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Craig Van Ness Takes Battleship to New Galaxies

W. Eric Martin
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U.S. publisher Hasbro takes a lot of grief for publishing umpteen new versions and spin-offs of Monopoly, Risk, Scrabble and many of its other long-lived games, but sometimes that exploration of the familiar can result in a game that marries some loved element of the old with a game that's otherwise new and unexpected.

That's our story for today.

"The idea behind Battleship Galaxies really came out of an idea for how we can grow the Battleship brand as a whole," says designer Craig Van Ness. (Colby Dauch and Jerry Hawthorne are credited as co-designers on BGG, but Van Ness' name is the only one on the box.) "We started talking about developing an immersive world. We thought it would be a great place to start, especially for the hobby gamer as that's something that they're familiar with. We were trying to come up with a story and express the Battleship brand other than with the classic 'B-5' coordinate."

Mulling over the essence of a brand might not be the first thing that comes to mind when you think of designing a game, but those types of boundaries or expectations give you a goal for where to go with a design. As Magic: The Gathering head designer Mark Rosewater is fond of saying (and resaying): "Restrictions breed creativity." Van Ness says that while the Battleship brand essence has changed over the years, two important elements that have remained are the "hunt, seek and destroy" aspect of game play and the blind reveal, "some element that you don't know about".

Given the history of the game, Van Ness says, "We first started kicking around different naval settings, from classic WWII to modern naval warfare, kicking around the idea of how to grow that story, but we quickly find ourselves leaning toward science fiction as sci-fi lets you do almost anything you want. Fantasy and sci-fi are the best genres for a game designer to be in because you can make your own rules. We knew we wanted factions, wanted to tell a story about the factions, so we started drawing up characters and ships. That's the story part of it."

"The game design part of it runs a parallel path," continues Van Ness. "While you're coming up with cool heroes and factions, you need to figure out how they interact in the game. I've always been huge fan of Magic: The Gathering, and I feel this has a mix of a collectible trading card game and a miniatures trading game. You can build anything you want with your tactics deck and the miniatures."


So what's in the box and how do you play? To start with, you receive two sets of ten spaceships, two sets of 36 faction cards, two energy boards and markers, two screens and two sets of twelve ship cards, with each player (or team) receiving half of everything. The game also includes two game boards, two coordinate dice, blue and red pegs for shields and damage, and an assortment of tiles.

The rulebook includes five missions or scenarios, with Van Ness repeating the rulebook's suggestion that players start with mission #1, a simple set-up on a single game board in which players are told which ships and which tactic cards to use, with the goal of destroying all of an opponent's ships on the battlefield.

Players start the game with ten energy and a randomized hand of five tactic cards, which are a combination of heroes, additional weapons, upgrades and events. On a turn, you add ten energy to your storage, draw a tactic card, deploy any ships that you want (paying the cost to do so), then activate any ships that you want (again paying the cost required). When you activate a ship, you can move it up to its maximum movement value, then use its primary (or secondary or additional) weapon if an opponent is in range. If the hull of an opponent's ship takes enough damage, the ship is removed from the game.

Admittedly that simple description glosses over a hundred details of game play:

-----• The ten spaceships available to a player are divided into four individual ships and two squadrons of three ships. Each ship/squadron comes in three flavors - standard, seasoned, veteran – which have nearly the same stats for things like the activate cost, movement value, number of starting shields, hull strength and primary weapon. The differences between the ships are the launch cost in energy, possible secondary weapons and bonus actions at launch or during the game.

-----• When you choose a mission, the mission will often designate the ships and cards that players will use. Alternatively, players can draft their own fleet and tactic decks. Before the game, they decide on an energy total and choose ships that sum up to this total, placing any other ships and their respective ship cards (which detail the stats) back in the box. The players then secretly and separately create a tactics deck containing as many cards as half the starting energy. "It's rough to say, 'Here's everything you get, now figure out what the best combos are," says Van Ness. "The scenarios ease players into the game that they're playing and introduce complexity and other things." You then place your ships and deck behind your player screen, revealing ships only when you launch them on the battlefield.

