John Morgan
United States Tucson Arizona
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Terra Prime is a game about space exploration, resource gathering and alien fighting. At the start of the game you have a standard issue ship with atomic batteries (thrusters) and a couple of cargo hold slots. The goal of the game is to score the most victory points via colonization, resource gathering and alien fighting. While you can "specialize" in one method it will take all three to ensure victory.
Building up your ship is an important aspect of the game. During the game you can add additional atomic batteries and cargo spaces. You can also add shields for defense and blasters for offence. However, to make more than a few minor additions you will need to purchase tech advances. Tech advances require not only credits (money) but some raw resources too. But tech advances do more than grant additional ship upgrade slots, they also give the player special abilities such as an additional exploration move and extra dice for shields and blasters. So remember to upgrade early and often. The first time I played Terra Prime (much to Seth's chagrin) I ventured out deep into yellow space without any shields and got blasted badly. I spent the rest of the game playing a game of catch-up with utter futility. The second time I played I was a bit smarter.
During your turn you can do a number of things: explore, fight aliens, colonize planets, collect resources, etc. Exploration is the act of moving into uncharted space and taking your chances. Space is divided into three distinct zones. The zones are a random distribution of space hexes that make each game unique. The green zone is alien free and has few if any asteroids. The yellow zone is moderately populated by aliens and asteroids. And the red zone which is replete with both aliens and asteroids. However if you survive the aliens and asteroids, or luck out and find a peaceful place in the galaxy, you just might find a planet ripe with valuable resources. An explored hex can be orientated to best serve the explorer and protect their interests. Once explored, colonization is the act of dropping off cyro pods on a planet to establish a colony. This is good for two reasons, one you get victory points (more points are awarded for the more distant colonies) and two the colony produces resource cubes needed to make money and gain upgrades.
Alien fighting and asteroid mining are the most dangerous aspects of the game. When you encounter an asteroid field you must roll to see if you hit any, and if so take damage to your ship. However, if you survive and have a cyro pod in tow, you can establish a mine (colony) in the asteroid field. This is also good for two reasons, one you no longer have to roll for asteroid impact (however, other players till do) because you have mapped the asteroid field and two the mine (colony) produces brown resource cubes that are vital for ship upgrades.
When you encounter aliens you must fight them or flee. When you first encounter aliens they get the first attack. If you decide to engage the aliens rather than flee, you must successfully destroy or bargain with all the aliens to clear them out and gain victory points. Should you fail to clear all the aliens on your turn, they will replenish to full force on the next turn. You can choose to open fire on the aliens and if your rolls are good destroy them. Or you can choose to "buy them off" with a diplomatic tribute. However, you still have to roll to see if the aliens appreciate your offer or just take your goods and still intend to kill you. But if you are prepared and luck is on your side, you gain victory points based on the number of aliens and the distance from Terra Prime. While alien fighting is great for earning victory points, it doesn't earn you any credits or resources needed to repair and upgrade your ship.
The cash cow in Terra Prime is resource shipping. This is accomplished by gathering resources from your colonies or your opponent’s colonies (but your opponent gains victory points) and transporting them back to Terra Prime. The economic model is where I find a weakness in this game. It is my opinion that one player may luck out during exploration and get a valuable resource planet and reap too great a benefit. The supply and demand model does not cause the value of a flooded resource market to drop sharply enough. The profits allow the one player to quickly upgrade their ship and take too great a lead.
The game end is trigged when the last yellow hex is explored or any player is down to their last two unused cryo pods. Once the game end is triggered, each player takes one more turn and then the game ends - the last player to play will be the player who triggered the game end. This again leads back to the games one weakness. If one player can quickly upgrade their ship and take an early lead, the can rush through exploring the yellow space and there is little or nothing that the other players can do to stop them. I understand that Seth is working on some changes that may address this issue.
In closing, the game plays quite well with three to five players. I love the alien fighting despite the risks involved. The game board makes each game distinct and exciting. And even despite the economic issue, this is a good game just chomping at the bit to become a great game!
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Seth Jaffee
United States Tucson Arizona
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Re: A good game just chomping at the bit to become a great g
TheGameCzar wrote: Terra Prime is a game about space exploration, resource gathering and alien fighting. At the start of the game you have a standard issue ship with atomic batteries (thrusters) and a couple of cargo hold slots. The goal of the game is to score the most victory points via colonization, resource gathering and alien fighting. While you can "specialize" in one method it will take all three to ensure victory. John, I never thanked you for posting this review... Thanks! It's a great, thorough review.
