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The Thumb Strumpet
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0708
This is a preliminary review of Galactic Emperor after playing a 5-player game last night. Apologies in advance for references to other games I've played or seen.


RULES:

I'll provide a brief, incomplete summary though I strongly recommend taking a look at the official rules (available from the publisher's website if not BGG). If you'd rather not read my synopsis of the rules, please skip to the next section(s) for the actual review.

The player with the most VPs wins. The game ends when one player has placed their last empire token or when the VP pool runs out.

Initially, there are seven roles to choose from: Explorer, Merchant, Steward, Engineer, Scientist, Warlord and Regent. Roles are chosen starting with the Emperor. The Emperor chooses a role and it is acted on. Then the next player chooses a different role from those remaining, and so on. The player who chose the role ("the chooser") gets an extra benefit. (Like Puerto Rico role selection.) After everyone has chosen a role, another round begins, though there may or may not be a new Emperor.

Explorer: There are a number of sector tiles turned face up. The chooser gets to go first and also gets to place the 1 or more extra tiles. The tiles can be placed on any space that does not already have a sector tile. There are exactly enough tiles to fill the board. If the Black Hole is placed, it replaces the Omega star at the center of the board and can now be used as a warp point for moving a fleet of ships. Once all sectors have been placed, the Explorer role becomes a second Warlord role.

Merchant: The chooser gets $3 (called "marks" because apparently this is a German galaxy) and gets to affect the market prices. Food is produced on all controlled worlds that produce food. Food can be sold or stored on planets (any controlled planets, max 2 food per planet). Food is needed to produce metal and energy on planets. Players can purchase or sell resources (food, metal, energy). (Think of Race for the Galaxy's phase V: Produce.)

Steward: The chooser gets a free metal or energy (their choice). Any controlled planets that can generate metal and/or energy do so by consuming 1 food that is on that planer. No food = no resource generation. (Think of Race for the Galaxy's Consume phase - consuming food to obtain other resources, namely metal and/or energy).

Engineer: Chooser gets a free fighter. Everyone can purchase one or more ships by paying the cost(s). Ships are deployed to any starbase.

Scientist: Purchase technologies, starting with the chooser. Chooser gets -1 energy cost. All technologies only cost energy to purchase. There is a limited supply - 1 each of 12 different technologies. Once the Black Hole is placed, no more Scientist role.

Warlord: Move ships and attack other fleets/empires/starbases on a same sector. Chooser gets one extra die for each battle. Battles are resolved by dice roles and any damage is assigned by the player receiving the damage. Uncontrolled (unclaimed) planets can be claimed by moving a spaceship over it and placing an empire token on the now-controlled planet.

Regent: First, starting with the chooser players can purchase an extra (a third) empire token to place. Then, starting with the person after the chooser, players place their 2 or 3 empire tokens (or fewer if the player does not have at least 2 empire tokens remaining) on any planet, including those already controlled by that or other players.



REVIEW:

POSITIVES: Galactic Emperor is fun! Everyone of us 5 enjoyed the game immensely. It was involving and constantly evolving. There was a definite progression that kept our attention and had us planning out our galactic conquest.

The role selection, chooser benefits and actions combine to make for a very interesting game. The order of roles is important. The order of players is important. There are just a ton of interesting decisions that players have to make throughout the game. Galactic Emperor includes aspects of production/consumption, markets, role-selection, resource management, spaceship construction, unique abilities (technologies) and warfare. There's a lot to the game.

There's the potential for a sweet metagame aspect. Players can form alliances, gang up on one another and there are plenty of opportunities for revenge. No one is absolutely safe.

The plastic, oh the plastic! The spaceships are friggin' sweet! Just excellent pieces that we all enjoyed zooming around.

There are elements of a Eurogame and Ameritrash. Initially, we all kept our distance from one another and concentrated on expanding our dominions. Once we each controlled a few planets, we turned to spaceship construction and everyone built some pretty sizable fleets. There was a distinct euro feel early on - lots of strategy and resource management. Then the battles began. Since battles are resolved by dice roles, this became a dicefest (and I say that in a good, fun way). The Ameritrash showed through as we rolled tons of dice, fleets attacking one another, ships bursting into flames in the coldness of space (science-types be quiet) and victors rejoiced.

We started lining up the bigger battles by setting aside the two warring fleets, arranged in rows according to dice-rolling order. Rolls ensued with much glee. I cannot stress how much fun this aspect was for us.

I like the 3 different types of ships. They have distinct flavors to them that work very well with the mechanics. For example, there are small, faster, more vulnerable fighters as well as the slower, more powerful, armor-plated dreadnaughts.