-----• Medium and large ships often have a capacity number, allowing you to load other, smaller spaceships within them when they launch. These smaller spaceships can then be launched later in the game from the ship in flight, allowing them to appear in the middle of the battlefield instead of starting from a player's backline. The risk, of course, is that if the larger ship is destroyed or taken over by an opponent, then the ships being carried are removed from the game.


-----• Each ship card has an image of the ship with a superimposed set of coordinates. When you attack a ship, you roll the two coordinate dice – one showing A-J, the other 1-8 – then consult the attacked ship's card to see whether the attack hit. White spaces shows a miss, gray a hit. The red starburst is a critical hit on the ship; if a ship has no shields and is hit on this location, the ship is instantly destroyed.

-----• To destroy a ship, you must first remove its shields (through damage), then impose damage equal to the strength of its hull. Some special powers affect only shields or siphon shield strength from the defender to the attacker. Shield regenerator tiles will sometimes be in the game to allow players to build up defenses once again.

-----• Each tactic card has an energy cost and a specified time during which it can be played, such as the deploy phase or action phase. Each ship card specifies the possible number of upgrades, heroes and additional weapons that a ship can have, so not all cards can go on all ships. What's more, a hero on one ship cannot be placed on another. You can hold a maximum of ten cards and can discard a card at any time for one energy. The tactic cards add another "blind reveal" element on top of the hidden starting fleets and the possibility of loading ships inside one another and give players more chances for smart plays – "playing the right card at the right time," says Van Ness.

-----• Movement is straightforward, with ships moving up to their maximum distance and changing direction as desired. A ship can fire in any direction within the range of its weapon. Many weapons allow for more than one attack when you charge them – that is, pay a separate energy cost – and you can attack different ships with these attacks if desired.

-----• In addition to shield regenerator tiles, the game includes other tiles – energy source, debris field, etc. – that are randomly placed on the board or specifically placed on the board, depending on the mission chosen.

-----• If you move adjacent to an enemy ship, your ship might take damage from that ship's Electronic Countermeasures – but you might want to move in close due to a weapon being more effective at close range or an attempt to take over an opponent's ship.

Naturally in a game with this many details, things have changed over time. "Early in development, we tend to start simple," says Van Ness. "We didn't have shields, for example. Certain ships had four kill zones, which allowed for too much luck, so we had to draw that back."

"It's a hard balance – the luck and the strategy, going back and forth," Van Ness continues, but finding that balance is essential to the nature of the game and the publisher. "Game designers at Hasbro want to let you tell a story after you're done. They put you in the world for a little bit, and you want that element that a player could win even if they roll horribly."

The critical hit mechanism, already present in early development, ties into this drive for storytelling opportunities. "That gives the player something to root for when he holds the dice," says Van Ness. "If I just roll right, I'm blowing up that whole ship. You have to take the shields down to pull it off, but one little Sparrow can take down Vapor's Fate [the largest ship on the other side]."

Red pegs for damage – like hearing the ice cream truck down the street...

What's interesting about Battleship Galaxies is that while most of the design and game play is wide open – players can create their own decks and fleets, they can deploy in any order desired, they can maneuver as they like within their ships' limits, they can customize their ships with tactic cards and play them when they like – the coordinate element of ship combat throws you right back into childhood, with you calling out "B-5" and waiting to see what the other player says. Says Van Ness, "It's a throwback to the core game of Battleship. There are many different ways that designers have recorded hits of different parts of bodies and ships, but the coordinate system was a fun way to tie it back into the core game."

Asked for advice on how newcomers should approach the game, Van Ness says, "Read your cards and read your powers. Take your time. The first time you play, you're going to say 'I wish I could have done this, could have done that'. With the energy you really can sit back and wait. Hold your energy; don't pile everything in one ship because everything you pile in there will blow up, too, if that ship's destroyed. Look at your first five cards and plan accordingly."

Everything in Battleship Galaxies screams expansion possibilities, from the basic "The Saturn Offensive" subtitle to the explicit collection number printed on every tactic card, every ship card and the box itself, a number described as "the collection the card belongs to".

On the topic of expansions, Van Ness says, "When you develop a game like this, you tend to develop lots and lots of cards and lots of ships, then you pick the cream of the crop. There's definitely a system in place." For instance, the designers started with eight factions, each with their own characters and different ways of fighting. "At one time the game also had a multilevel board, which seemed a bit too fussy and analog, moving above and below. It made the games go longer than we wanted them to."

