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Posts Tagged ‘scifi’

Robots 101

Monday, March 15th, 2010

My co-worker was talking to me about robots. I was amazed to learn he had not read many of the classic science fiction works dealing with robotics. As a quick primer, I came up with this list for him to read. If you haven’t read some of these books, you owe it to yourself to check them out:

Starcraft: The Board Game

Wednesday, March 5th, 2008

This week we will look at Starcraft: The Board Game from Fantasy Flight Games (FFG). Normally I’m wary of franchise games where one company licenses a non-game brand from another company. If you haven’t heard of Starcraft from Blizzard you should probably go back to 1998 and play it. Suffice it to say, the original is a science fiction real time strategy (RTS) computer game. It is very popular and along with Warcraft helped define and shape the genre. The highly anticipated sequel is coming very soonTM.

Luckily, you don’t need to know anything about the computer game to enjoy the board game. Certainly having a familiarity with the factions and their various units makes it easier to remember what different units do. On the other hand, having preconceptions might hamper your strategy on the first few plays. Converting a game from real time into a turn based game necessarily requires some changes to mechanics. Fortunately FFG has experience with science fiction strategy board games with Twilight Imperium, which is a fantastic game if you have four to eight hours to play it. They are similar games and if you are trying to choose between the two I would say the primary advantage of Starcraft is that it can be played in two to four hours instead. I must warn you, both require a fairly large sized table.

Unlike the computer game, where each session resolves a single battle on a single planet, the board game takes a grander scale with armies conquering territories on different planets. At the beginning of the game each player takes turns placing two planets in the galaxy. Between two and six players may play, so a game may include between four and twelve planets. Each planet has a few territories and each territory will have either a type of resource or a victory point value (Editor’s note: Conquest Points are the official designation.) Most of the fighting will be over these victory points. At the end of each turn if you control a territory with victory points you earn the points. This is important to note, because unlike some other war games, you don’t need to have conquered more than half the map to win. It also means you can get a sizable lead, and then edge your way to victory holding just one or two territories. The advantage of this system is it keeps the game from running on too long, and it encourages players to start fighting very early in the game. The biggest mistake most new players make is waiting too long to start the offense.

Once the worlds are set up, each faction begins with a few starting units on a single planet. Players can build more units where they have bases and more bases where they have units. Only a limited number of units are available at first, so a player may also purchase upgrades for their bases. It should be noted that resources spending is marked by worker tokens. You place a worker on a resource card to mark that you have spent it that turn. Resources are refreshed each turn, but you can only spend as many resources as you have tokens. One thing that often confuses new players is the difference between units and tokens. You are only allowed to create a certain number of units per turn (based on upgrades) but tokens are not limited in that way. The easy way to remember is that units are always represented by plastic figures and they do all the fighting.

Each turn has two main phases: placing orders and resolving orders. Players take turns placing orders on different planets. They get placed in a stack, where the first order in is the last order out. This makes the timing of placement very important. If you put your four orders on different planets and nobody else places orders on those planets, you can resolve them in any order because they are the top of the stack. If you want to surprise attack someone, you want to be the last person to place an order on a planet, so you can mobilize there first. The three types of orders you can do are mobilize, build, and research. It should be noted that research can be done on any planet, whether or not you have units there. It allows you to buy technology cards and draw event cards. So since orders are placed face down and it can be placed anywhere, you can use it to fake out your opponents and make them think you are moving where you are not. After all the orders are placed, you take turns resolving them. If none of yours are available, or only a limited number are because other people have stacked orders on top, you may be forced to pass or perform an order you didn’t intend to at that time. So careful order placement is important to the strategy of the game.

There are three factions in Starcraft. Up to two players may play each faction. Terrans are easily the most familiar to new players as they are the humans. When mankind grows up and leaves Earth, they conquer alien planets using marines in powered armor. As you may know, I am a fan of the Warhammer 40k universe. So it’s hard for me not to think of Terrans as Space Marines. To be fair however, both games are heavily influenced by the classic novel Starship Troopers. The biggest advantage that Terrans have is their bases are mobile. This is particularly important when they purchase the upgrade that keeps enemies from attacking bases from other planets. Then enemies have to spend a turn landing troops on other nearby territories before they can assault the base, instead of dropping troops directly from space.

The second faction is the Zerg. Zerg are completely alien creatures. Unlike anything that has ever been seen before. Their biggest advantage is they have a lot of cheap units that swarm across the galaxy. Their basic unit is the Zergling, which are weak on defense but usually do more damage than they take, suiciding to take out larger units with them. While they can’t quite do the super fast rush attack they are known for in the computer game, if you don’t start your offense early you aren’t doing yourself any favors.

Last is the Protoss, probably the most unique creation in the Starcraft universe. They are also aliens, but these are at least more humanoid. They have more advanced technology than the Terrans, using energy weapons and force fields. They would seem to have the advantage except that they tend to have more expensive units. On the other hand, in the games I’ve played they’ve always done very well but many other factors affected that. I haven’t actually played them myself, so my only advice is for their opponents: Don’t let them build up, hit them hard before they get to the top upgrades.

Overall, this is a quality game. It comes with a large number of nice plastic figures. My only complaint is the flying units are too easy to snap off their bases. I already have three or four that need repair. If you are looking for a lengthy war game, something more complicated than Risk and only slightly more than Axis and Allies, then this is definitely a winner. It encourages early conflict and keeps the game interesting up until the end. There isn’t a long finishing them off phase, keeping the game relatively short for the genre. My only regret is that my table is just a little small.