There have been some updates/development since the time of John's play, so I thought I'd reply now and clear a couple things up for anyone who's actually read this:
Quote: Building up your ship is an important aspect of the game. During the game you can add additional atomic batteries and cargo spaces. You can also add shields for defense and blasters for offence. However, to make more than a few minor additions you will need to purchase tech advances. This is stil true in general, however the tech tree just got adjusted a bit. Some of the advances weren't really being used and others cost too much, so besides just tuning the costs, the tree has been narrowed a bit and hopefully the upgrades will be more interesting and better used in future games!
Quote: Alien fighting and asteroid mining are the most dangerous aspects of the game. When you encounter an asteroid field you must roll to see if you hit any, and if so take damage to your ship. However, if you survive and have a cyro pod in tow, you can establish a mine (colony) in the asteroid field. This is also good for two reasons, one you no longer have to roll for asteroid impact (however, other players till do) because you have mapped the asteroid field and two the mine (colony) produces brown resource cubes that are vital for ship upgrades. It is now the case that any colony in a sector with an asteroid field (not necessarily on the asteroid field) makes the sector safe for all players. This is mainly because it was harder to remember to deal with the asteroids, especially if there's a colony marker covering them, and it didn't seem to make much difference anyway, so for ease of play the rule changed.
Quote: When you encounter aliens you must fight them or flee. When you first encounter aliens they get the first attack. If you decide to engage the aliens rather than flee, you must successfully destroy or bargain with all the aliens to clear them out and gain victory points. Should you fail to clear all the aliens on your turn, they will replenish to full force on the next turn. You can choose to open fire on the aliens and if your rolls are good destroy them. Or you can choose to "buy them off" with a diplomatic tribute.[Donating resource cubes] However, you still have to roll to see if the aliens appreciate your offer or just take your goods and still intend to kill you. But if you are prepared and luck is on your side, you gain victory points based on the number of aliens and the distance from Terra Prime.[not the distance, just the number of aliens] While alien fighting is great for earning victory points, it doesn't earn you any credits or resources needed to repair and upgrade your ship.
The cash cow in Terra Prime is resource shipping. This is accomplished by gathering resources from your colonies or your opponent’s colonies (but your opponent gains victory points) and transporting them back to Terra Prime. The economic model is where I find a weakness in this game. It is my opinion that one player may luck out during exploration and get a valuable resource planet and reap too great a benefit. The supply and demand model does not cause the value of a flooded resource market to drop sharply enough. The profits allow the one player to quickly upgrade their ship and take too great a lead. Sadly, because it seemed such a good idea, the supply /demand tracks have been removed from the game and replaced with a sort of demand card model. There are resources needed by your superiors at Terra Prime, as indicated by some face up tiles. When you deliver resources you place them on the tiles, and a player completing the tile gets to keep it - it'll be worth a few bonus points at the end of the game (depending on which resources were required for it). Also, money is now worth points at the end of the game (20 credits, which is 2 units of money = 1 point), and you get 20, 30, or 60 credits per cube delivered (depending on what color it was)... so in effect you get points for contributing to the demand tiles, and bonus points for finishing it.
This system seems to work better than the supply/demand model, but as I said it's too bad, because I really liked that mechanic!
Quote: The game end is trigged when the last yellow hex is explored or any player is down to their last two unused cryo pods. Once the game end is triggered, each player takes one more turn and then the game ends - the last player to play will be the player who triggered the game end. This again leads back to the games one weakness. If one player can quickly upgrade their ship and take an early lead, the can rush through exploring the yellow space and there is little or nothing that the other players can do to stop them. I understand that Seth is working on some changes that may address this issue. The current game end trigger conditions are: 1. Explore he last yellow tile, 2. Play your last Colony marker, 3. Complete the last Demand tile
Once the game end is triggered, the round is finished out, and then 1 final round is played. This type of game end occurs in Railroad Tycoon, in case I didn't explain it well. I am not sure I like that type of game end in general, but it seems to work well here.
Quote: In closing, the game plays quite well with three to five players. I love the alien fighting despite the risks involved. The game board makes each game distinct and exciting. And even despite the economic issue, this is a good game just chomping at the bit to become a great game! Great! I'm glad you liked it, John - I think you'd like it more with the latest changes (see John Heder's playtest session report)... 
- Seth
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John Morgan
United States Tucson Arizona
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sedjtroll wrote: (...snip...)There have been some updates/development since the time of John's play(...snip...)
Well then, lets get this back to the table!
-Cap'n John Morgan
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cvlw
United States Charlottesville Virginia
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Thanks for posting this review - i had never heard of this game before but it is now on my radar for trade.
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Michael Mindes
United States Tucson Arizona
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This game is set to be published late in 2009
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