The bottom line, says Van Ness, is that we "plan for success, see how this goes, and move on from there".
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Christopher Taylor
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Geez, I think I can't get any more excited for this game than I already am, and then this article comes along.

Thanks! ^_^
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  • Posted Fri Jul 1, 2011 8:32 pm
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George Husted
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  • Posted Fri Jul 1, 2011 8:42 pm
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Always nice to see more info. I hope to hear some more before the final release. Still can't wait to get it. It can't come soon enough! I can't wait to emerge myself in the world of Battleship Galaxy fluff.
 
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  • Posted Fri Jul 1, 2011 8:53 pm
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SuperflyCircus Pete
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Review here:
http://www.boardgamegeek.com/thread/664198/battleship-galaxi...

and here:
http://superflycircus.blogspot.com/2011/06/battleship-galaxi...
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  • Posted Fri Jul 1, 2011 9:23 pm
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Mark Jackson
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I'm sold. My pre-order has been placed... and now the waiting begins.
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  • Posted Fri Jul 1, 2011 9:36 pm
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Bring it on!!

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  • Posted Fri Jul 1, 2011 11:51 pm
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Neal Sofge
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I just hope this is good enough to justify expanding -- my son is still wondering where the rest of the Battleball teams are.
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  • Posted Sat Jul 2, 2011 1:59 am
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Chris Miller
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sofge wrote:
I just hope this is good enough to justify expanding -- my son is still wondering where the rest of the Battleball teams are.


Definitely! I have my pre-order in and I'm really excited about the game, but the natural pessimist in me wonders how much success the line will have. It's going to be a bit pricey and "advanced" for your average department store shelves, and honestly I'm disapointed at the lack of promotion. I've gone through the websites for both Hasbro and Wizards and see only passing mentions on Wizards, site-wide search on Hasbro returns no results at all.

This game appears right up my alley and if I hadn't clicked through items on BGG's hotlist while bored I wouldn't know it was even in development, not to mention less than a week to release.

Initial reviews are ecstatic so maybe the hype can build once it's out there.
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  • Posted Sat Jul 2, 2011 3:00 am
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Stephen Schaefer
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I was just thinking as I first saw this at Origins (actually, the first thing I thought was: "Battleship... oh... Galaxies-HEEEEYYY!") was how Hasbro has been busy little bees making updated versions of a lot of "their" (read: Parker Brothers' and Milton Bradley's) tired old horses from the department store shelves. Monopoly got Monopoly City, Sorry got Sliders, Yahtzee got Free-for-All, Risk got objectives and bonus dice, and now this.

The majority of these seemed to have genuinely breathed fresh life into well-worn standards (even Monopoly City is better than Monopoly, though kind of in the way Transformers 3 was better than Transformers 2), and listed in the credits of a lot of those success stories is Mr. Van Ness, whom I already idolized for the excellent franchise tie-ins he did before (Star Wars, Buffy, even Powerpuff Girls, for what it was).

Of all of these, though, this is the one that has gotten me instantly intrigued at the new direction for the game and eager to set it up and play. Thank you so much for this new title, and tell Hasbro to keep making awesome games and let people grow out of the old stand-bys.
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  • Posted Sat Jul 2, 2011 4:22 am
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tim Tim TIm TIM TIMMY!!
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This is going to be another winner for Craig I feel, and not just cause I get to run some demos for it at GC
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  • Posted Sat Jul 2, 2011 4:33 am
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This sounds really cool. Seems like another awesome game hiding behind the name of an old Hasbro classic.
 
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  • Posted Sat Jul 2, 2011 4:46 am
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Fantastic! Craig and the team at Hasbro design some thoroughly excellent games - and some very good twists on old classics.

This game looks fantastic.

I will certainly get this -one for my class, and one for my son and I (ahem... yes, my son mainly laugh )

Cheers,

Giles.

Edit: and great article Eric!
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  • Edited Sat Jul 2, 2011 4:52 am
  • Posted Sat Jul 2, 2011 4:51 am
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Yes, yes... a thousand times yes. thumbsup
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  • Posted Sat Jul 2, 2011 6:57 am
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MillertimeRC wrote:
sofge wrote:
I just hope this is good enough to justify expanding -- my son is still wondering where the rest of the Battleball teams are.


