Das Zepter von Zavandor is Outpost. Not a new game in the style of Outpost, not a remake of Outpost, just Outpost. It's sort of a new scenario, but only a very minorly different one. The cards map clearly into Outpost cards...the blue gems are Water factories, the yellow gems are Ore factories, the green ones Titanium. Rubies are New Chemicals. There are Nodules, Labs, Heavy Equipment, Warehouses, pretty much all the things we are used to in Outpost. The basic strategy is the same: build up your income until you reach the end game, then convert over to victory point generation at the right time. Just in case this sounds like a complaint---it isn't. Outpost is one of my all time favorite games. It has a few problems, but it's a great game.
One of the big problems with Outpost is that there is a runaway leader problem. If all the players are capable that doesn't happen all that often, but it happens. Zavandor tries (and succeeds) at mitigating that a bit by making card purchase more expensive for the leaders and giving the losers discounts. The purchase penalties seem to work; they are quite large. In our game, we saw the leader hoard money and wait until he dropped into 3rd place, then make a big purchase. Repeatedly.
Another problem with Outpost is that it's "the game of endless counting." Because players have 200-300 credits in small bills and there's no change available, a lot of time is spent working out exactly how to spend one's money. That's a total tangent from the point of the game, but who can avoid optimizing the extra few bucks? DZvZ offers change, presumably to fix that problem, but the problem is still there. Hand size is very much an issue, so optimizing keeping more valuable cards has essentially the same role as the change problem in Outpost. And counting 18 cards averaging 7 bucks each is still endless counting. Did I mention that the game is Outpost?
The pricing in Zavandor is a little different from that of Outpost. To buy income costs roughly 4-6 turns' income in DZvZ. In Outpost, it's normally only 3 turns. That makes the economic growth curve substantially less drastic in DZvZ than it is in Outpost. In addition, that makes money a little hard to come by. The economics are a little tighter and the game moves a little faster, but it's essentially the Outpost economic system. Since the game is also shorter, flattening the economic growth curve keeps the players closer. In appearance. In fact, it just means that one can't afford to make foolish investments, because blowing a moderately small sum on something not worthwhile can be very big in a very short time. That's good---leaders can hamstring themselves and come back to the pack.
With the caveat that I've now played exactly once, I saw a few quirks that I'd fix if I were in charge of the world. The Fairy seems by far the best starting position. It has the opportunity to get a bonanza of 30ish cash around turn 4. That's an enormous amount. In practice, she should wait until turn 6 or so, but it's still huge. The other quirky card is the Tomcat Sentinal. It's always worth 17 VPs in the end as long as the purchaser knows to convert all his factories (umm, gems) to Ore factories on the last turn. This is not hard to do. So the first purchased sentinal is worth 17. Most other players can get 11-12 or so out of the best sentinal for them, but some may only be able to get 9 points. That's a big difference, typically given to the player who is already in the lead and who is most likely to get two sentinals. The third issue is that the Druid's starting position seems lame. He'll come back with a vengeance in the end game, but he rates to be near the back of the pack in the early game, and in an exponential economic game, that's a position from which it is very hard to recover. It's not impossible, but the position seems clearly at a disadvantage. Neither the Fairy's nor the Druid's start is so different from the rest that it's a killer, but they are not starting equal.
None of those issues seem awful. We enjoyed Outpost despite its flaws; we played easily several hundred games. DZvZ feels like Outpost. It's a fair bit shorter; the midgame is on you a little faster than you expect, and the endgame can sneak up pretty fast, too. Outpost could drag if the dice left few Colony Upgrade cards available for purchase.
DZvZ is a good game, to be sure. If Outpost never existed, it'd be a fantastic new game. As it is, if you are tired of Outpost, you'll only get a few plays more out of DZvZ. If you still play Outpost all the time, you might play half and half. Or more of one. Who knows? It's just a slightly different flavor. For those who have never had the opportunity to play the original, this is worth trying. For those of us who have, "yup, it's Outpost."























Orbital Rocket that kills one of each players factories.


