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Post by Fayde on Mar 8, 2011 0:38:03 GMT -8
Ok, I know. I know all about it. I've been eying it ever sense it came out a couple years ago, and now, because Fantasy Flight Games contract ran out with Blizzard in Q4 last year, the Starcraft Board Game is now out of print... It just so happens that is 30 bucks off on Amazon (down to 60 dollars), AND I am getting my tax return this week... I have been developing the SCII card game for some time now (more as a hobby than anyway), and I still plan on further developing it, but I HAVE to get this game. The game it's self is based on SC1, and takes the concept of an entire campaign in SC, rather than specific missions (strategic, rather than tactical). It plays over planets, rather than battle fields. However, from the reviews and videos and rules I've looked through, they have captured the PC game very well, but made a completely new experience from it. Much like the PC game, the 3 races are quiet different, and it is (supposedly) hard to convert from one race to another. Meaning, like the PC game, it would be hard for a Toss player to effectively play as Zerg. It does not use dice, rather, combat cards (which greatly decrease the luck factor), and implements the different abilities the units have. Technology can be bought and used to give your units bonuses and such, as well as some event cards that act sort of like a abstract map advantage thing (still unsure about that). The game is won more like Warhammer, in that it is more of a capture-and-hold type of game, where players capture planets with "Conquest Points", and accumulate 15 of these points in order to win. However, each Faction (2 factions per race) has it's own victory condition as well, which can be done instead of the normal way. Sadly, the game is less about totally owning each other and wiping the table clean of all other players... But the victory conditions make the game more interesting, and your knowledge of each faction/race key. I am getting it more as a fan of SC than the need to play it, but I think some of my kids (it's a complex game, so not all of them) would love it and introduce them to Starcraft in general. Also, with some luck, I hope to play it with you guys sometime eventually. I know I will have the chance to play a 2 player game from time to time up here with some friends, but it would be more meaningful if we all were able to play it. Here's some shots and I will be done for now. I can't wait to get my hands on it!! WEEEEEEE!!! www.boardgamegeek.com/boardgame/22827/starcraft-the-board-gameA very helpful hint from the rule book: www.boardgamegeek.com/image/238822/starcraft-the-board-gameEpic nerds gather for an epic game lol: www.boardgamegeek.com/image/239346/starcraft-the-board-game?size=largeA look at all 9 sheets of cardboard tokens and planets unpunched. www.boardgamegeek.com/image/355575/starcraft-the-board-game?size=mediumThe dump of stuff (notice all the cards on top of the tokens, planets, minis and player sheets... huge game) www.boardgamegeek.com/image/270477/starcraft-the-board-game?size=largeI may actually be this crazy... lol: www.boardgamegeek.com/image/851678/starcraft-the-board-game?size=largeAnd just so everyone knows.. There is a Brood War expansion with all the new units, techs and adds Heroes, and a book of pre-made Missions.
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Post by Fayde on Mar 13, 2011 23:55:45 GMT -8
So, I got it Saturday.... Both the base game and Brood War. WOW it's TEH HUGE MASSIVE EPIC! The box weighs more than Lucy did when she was born, and that's just the base game!!! With 50-60 cards per player in tech and combat cards, a good 3 dozen units per player, around a dozen different buildings/bases to build, and a hand full of workers to assign, 18 planets, 75-ish event cards and more.... It's a table buster! I honestly spent about 4 hours JUST PUTTING THE GAME TOGETHER!!!! It came with 14 LARGE sheets of cardboard counters to punch out and organize, as well as cards to sort and organize, and clean stands to force onto the air units... It was a heck of a time though and I enjoyed every moment... Anyway, I played a 2 player test run to see how the game worked (by myself of course... *sniff*, so here's what I think thus far: No loose of FPS. The game was smooth as silk the whole time, running on average around 500 FPS... Anyway, so the 48 page rule book is more about explaining about the dozens of different components that is about the actual rules. The game it's self is easy enough to understand: Planning/order phase. Basically the equivalent of managing your hotkey shortcuts and clicking in the game. Order Execution phase. Basically like attacking, researching, building, all the fun stuff. Regroup Phase. Basically like "ok, that failed!" or "Finally scored a bit fight!" I guess it is just a lot easier for people who have played the PC game... So how is it similar? I played as the Protoss (Tassadar) and Zerg (Overmind), and boy they were just like playing the PC game. Since combat is done via cards (with abilities and stuff on them), you can use the same basic strats as in the PC game. The races feel completely different, and keep true to the PC version: Protoss is strong, but costy. Zerg is cheap, numerous and weak. The Supply limit is kept true too, and keeps you from just massing one unit. Also like the PC game, you can do rushes, harasses, put all your resources to teching up to Carriers, and so on. Most of the things are pretty true to the game. How is it different (but still good)? I think it places more emphasis on planning and thinking ahead than most board games. The planning phase is a really neat mechanic, which you can block others orders, or screw yourself up if your not careful. Although that is a bit like the PC game, you have much less room for error in the board game. The scale is much larger in that you battle over planets rather than parts of a planet. Basically, it feels like you are taking SC to another level up in a way. While a lot of the concepts are still there, it really feels bigger than just a "match". Conquest Points are part of the biggest differences. They represent political or tactical advantages, and it makes the game more of a capture and hold, rather than just overwhelm the enemy with 5 groups of Carriers and Archons. While this may seem like it would take away from the game, it makes the game a lot more strategic, and makes placement of your units much more important, as well as your timing of attack. Basically, the game I played was over in 4 turns (which may not sound like much, but a turn consists of a LOT of stuff in which a lot can happen). I think this demonstrates how important it is to really plan your moves, and keep ahead of the game. Honestly almost every time you place a order on the board, you could screw your entire turn up if your not careful. The biggest thing I like about the game (as a board game), is there is not much luck. No dice are used, and while you draw randomly for combat cards, your deck is pretty darn small. If you plan right, you are bound to get the cards you are looking for. Basically what I'm saying, is I like the idea that you don't have to have more actions-per-minute in order to beat the game. It rewards the player who dedicates time and thought into his moves. Unlike Risk, which is basically a luck fest, you cannot win unless you have a good strategy, well thought out unit builds and good instinct. Overall one of the best games I've played. I can't wait to come down there and show you guys how to play.