Definitely! I have my pre-order in and I'm really excited about the game, but the natural pessimist in me wonders how much success the line will have. It's going to be a bit pricey and "advanced" for your average department store shelves, and honestly I'm disapointed at the lack of promotion. I've gone through the websites for both Hasbro and Wizards and see only passing mentions on Wizards, site-wide search on Hasbro returns no results at all.



This is being sold to FLGSs and online retailers, not "dep't store shelves". This is definately going to be sold in the hobby game market, not Wal-Mart.

That being said, I do wonder how the hell this is supposed to sell big and justify expansions without any sort of initial media push. There is a Battleship Galaxies feature film coming out in theaters, which is one hell of a big promotion, I guess...
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  • Posted Sat Jul 2, 2011 3:01 pm
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The Schaef wrote:
I was just thinking as I first saw this at Origins (actually, the first thing I thought was: "Battleship... oh... Galaxies-HEEEEYYY!") was how Hasbro has been busy little bees making updated versions of a lot of "their" (read: Parker Brothers' and Milton Bradley's) tired old horses from the department store shelves. Monopoly got Monopoly City, Sorry got Sliders, Yahtzee got Free-for-All, Risk got objectives and bonus dice, and now this.


Jenga has a new Jenga BLAST Game which I've played and don't really think is all that shit hot, but my kid likes it, and she's the target audience, so I guess it's successful.

Connect 4 ALSO has a new game, Connect 4 Launchers, which is totally, torally epic. Great game and will definately breathe life into that old school classic. I played last night, in fact!
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  • Posted Sat Jul 2, 2011 3:03 pm
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Looks good... I just hope it is FAR better than this game-



Good to see Craig Van Ness back again. I believe this is his first game after leaving Heroscape (correct me if I am wrong.)

I will buy any game he is associated with!
 
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  • Posted Sat Jul 2, 2011 4:16 pm
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I think he had his hand in Sorry Sliders, but that's going off of memory.

Battleship Galaxies is to Jenna Jameson as Galaxy Command is to Rosie O' Donnell.
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  • Posted Sat Jul 2, 2011 8:32 pm
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Deano Ware
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I am on the fence....

As to whether to buy 1 or 2 of these games when it comes out next week!!!

I can see the double board set up with huge fleets making an awesome opening battle!

I do wonder though how you can be more accurate when you roll coordinate dice. So if you need an F5 for a kill how do you increase your chance of success unless you have abilities that allow you to move the die result up or down. Of course if you roll multiple dice and get say G1, F3 which you can either use as G3 and F1 or even all four!

Well I will see either way this is an instant purchase!
 
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  • Posted Sat Jul 2, 2011 9:01 pm
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dcware wrote:
I am on the fence....

As to whether to buy 1 or 2 of these games when it comes out next week!!!

I can see the double board set up with huge fleets making an awesome opening battle!

I do wonder though how you can be more accurate when you roll coordinate dice. So if you need an F5 for a kill how do you increase your chance of success unless you have abilities that allow you to move the die result up or down. Of course if you roll multiple dice and get say G1, F3 which you can either use as G3 and F1 or even all four!

Well I will see either way this is an instant purchase!


I would only buy one as the game's units are all unique.

-Ski
 
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  • Posted Sat Jul 2, 2011 9:53 pm
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superflypete wrote:

That being said, I do wonder how the hell this is supposed to sell big and justify expansions without any sort of initial media push. There is a Battleship Galaxies feature film coming out in theaters, which is one hell of a big promotion, I guess...


Easy, they just save money by having us Heroscape geeks talk the game up while eagerly awaiting the game's arrival. wow

-Ski
 
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  • Posted Sat Jul 2, 2011 9:55 pm
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Teamski wrote:
superflypete wrote:

That being said, I do wonder how the hell this is supposed to sell big and justify expansions without any sort of initial media push. There is a Battleship Galaxies feature film coming out in theaters, which is one hell of a big promotion, I guess...


