Saturday 9 February 2019

2025 - A Space Odyssey

Friday night, and four of us slipped into our cosmonaut suits and saddled up (space parlance) to hit the stars - Joe, Matt, Ian, and myself (Sam).

The game in question was SpaceCorp, GMT's light (on the rules, not the playtime) undertaking. The board shows your illustrious paths through the universe, but everything is driven by cards - to move a 'team', you need a Move card. To explore, you need an Explore card - and so on. Once you've built bases you can also exploit them by running production - again, cards.


This leads to a Quest For El Dorado-style dilemma in each turn, get some more lovely cards, or use them up? The potential saving grace is your infrastructure - cards you build in order to have them at your disposal on every single turn. But the twist with that is anybody can use your infrastructure for their business too - a kind of reticent co-op-in-space - although you do at least get a precious reward when they do - one card, off the top of the deck.

Joe improved his infrastructure early and found himself the recipient of a steady drip of cards as we all borrowed from him. Ian was first to the Moon, I was first to Mars (finding life!). Building a base there got me the first reward of a Business Contract - these are the goals of the game, simple objectives in the main that first-player-to-do gets a cash reward for. And as we told onlooking Stan when he said the scoring (cash) was a bit underwhelming compared to the theme (the universe) - that's reality, baby.


A small problem - identified by Joe about three hours later - was that I'd laid out the Business Contracts for 1-2 players, not four. That kind of oversight would have got me fired from NASA, but it was too late now - we were out there and picking up speed. I sailed into a strong early lead and Matt was lagging behind when we finished the first board (Mariners), and began the second of the game (Planeteers) where we aim for the outer reaches of our solar system.


Now things change slightly, with Advancements and Breakthroughs available to power-up: use an infrastructure without gifting the owner a card, for instance, or have Move or Build values at your disposal. The planets and moons become harder to reach and, once there, exploit.

I rushed ahead again, looking to get rewards for improved infrastructure. Joe and Ian went for contracts around the outer planets, and Matt did a neat one-two combo of building bases on the nearby asteroids, before hyperspacing himself out to Pluto.

Then the third board arrived, where things get a bit more intersting/less interesting (we couldn't decide) as we hurtle across massive voids to reach distant stars, and employ a great new breakthrough in space-travel: multiplication, as we can now multiply one movement card by others. This is vital, because whereas Earth to the Moon is a movement value of four, traversing galaxies can cost up to 200 points or more.


We also access a new action - colony building. This was where the games' state changed slightly from exploratory to Euro-y, as the final board seemed more of an exercise in point-scoring than the others. For me, I didn't mind the colony-building and majority-scoring per se, but the individual abilities of a colony (score when another player builds a colony, for instance, even though that was the one that kept me competitive) somewhat broke the thematic immersion.

That said, discoveries are still there to be discovered, and Joe stumbled on one that explained the protracted nature of the third board - in my now slightly-wine-fuelled state, I'd put out far too many colony tiles, including some of those for a two-player or solo game.



I'd surged ahead on the scoring but there was a triple twist in the tale: first, Joe ran production at three bases and caught me up, and overtook me on the last few turns. Then Matt spent his last turn building a colony, scoring me a point in the process, and putting me level with Joe: a tie! But then, checking the rules, we saw in a tie the most valuable colonies determine the winner, and that was Joe. I didn't note down the scores but it was something along the lines of:

Joe 64 (wins on tie)
Sam 64
Matt 52
Ian 51

Despite our confusion over the final board (sorry again guys!) we'd all enjoyed it, and everyone (apart from me - I could see the clock) was surprised to see it was half-past midnight! SpaceCorp had taken us five hours to complete, which was probably more than anyone was anticipating. But I think a second play - with familiarity and without my set-up errors - would speed it up considerably and I'd expect it to play in three.

Thanks all, a lot of fun and some great spacey soundtrack suggestions from Ian (S U R V I V E) and Joe (Stars of the Lid).




7 comments:

  1. Thanks again Sam for a very enjoyable evening of space business. I actually spotted a rule we missed, though I don't think it was on the reference sheet which would have been useful - the requirement for building a colony included that there was not already a colony on that system. So we should have only been able to build a few colonies each at the end which would have shortened that final point scoring by quite a lot

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  2. Ah, that does make a big difference both to speed of play and the theme too. It's funny, I read the Colony rules twice as we played and didn't see that.

    Or maybe it's not that funny.

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  3. It's quite feisty really - and definitely feels like a race game, which feels thematically appropriate. You're all rushing to be the first to fulfill contracts, first to discover innovations, and then first to go beyond and hit the next board running. Those 'go beyond' bonuses are a real head start, as I found in era 3.

    And there's definitely a feeling that the current era may well end before you've fulfilled your plans, so there's a nice element of timing too. Perhaps that's why the third era felt less satisfying - we had several final rounds of acquiring colonies that felt protracted and anti-climactic. However I think that was probably a result of the things we were doing wrong; the contracts were harder to fulfill, so the game didn't end on a sixth being completed as it might have done; and as Sam says, there were many more colonies up for grabs than there should have been.

    Some minor niggles - I didn't feel there was anything particularly new going on mechanically, and the gameplay seems like a even accretion of power, with no big swings or reversals of fortune.

    The three era/three board structure doesn't feel to me like an innovation, but what it does do is allow you to play a pleasing, smooth, interactive euro game that lasts (in our case) 5 hours plus but doesn't outstay it's welcome; there's enough change between the eras to keep things interesting. I'm looking forward to another play soon!

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  4. Easier-to-achieve contracts will make a big difference I think. Plus the colonies. Plus on that final board, despite the feeling of stasis, we were all much quicker on our decision-making. I do feel it'll be substantially faster next time.

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  5. Thanks all, was an enjoyable game.

    My views pretty much mirror what's already been said but I do want to add that as well as it being good looking, it felt very "readable", which is something some games fail at. Very easy to see what other people had in their infra, for example.

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  6. Five and a half hours seems daunting. And intriguing at the same time..

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  7. Just to clear my name somewhat, the one-colony-per-star-system is definitely not in the printed rules:

    https://boardgamegeek.com/thread/2148179/multiple-colonies

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