Forgot to take pictures, but got to put an old 2007 classic on the table last night… Starcraft the Board Game!
I played it once in 2009 or so, and just like then this didn’t include the expansion. For those unfamiliar, it’s a solid design by FFG back when they made great games, but a lot of the mechanics and elements were then folded into games that are just kinda… better. The closest relative is Forbidden Stars, but the combat in Starcraft is… well, it’s less refined, IMO, but not much slower. But the order of operations for combat is very fiddly an the iconography doesn’t quite work.
Anyway. I played one of the two Terran factions (Jim Rayner’s forces, or “The Good Guys”), Mike played the other Terrans (Arcturus Mensk), Justin played Tassadar’s Protoss, and Matthew played The Queen of Blades Zerg.
I managed to get a relatively secure section of the universe, and my first event card allowed me to rearrange one of the Z-axis portals to basically give me 2 completely uncontested worlds and only 1 chokepoint where people could strike at me. I managed to build my Spaceport pretty quickly and churn out all three Wraiths, and an early fight with the Zerg went my way, allowing me a very secure defensive and launching position.
The game took a while to teach, specifically because the combat system is archaic (“Take all the models from the region on the planet you’re fighting. Whoever is attacking lines them up into skirmish lines with a front line unit that is fighting and support units behind it. Then play cards from your hand to each unit in the fight, with only cards marked by a + letting you support the front line units and the image on the card showing what units they buff, but then the Attack and Health of each unit is determined by the card you play for that specific front line unit, which are the only units at threat, but some units can’t attack air, and then there’s Splash Damage…”). But I won very early into Stage 3 (of 3) when I captured and held 6 resource zones, taking victory from the Protoss who had some high VP-generating regions.
Oh, each faction has its own unique victory condition that triggers in Stage 3: Rayner needs to hold 6 resource-producing zones, Tassadar needs to have more regions than any other player, Karrigan needs to hold 3 VP-generating zones, and Mensk needs to hold every zone on two different worlds. The catch is that most of those are really easy if you don’t specifically move to counter them, so I stumbled into a victory.
All in all, it was good, but Forbidden Stars is better, and maybe Cry Havoc is better. I certainly like Cry Havoc’s combat a LOT better… but it was neat, and surprisingly thematic. And Mike found his copy (the one we played) for $75 in a store during a sale. He basically grabbed it, paid, and ran to his car before the owner realized what he had.
After that we played a very short and silly game of Turbo Kidz, which is… weird. Good but weird.
And then Mike and I tackled a 2-player game of Twilight Inscription which, honestly, continues to impress. I can’t wait for the expansion content coming in the new Twilight Imperium 4th Edition Thunder’s Edge expansion! WOO!