Easy, they just save money by having us Heroscape geeks talk the game up while eagerly awaiting the game's arrival. wow

-Ski


Would've been easier to just make more Heroscape and have us talk THAT up, neh? whistle
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  • Posted Sun Jul 3, 2011 1:55 am
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dcware wrote:
I am on the fence....

As to whether to buy 1 or 2 of these games when it comes out next week!!!

I can see the double board set up with huge fleets making an awesome opening battle!

Fleet and deck construction rules limit you to one of any named ship, so buying a second set provides no new material for building different fleets. Theoretically, you could rename the spaceships from the second set and create new ship cards for them and rewrite all the tactic cards, but theoretically you could also coat the spaceships with mustard and try to eat them like hot dogs.

dcware wrote:
I do wonder though how you can be more accurate when you roll coordinate dice. So if you need an F5 for a kill how do you increase your chance of success unless you have abilities that allow you to move the die result up or down. Of course if you roll multiple dice and get say G1, F3 which you can either use as G3 and F1 or even all four!

The current rules have no modification for improving your chances of a critical hit, other than certain tactic cards that allow you to reroll on a miss. As Van Ness mentioned, in early design ships had up to four critical hit locations, which skewed the game too much toward luck.

superflypete wrote:
I think he had his hand in Sorry Sliders, but that's going off of memory.

Yes, Van Ness mentioned in our interview that he had worked on Sorry Sliders, as well as a new Connect 4 variant, which is presumably the Connect 4 Launchers that you mentioned.

superflypete wrote:
This is being sold to FLGSs and online retailers, not "dep't store shelves". This is definitely going to be sold in the hobby game market, not Wal-Mart.

Despite Battleship Galaxies bearing only the Hasbro label and not being from Wizards of the Coast, yes, this game is aimed at the hobby gamer, not the mass market. Van Ness even said that BG is aimed at the same folks who like Fantasy Flight's hobby games.
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  • Posted Sun Jul 3, 2011 5:22 am
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W Eric Martin wrote:
Despite Battleship Galaxies bearing only the Hasbro label and not being from Wizards of the Coast, yes, this game is aimed at the hobby gamer, not the mass market. Van Ness even said that BG is aimed at the same folks who like Fantasy Flight's hobby games.


Now there's an MTV Celebrity Deathmatch I'd pay money to see:

Chris Petersen versus Craig Van Ness!

My money's on Craig...I hear he has Gladiatron bonding, destroys his enemies on a roll of 1, and can flick a pawn into the 10 ring at will. Chris only has a couple of Cruisers, and they can't attack troops.

CVN FTW!
 
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  • Posted Sun Jul 3, 2011 7:42 pm
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Larry Neal
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Great piece, it is indeed good to hear from the developer with such good info this close to release.

My pre order is secured some two weeks now and I await the end of this week with expectation, thank you for the additional information.

excitement abounds!!

 
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  • Posted Mon Jul 4, 2011 3:23 pm
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Richard Cook
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I so cant wait to get this game, looks like its the sort of game that could be fun for the family (hint hint if you are reading this...you know who you are)
 
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  • Posted Mon Jul 4, 2011 9:55 pm
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M C
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  • Posted Tue Jul 5, 2011 6:17 am
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jefF, There are some who call me... DuneKitteh
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W Eric Martin wrote:
dcware wrote:
I am on the fence....

As to whether to buy 1 or 2 of these games when it comes out next week!!!

I can see the double board set up with huge fleets making an awesome opening battle!

Fleet and deck construction rules limit you to one of any named ship, so buying a second set provides no new material for building different fleets. Theoretically, you could rename the spaceships from the second set and create new ship cards for them and rewrite all the tactic cards, but theoretically you could also coat the spaceships with mustard and try to eat them like hot dogs.


And therein lies the problem for Battleship Galaxies. Heroscape was a big success for Hasbro because most of the supporters of the game system bought multiple copies of the game for the added terrain, same with the terrain expansions and squad figure expansions - I own at least 4 of each "non unique" terrain set/squad. BsG doesn't have that, so they're relying on a much wider fanbase to even come close to the sales of a game universe that already got downsized then cancelled. The optimist in me hopes to see several more fleets and "terrain" expansions (nebulas, supernovas, special planet/system, other) and that the game will survive for a half dozen years and at least as many expansions, the pessimist in me doesn't see this holding out for more than a couple of years and expansions, if that. Hasbro's record & history of nixing anything and everything that doesn't sell in the high 10k's to 100k + units annually is essentially non existent.