The Black Hole works. It signals a nice transition in gameplay and provides an excellent movement mechanism.


NEGATIVES: The game is long for what it is. Granted ours was a learning game with 5 people, but it went 3-4 hours and we chose to end it shortly before someone would have run out the VP pool. VPs are only obtained through the Regent role or by destroying empires (during the Warlord role). Thus, it felt like the VP pool didn't empty very fast at all. One thought is to reduce the VP pool for a shorter game.

With 5 people, it would have been very difficult for the game to end by one person placing all of their empire tokens. In other words, it felt like we had too many empire tokens. One thought might be to leave 2 tokens on sectors where a player has a starbase (at least for a 5 or 6-player game).

Battles are a dicefest. You win or lose by a throw of the dice. If you don't like that random element, this may not be a good game for you. There are alternatives, though, such as via the Regent role.

It looks like it will be difficult to catch up if you fall behind. If you get whittled down or others gang up on you, the game will probably not be as much fun.

The cardboard used for the pieces is very thin. I'm talking Princes of Florence-thin. While it's textured and the pieces look nice, it's really, really thin cardboard. Why do I mention this? I left the box in my trunk one hot July day, and now a lot of my cardboard pieces are warped/warping. Not much I can do about that. I really wish the pieces were made of that thick cardboard, like Carcassonne-thick.

There is some waiting involved and a fair potential for analysis paralysis (AP). The role selection and then the subsequent acting on the role in order means you will spend some of your time waiting. Is it a big problem? Not at all. There's usually not a huge delay, though I will caution that you may be waiting a lot longer if playing with the AP-prone.


OVERALL: A fun game! Probably an 8 out of 10 for me. I enjoyed it and definitely will play it more, though the length and the nature of the game mean it won't always be my first choice. I'm very glad I purchased it and look forward to more plays! KNEEL BEFORE ZOD!



STRATEGY THOUGHTS:

If you want to discover them on your own, then don't read the below. Else, here are some thoughts on various strategic aspects of Galactic Emperor.

Technologies went fast. Everyone got at least 1, some players got 2. Selection was pretty rough at times. All except for Saboteur and Ambassador were purchased. Getting good technologies can be very important. They are somewhat balanced, though there are ones that will be more useful than others or at least more useful at more points (for example, late-game vs. early-game).

Choosing which sector to place where is pretty important. If you are unable to place a metal or energy planet near your home base (so you can claim it), you're going to have a harder time. All the food production in the galaxy won't offset a lack of metal/energy planets. Besides, food is relatively cheap (Merchant).

Money is tight. Everyone gets $2 at the beginning of a new round, but it's relatively difficult to get more. The Merchant chooser gets $3, everyone else has to sell resources to get more money. This makes the market a significant part of the game. Selling high and buying low, when possible, are very important. Spend wisely and don't forget that constructing spaceships requires money.

Putting 2 food on a metal/energy-generating planet is often a good idea. Assume someone chose Steward after Merchant on a previous round. If on the next round someone chooses Steward before Merchant, metal/energy-generating planets that did not have 2 food will not generate their resources.

The above is one of many circumstances where the order in which roles are chosen makes a big difference. Another example would be choosing Regent and/or Warlord before new sectors and planets are placed with Explorer.

EDIT: Added 2 more negatives. They do not affect my overall opinion. (July 20, 2008)
Last edited on 2008-07-20 09:01:07 CST (Total Number of Edits: 1)
Burkhard Nierhaus
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Quote:
(called "marks" because apparently this is a German galaxy)

lol
thank you very this great review. Now i wish my copy will arrive soon.
It should be already here, if this would be the right Galaxy... i paid with 'marks' :laugh:
Bart Bartolomea
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0708
Wow, really nice review.

This game wasn't even on my radar, but it sounds like a blast:cool:

Cheers,
Bart
The Thumb Strumpet
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0708
Edited to add 2 more negatives that I forgot to include. They do not affect my overall opinion.
Jon Quinn
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Alan Stern wrote:
Edited to add 2 more negatives that I forgot to include. They do not affect my overall opinion.


Thanks for the review. Yours pretty much agrees with my sentiments about the game.

You wrote (in one of your positives):
The Ameritrash showed through as we rolled tons of dice, fleets attacking one another, ships bursting into flames in the coldness of space (science-types be quiet) and victors rejoiced.

and also, (in one of your negatives):

The cardboard used for the pieces is very thin. I'm talking Princes of Florence-thin. While it's textured and the pieces look nice, it's really, really thin cardboard. Why do I mention this? I left the box in my trunk one hot July day, and now a lot of my cardboard pieces are warped/warping. Not much I can do about that. I really wish the pieces were made of that thick cardboard, like Carcassonne-thick.

