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Nexus Ops» Forums » Reviews

Subject: A grognards perspective: A really fun game! rss

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Andrew Carlstrom
United States
San Marcos
California
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Nexus Ops has long had a good reputation with a broad range of BGGers. I hesitated to buy it for a long time, as I lean decidedly toward wargames and heavy Ameritrash games. Finally, however, I broke down and picked up Nexus Ops based on several comments that it may soon be unavailable, not to mention its low price ($20 plus shipping).

I’ve already played the game several times, a fact which is in itself amazing to me. To play a game four or five times in the first week of owning it is impossible for my usual game. For many wargames I’d still be punching and clipping units, and reading rules. Not so with this game. The rules are incredibly straight forward and easy to understand.

Now, if you are a wargamer you might think this leads to a shallow or unsatisfying game experience. But, unusually, this game provides some decent tactical options with a bare minimum of rules.

There are already many very good reviews on this game that describe the basic mechanics, so I’ll highlight the mechanics that, for me, make this a really fun game.

Units:

First, unlike most historical games, you can choose which units to buy each turn. Will you attempt to swarm the enemy with cheap 2 rubium (i.e. ‘dollar’) humans and 3 rubium Fungoids and Crystallines? Or will you spend 8 rubium on a lava leaper or 12 on a dragon? On most turns you’ll earn between 8 and 14 rubium, so choose wisely.

Second, the units themselves offer just enough uniqueness to make the choice interesting.


Humans

Humans cost 2 and can mine (some spaces have mines on them that generate either 1, 2, or 3 rubium per turn….assuming someone is there to mine them. Humans only hit on a 6 (on a six sided die) so they are either miners or cannon-fodder.


Fungoids

Fungoids cost three, hit on a 5+, and can also mine. Additionally, they are stronger in fungal terrain and weaker on crystal terrain.


Crystallines

Crystallines are similar to Fungoids with a cost of 3, a 5+ hit number, ability to mine, and a terrain based strength and weakness (the inverse of the Fungoids, i.e. strong on crystal, weak on fungus).


Rock Strider

The Rock Strider is probably my favorite, as it costs 6, hits on a 4+, and, critically, can move two spaces when moving to, or through, Rock Plains. The additional mobility is a huge benefit where most units can only move one per turn (and because new purchases always start back at the ‘home base’ and have to march to the front).


Lava Leaper

The Lava Leaper, at a cost of 8 and a hit number of 3+ has a few special abilities too. It can move two when leaving a magma space (but there are only three of those) and on a 5+ attack role it can decide which enemy unit to destroy.


Rubium Dragon

The big dog is the rubium dragon. At a cost of 12, it can hit on a 2+, can breath plasma to an adjacent space (hitting on a 4+) and can land anywhere if it takes off from the monolith.


The beauty of the system is that all the special rules are included on a handy chart, so there is nothing to memorize. The differences are small, but become significant in such a finely balanced game.




Mission cards:




The other game mechanic I enjoy, and which is really the heart of the game, is the secret mission cards. Each turn you draw a card which lists some objective. On your turn (usually after winning a battle) you can play one or more mission cards whose conditions you have met. Some examples include winning a battle on a certain terrain type, destroying a certain unit type in battle, or entering battle with a certain unit.

The nice thing about the secret mission cards is they keep your opponent guessing. Often, its hard to know where to defend. Generally you want to keep your mines out of enemy hands, but in many cases the rock plains right next door, and defended by a lone human, might just be the perfect target for someone who has a card that allows them to gain 2 VP’s just by winning a battle on a rock plains space.


Energize cards:



Finally, the last mechanic I find particularly interesting is the energize cards. I understand from others on BGG that this is a very ‘euro’ mechanic. In any case, it works. You earn an energize card when you lose a battle, or two if you control the monolith. The energize cards are great, and frequently award VP’s for controlling areas at the start of your turn, or impact a battle with a die roll modifier. It certainly helps you feel a bit better when you lose a battle knowing you’ll get a little something in return.


Gameplay:



The game plays fast! The 60-90 minutes listed on the cover is, unlike most wargames, an accurate estimate. The first few turns go very quickly as the players expand. The map is very small, so on turn three or four there will generally be combat. The game is very well balanced, as the advantage of going first is offset by subsequent players' receipt of more rubium on their opening turn.

This game isn’t a brain burner, true, but I find effective players generally win. The key is to make the most of your secret mission cards. If you are not planning on every turn to achieve an objective on one of your mission cards, you are going to lose regardless of your die rolls.

My favorite thing about this game is that it can be set up, taught, played, and put away inside two hours. With two experienced players you can cut that time in half. And unlike most wargames, Nexus Ops scales perfectly from two to four.

In short, it perfectly fits a niche in my game collection. A fast playing, potentially multiplayer game that centers on conflict, and is quite fun. I now understand why the game has such crossover appeal, as I imagine just about anyone will enjoy it.
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  • Last edited Sat Mar 31, 2007 7:45 am (Total Number of Edits: 2)
  • Posted Fri Mar 30, 2007 10:46 pm
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John Paul Sodusta
United States
Santa Barbara
California
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Quote:
My favorite thing about this game is that it can be set up, taught, played, and put away inside two hours. With two experienced players you can cut that time in half. And unlike most wargames, Nexus Ops scales perfectly from two to four.


I don't know about the two player games. I think the 2-players game just become a king of the hill battles, which I don't like.
 
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Scott Davis
United States
Tri-Cities
Washington
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I agree with John. That is why I don't play it anymore. Sorry Ed if you read this.
 
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Mike Loomis
United States
Tampa
Florida
Nice review!

I got this game in yesterday. I bought it mostly because it was so highly regarded on BGG and it was cheap and going out of print or discontinued.

Your review makes me eager to get this on the table now.
 
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Paul Bryant
United States
Jamaica Plain
Massachusetts
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Good review indeed.

I agree with the above though...

I am starting to get a bit dissolusioned with the 2 player game do to the monolith. Once the first player gets to the top of it they grow expodentially harder to take off and get so many cards that they take rest of the game with ease.

At least that has been the case with us.

We are going to try nerfing the monolith to giving 1 energize card instead of two in the next 2 player game we play and see if it makes for closer games.
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Adam Skinner
United States
Chippewa Lake
Ohio
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riledguy wrote:
We are going to try nerfing the monolith to giving 1 energize card instead of two in the next 2 player game we play and see if it makes for closer games.


You might try giving 2, 1, 0, -1, -2 cards on the monolith. This would give incentive to the player to relinquish control of the monolith for at least one turn.
 
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Ed Collins
United States
East Wenatchee
Washington
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JackCrap66 wrote:
I agree with John. That is why I don't play it anymore. Sorry Ed if you read this.


Well Scott, it IS a good game, it is a light fun quick war game, with combat similar to Axis & Allies. I don't understand why you don't like it. but oh well, I dont care for Blue Moon either so i guess we are even.

~ Ed
 
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