game. But that was fine, it still went quite well.

One interesting thing to note is that both our games so far have ended with someone getting all their empire tokens out (once in Warlord role, once in Regent role). We have yet to play a game where the game ended by victory points running out, even though Adam had reported that that's the way it ends 80% of the time. I wouldn't be surprised if that changes with more plays though.
Jon Quinn
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Felkor wrote:

One interesting thing to note is that both our games so far have ended with someone getting all their empire tokens out (once in Warlord role, once in Regent role). We have yet to play a game where the game ended by victory points running out, even though Adam had reported that that's the way it ends 80% of the time. I wouldn't be surprised if that changes with more plays though.


Well, we played the new World of Warcraft Adventure Game tonight - it is seldom that I get 2 new games so close together. It went well, but I enjoyed my first game of GE more than my first game of WOW, I think. So we have yet to play our second game of GE.

Our 3 player game of GE ended by Victory Points during the Regent VP count phase. There were 3 occasions previously in the game where I had been down to one empire token and my opponents would find a way to remove a couple more from the board back to my supply before I could place that last one.
James Palmer
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