Apathy Rating: 4/5

Dark Heresy

Wednesday, February 27th, 2008

Welcome to the first of my weekly game reviews. Before we take a closer look at Dark Heresy, I must begin by saying I intended on being very angry at Games Workshop (the publisher’s parent company.) Shortly after publication Black Industries announced that they would be closing down all of their lines except their novels. This seemed like a foolish move. They release a new line and sell out the initial print run. So why would the parent company tell them to close down? They have done a very good job with the new version of Warhammer Fantasy Roleplay (WFRP). They recently reprinted Talisman, another classic Games Workshop game that had been out of print for years. How could GW be so foolish?

Let’s look a little at the history of GW. I’ve been playing their games for a long time. Warhammer FRP first came out in 1986. It had strong ties to Warhammer Fantasy Battle, such that you could take your character from the role-playing game and easily convert them into a champion for the battlefield. They produced a number of supplements, including a very well received Enemy Within campaign. So fans looked forward to the possibility of an rpg based on Warhammer 40k, the science fiction version of their war game. It never happened. They closed the fantasy rpg line. This isn’t the first, or the last off-shoot game they spawned and then abandoned. Hero Quest, Space Hulk, and Blood Bowl are just a few you may have heard of that come to mind.

Over the years I’ve talked to a number of game store owners who have dealt directly with GW. The consensus is GW has always been a company afraid of branching out too much. They fear dilution of their main brand, the table top war game. I used to be an avid fan, but as the rising price of miniatures and the focus of the games shifted away from tactical squad combat and more into super heroes so did I drifted away from playing it. The frequent version changes, and the removal of my favorite army, the obscure Eldar offshoot Harlequins, completed my departure from their main line. But I’ve always remained fond of their other games, the bastard children they would spawn and leave to wander the streets alone. Warhammer FRP has been licensed to a number of companies over the years. Some have done well, others not so well. But Black Industries have released more books for WFRP than all others combined. While the editing may have been a little rough at first, books like Realms of Sorcery and Tome of Corruption have been very satisfying.

So after they announced the end of a just released, and highly anticipated, rpg line, I was very angry. What were they doing to me? Since the first printing was sold out at the wholesale level, I ordered a copy for myself. I was going to have at least something to work with. But in the time between then and now, they have managed to satisfy me. How could they rectify such a grievous affront? The announcement that Fantasy Flight Games would be taking over the role-playing and board game lines. This was very good news indeed. Not only would the two rpgs have a future, but Talisman would be getting expansions. The future will not be as dark as once thought. GW wasn’t pulling one of their dumb moves. They were preparing for shift in the license.

Many of you may be wondering who FFG is, and why they would be a good home for these orphans from GW. First off, they produce one of my favorite games, Descent, a dungeon crawl that is similar to a more complicated version of Hero Quest of old. They have some of the best support for board games I’ve ever seen. Not only do they have the usual errata and FAQs, but when they print new versions the corrections are already in. As opposed to Avalon Hill (which used to be a great company but is now owned by Wizards of the Coast which is owned by Hasbro) which hasn’t made a revised version of Betrayal at House on the Hill which was released in 2004 and has major errata on 25 of the 50 scenarios. For those that have older versions, FFG will often include fixed cards with expansions as they come out. Or the fantastic scenario editor for Descent. While I don’t know how well they will handle a role-playing game, although I do know they have a few themselves, I have faith that they will be very good at providing support for the games they are making.

Enough about the companies, how is the game itself? Well, there are good and bad things about it. Mechanically, it takes a lot from WFRP, which is to be expected. However, they replaced the winding career paths that happened in the fantasy version with a career path. In WFRP a character would often start as something lowly. A rat catcher or grave robber are the first things that come to mind. As characters progress, they move from one career to another. So the rat catcher might move on to become a thief, then an outlaw and finally become and outlaw chief. In Dark Heresy you select a career path at character creation. There is still a lot of customization available, but you will always be limited by the career path chosen at the beginning.

The game also disappoints fans of the 40k universe in being limited to a very narrow scope. The premise of the 40k universe is that it is far in the future. Humans expanded throughout the galaxy, and have achieved great technical feats. But science has become shrouded in religion and occult. Many of the marvels that are used are left over from previous eras, the knowledge of their production lost to time. Many of the worlds of the Imperium are little more than feudal societies. Some are untamed wildernesses. The Emperor is a powerful psychic, able to project his mind throughout the Imperium with the aid of the mental powers of numerous initiates. He is worshiped as a God and this view is violently enforced by all manner of branches of the government, but most fervently by the Inquisition. You play as acolytes in the Inquisition, fighting heresy and chaos throughout the Imperium. No chance yet to play alien races such as Eldar, Orks, Tyranids, or any of the other staples from the table top game. Combat is focused on ranged more than the fantasy game, which is to be expected. The critical hit tables, a key component in combat, are expanded greatly to have different charts based on weapon type. Which reminds me a little of classic Rolemaster style, but isn’t quite as chart heavy as that.

So for all the focus is on a small part of the overall 40k universe, they do that area quite well. There are a lot of details to help set the mood of the game. The largest single section is the career path chapter, and each career gets a fairly sizable description. The sample adventure at the end gives a reasonable view of the game universe, but could have had a little more of the investigative theme that seems to be where this niche of the setting is headed.

Overall, if this was all we were getting, it would be fairly disheartening. It’s a good start, and we’d then have a bunch of fan created expansions on the internet to fill out all the parts that are missing. Depending on what else comes out, we may still get that. But it provides a very nice groundwork to start from. I can easily see books about Eldar or Orks similar to Tome of Corruption or Shadow of the Horned Rat for the fantasy game. The two are close enough that many of the demons and mutations from Tome of Corruption are easily transferable to the 40k setting. Already they released a pdf with vehicle rules. So as it is, I really like what I’ve seen so far and I’m looking forward to what comes in the future.

Apathy Rating: 4/5