Showing posts with label Battlestar Galactica. Show all posts
Showing posts with label Battlestar Galactica. Show all posts

Tuesday, 10 April 2012

Big Game Hunting - Are expansions really worth it?

Instead of reviewing one expansion, I thought I'd do something a bit smart and focus on what expansions bring to games.

Well, aside from the obvious.

We own several (many lots) board games, for which Proud Lion has furnished us with expansions. In fact, we have a standing order for both Death Angel, Battlestar Galactica and Mansions of Madness expansions. I'm going to be reviewing Death Angel later, but I thought I'd focus on the other two this time - Mansions of Madness and Battlestar Galactica.


Mansions of Madness has several expansions, from small to large (in fact, Fantasy Flight the company that makes the board game sent us the fix for the latest large expansion). Some come in boxes, and are quite hefty. Others are smaller Print On Demand expansions - simply cards and little quests. Both contextually add some solid dimension to the games. Season of the Witch, the first expansion, has been amazing. We have really gotten a great deal out of it - and it's the smallest of the expansions.


So, in the case of Mansions of Madness, I wouldn't hesitate to pick up the extras - it doesn't just add to the value of the game, it really does give it new depth.

Battlestar Galactica on the other hand has two expansions. With the first one, Pegasus, the gameplay remained remarkably unchanged. Though new characters were introduced (something MoM hasn't done - yet), there wasn't anything ground-breaking, mechanics wise, other than the Resurrection Ships and infiltrating (something which I've never understood tactically - once people know you're a Cylon, you're going to get killed whenever you wreak havoc on the ship. Sabotage comes down to luck at that point).


While the expansions have brought extra pieces, gameplay areas and more to the game, once you get the basics of Battlestar Galactica, bar one new mechanic, you've got it all, in my opinion. Be devious, or don't - either way, you can predict how a game is most likely going to end at the halfway point and none of the expansions have changed that. It may just be the style we play, but you CAN do without - though, that said, the expansions do bring some kick-ass characters. The second final expansion had three different options - one of which brought an interesting mechanic, something I'll be discussing in a later review, but for now I'll just say 'it's nasty'.

So, I guess what I'm trying to say is that expansions are great - some are better than others - and it depends on the game. If you're bored with the regular play, pop down or find out if the game has an expansion - you might reinvigorate your love for your board game - or discover that there's a new tactic to learn.

This week, Kai is very, very tired but working on the next article - 'The One Ring'.

Tuesday, 6 March 2012

Big Game Hunting - Battlestar Galactica

So, board games. I’ve done some actual play reports on both Team Manager (which is a card game) and Mansions of Madness, but before we got our hands on them, my partner taught me Battlestar Galactica.

And let’s face it, it’s a great game. Gritty - and very close to the TV series, but not reliant on it, for those that haven’t seen it - with some really cool mechanics.


Background: the premise of BSG is basically ‘human survivors escape practical genocide, grim dark ensues’. The four sets of characters, which happen to be lead characters in the series are quite good – and with the mechanics and group interaction, it really can be quite tense. It’s realistic enough that you’ll find that you’re actually falling into the worries that drive the game, and the pressure to preserve everything is realistically conveyed via both the background and mechanics.

You don’t need to be a fan of the show to play the game – in fact, I’d say sometimes that’s a hindrance because YOUR reaction might not be the character reaction.


Mechanics: a mix of pre-dealt and draw based cards, of different colours (each representing a skill set) – the pre-dealt card or cards are to do with your allegiance – human or Cylon. If you’re a Cylon, until you’re revealed, you’re supposed to subtly mess with the players, by playing your draw cards (from one of five colours) into a set that lets you pass, or fail challenges. Each character can draw from up to three of these five coloured ‘skills’. The amazing thing about this is there’s also a destiny deck, dealt two from each of the skills, and also drawn from – so you may, or may not be able to tell if there’s a Cylon in your midst from the outset. You get more ‘loyalty’ card(s) when you reach the halfway point – some might force you to reveal, others may not.

Additional mechanics include tracking the ‘health’ of your ship – the Galactica herself in the main game – there are four elements – food, water, fuel and people, which can be taken away from (or very rarely added to). If any of them hit zero, you lose the game.


Tactically, there are certain things you might want to do to ensure that you win, or lose the game – depending on whether you’re a Cylon or not. But what we’ve worked out is one thing has to be in the ‘red’ at the halfway point (when more loyalty cards are dealt) for the humans to stand a chance of winning. In every game we’ve played, that’s been the only way we’ve won.
The other thing we’ve learned is that subtlety is probably better than outing yourself as a Cylon, though, sewing seeds of confusion is also a lot of fun – and can be quite lethal to the other characters, which, as a Cylon, makes it even easier for you to win.

Overall I’d rate it 8/10 – it can get slow at points, and other times it feels like you can’t win – which means that sometimes you feel like it’s hopeless, which makes for a less than enjoyable game. Overall though, it’s a really worthwhile game.

This week, Kai broke her phone, so is now learning to talk to Siri – and writing a new novel.