Good luck Craig, as my favorite game designer I will do all I can to shout the praises from the highest proverbial rooftops, but I'm really afraid the inherent limitations in the system for a company with the (assumed / perceived) expectations of Hasbro is going to find BsG as a two foul strikes and a ground out trip to the plate.
 
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  • Posted Tue Jul 5, 2011 5:48 pm
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Team Ski
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midnightmadness wrote:

And therein lies the problem for Battleship Galaxies. Heroscape was a big success for Hasbro because most of the supporters of the game system bought multiple copies of the game for the added terrain, same with the terrain expansions and squad figure expansions - I own at least 4 of each "non unique" terrain set/squad. BsG doesn't have that, so they're relying on a much wider fanbase to even come close to the sales of a game universe that already got downsized then cancelled. The optimist in me hopes to see several more fleets and "terrain" expansions (nebulas, supernovas, special planet/system, other) and that the game will survive for a half dozen years and at least as many expansions, the pessimist in me doesn't see this holding out for more than a couple of years and expansions, if that. Hasbro's record & history of nixing anything and everything that doesn't sell in the high 10k's to 100k + units annually is essentially non existent.

Good luck Craig, as my favorite game designer I will do all I can to shout the praises from the highest proverbial rooftops, but I'm really afraid the inherent limitations in the system for a company with the (assumed / perceived) expectations of Hasbro is going to find BsG as a two foul strikes and a ground out trip to the plate.


I also have a huge Heroscape collection, but I don't think that BG is handicapped by the unique nature of the units. One thing that scared people away with Heroscape was the daunting amount of common units. Not everybody was enthusiastic about the size of the game with all of the terrain.

One great feature of BG for Hasbro is the lower production costs than what they experienced with Heroscape. The massive amount of plastic terrain really ate into the profits. BG with its standard boards has got to be far more profitable and that will definately help with company backing of expansions.

BG is a real win/win for us gamers. Lower overall costs should equal more unit sales and thus, more interest. We won't see massive clearances like we did with Heroscape at Walmart.

-Ski
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  • Posted Wed Jul 6, 2011 1:22 am
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SuperflyCircus Pete
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Heroscape would've sold just as well if there wasn't common squads people'd pick up.

Personally, I don't understand why Has/Wiz isn't selling limited edition booster reprints for 4-5$ more than they used to on their website. With Lava sets going for 50, Tundras for 100, and Jungle sets for 80 (let alone Gladiatrons and Aubriens going for 40 a squad) there's still big demand and money to be made.

Battleship will sell fine without the need for common squads. That being said, there's nothing precluding them from having ship cards in the future that state that you can have multiples. The shields and wounds are marked right on the ship, and if you had squads of fighters that don't allow upgrades but allow for a Leader card to control all of them, well, you now have a common squad type setup.

I know something about expansions but I'm not spilling the beans.
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  • Posted Wed Jul 6, 2011 2:26 pm
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Abraham Drucker
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Wow. I had a dream the other night that Craig's new game was Risk Trivial Pursuit, which struck me as odd because a game like that seems more up the ally of one of the other Hasbro designers. Risk Trivial pursuit was pretty fun in the dream. This seems like it will be awesome in real life!

I'll wait to offer my full congratulations until I play it, but this looks like an awesome game.
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  • Posted Thu Jul 7, 2011 7:45 am
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W. Eric Martin
United States
Apex
North Carolina
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ze_stom wrote:
Wow. I had a dream the other night that Craig's new game was Risk Trivial Pursuit, which struck me as odd because a game like that seems more up the ally of one of the other Hasbro designers. Risk Trivial pursuit was pretty fun in the dream. This seems like it will be awesome in real life!


In 1968 – my birth year! – Parker Brothers released Situation 4, a jigsaw puzzle/wargame followed a year later by Situation 7. I've played Situation 4 a couple of times, and it's a fun and funky amalgam of game mechanisms. I'm sure someone could do similarly good things in Risk Trivial Pursuit.
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  • Posted Thu Jul 7, 2011 3:41 pm
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