I would think that your "ships bursting into flames" would be just as bad as "my cardboard pieces are warped/warping" , although the former certainly would look cooler.

(I don't really need to put in one of those smiley faces here, do I?... oh, OK... I will :D)

David Siskin
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0708
I quite enjoyed my first play of Galactic Emperor. I don't think it's a 10, but good solid 8 at least.

We finished our first game in 2.5 hours, which was a nice length. I would imagine that if your group was not choosing the Regent on a regular basis, the game could be quite a bit longer. Draining a 130 point VP pool at less than 5 VP a turn through destroying empires will take a looong time. Grab a few planets and cash 'em in with the Regent and the pool will drain at a rate of 5-10 VP per player!!!
The Thumb Strumpet
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dumpty wrote:
I quite enjoyed my first play of Galactic Emperor. I don't think it's a 10, but good solid 8 at least.

We finished our first game in 2.5 hours, which was a nice length. I would imagine that if your group was not choosing the Regent on a regular basis, the game could be quite a bit longer. Draining a 130 point VP pool at less than 5 VP a turn through destroying empires will take a looong time. Grab a few planets and cash 'em in with the Regent and the pool will drain at a rate of 5-10 VP per player!!!

Aye, Regent wasn't chosen very often in the first 4-5 rounds - maybe twice, three times max. We spent most of our time Exploring for new planets, Warlording to claim them and Merchanting-Stewarding to produce food and use that food to generate metal/energy. Add in a few rounds of Scientist and you can see that we were all trying to build up our dominions. (I can't rightly call them "empires" since that's a game term.)

It just didn't feel like the VP pool diminished much, though as you point out, that's primarily a function of the frequency of the Regent role.
Kai Sellmann
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Boogien wrote:
... i paid with 'marks' :laugh:


...geeesh... freakin' time travellers :what:
Haven't seen "marks" for years now. You do pay with Euro's (€), don't you?!? ;)

BTW nice game report, thank you!

comeontruck, comeonship, comeon...
Jim Patching
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From what I've seen of this game it looks like a Twilight Imperium that you can actually play and complete in one evening. Does anyone know if it actually has a bit of a T.I. feel to it?
Chuck Parrott
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Played my first game, a 3p affair this past weekend. We all enjoyed it a lot. It ended on VP's running out, people started taking the regent role more after the first few rounds.

I can say for me it definitely had some TI feel to it. The spaceships and taking planets by putting an empire token down gave it that feel for sure. The pacing was different, it never felt like there was any significant downtime.

There is of course no tech tree, rather the technologies gave each player an edge in a certain area of the game. Which you could argue cuts to the chase of what a tech tree like in TI does. Some people like that meat in the middle though. For me teching was one more moment of angst of whether to do it now or risk techs being taken from the game when the black hole was placed. We mostly bought the warlord/battle techs, but having played it through, I see the other techs having more value than at first glance.

The roles seem to be well balanced, one role didn't stand out as 'pick me!' except maybe Explorer to a slight degree. Letting one player get explorer a few rounds in a row is asking for trouble. Often I was torn between a couple of roles, taking one and hoping someone else would help me with the other. Groans abounded when someone took a role you didn't prepare for. Several roles had unique timing and a player could use that to their advantage, much like Puerto Rico.

Battles were few and far between mostly I think due to having multiple opponents. We were hesitant to engage in one area for fear the other opponent would send their fleets in while you're busy and take some planets on the cheap. You couldn't be strong everywhere. I can definitely forsee table negotiations in future plays.

All in all a great time, we can't wait to try this one again. A solid 8 for now, maybe higher with more plays.
Everett Scheer
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panzer-attack wrote:
From what I've seen of this game it looks like a Twilight Imperium that you can actually play and complete in one evening. Does anyone know if it actually has a bit of a T.I. feel to it?


Yes and no. I'm speaking from demoing the game back at Gencon07. Its a little heavier on the battles than TI, without the races and reduced technology (no tree and only one person can hold a specific tech). The trading is different as well, I think in a good way.

The feel is TI pushed more towards Puerto Rico (VP gathered by a specific role, shorter game time, less specificity to an individual (ie no races))

Edit: to add quote
Last edited on 2008-07-21 17:34:09 CST (Total Number of Edits: 2)
 
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