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Post by Waspman on Mar 14, 2011 12:16:09 GMT -8
Do you actually move pieces around a board? From the pictures, it looks more like a card game than anything. Like a card game that has visual representation of your armies or something. Looks pretty neat though, I'd definitely be interested in trying it.
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Post by Fayde on Mar 14, 2011 16:31:11 GMT -8
While the cards are a pretty big part of the game, they are only used to replace dice as combat. Basically, imagine RISK, only instead of dice, you have cards, and instead of armies, you have specific units that do different things. You move your pieces around on the board just like RISK. Basically, it's like RISK, only you actually need some logistics involved, and you research and build bases, and use cards to replace dice. Each unit is much like the PC game, with different abilities that are simulated by Tech cards and special unit abilities. However, it does have a card game aspect in which you build your combat deck as you go. There are a lot of other cards to represent Mineral and Gas deposits, and a lot of tech cards require you to play them at all times, rather than be shuffled into your deck. You start the game out with a basic deck of combat cards (around 18), and you buy and add technologies, support abilities and energy based powers to your deck. During your turn, you draw 3 combat cards per Research Order (maximum of 6 per turn). While that sounded like there was a lot of luck, but when I played, I realized that it was more about planning ahead, and getting the cards you wanted for the specific unit, rather than relying on the luck of the draw. Plus, by the end of the game, I had gone through my deck twice, and was almost through it a third time. If you want to know more, here's a somewhat step by step process of the game: Basically, I started as Protoss, and messed around for the first turn (which set me back, but that's the point of these games), but I began to tech up to Carriers and Archons by turn 2. By turn two, I had a large group of Zealots and a couple Dragoons to back them up. Instead of securing a large (hard to defend) planet full of Conquest points, I grabbed an easier planet with lots of Gas and Minerals (hoping to take Zerg out in force). This was a mistake. By the end of the second turn, Zerg infested the large planet with Hydra's, and tons of Zerglings, AND was teching toward Lurkers and Muta's. By turn 3, I had a distinct economical advantage, and finally built a couple Scouts and a Carrier (I forfeited the Archons, as Zerg was 1 turn away from winning at this point, as they were gaining 5 Conquest Points a turn. I REALLY kicked butt with Scouts, Dragoons and Zealots (I upgraded the Scouts and Dragoons), and took the entire planet over and was getting 4 Conquest Points a turn, but by this time, it was too late and Zerg took victory by the end of turn 4. If I hadn't gone for more of an economical advantage, I could have at least slowed Zerg down enough to go for the win, but I was new to the game. ^^;; It felt a bit rigged through, as Zerg started out the game with 3 conquest points a turn on their world, plus they had the Overmind (special power is +1 CP). I don't think I had much chance. I think it was beatable, but not at my skill level. Here's a picture of one of the planets close up: cf.geekdo-images.com/images/pic271527_lg.jpg
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Post by Fayde on Mar 15, 2011 0:13:37 GMT -8
So, I put together a little picture slideshow thing of another game I played today. I am working with a "AI" controlled Zerg that someone put together. Basically, it's somewhat random in it's actions, but it starts with some perks that the human player does not have. While I didn't feel like it was a close game, the AI was interesting enough to learn the rules with some more. I will probably play again tomorrow. It's sad when you look forward to playing a multiplayer board game by youself... lol All in all, the game took about an hour and 15 minutes (not including breaks and whatever), and it felt bigger than it really was. While it may not be much to look at, the strategies and planning involved where pretty intricate and "big". I felt a sense of "YES!" when I got 2 Archons on the board and took out the Zerg base and Overmind (the Overmind was earning the Zerg player Conquest Points by it's self). I didn't take a picture of every turn (only the first couple turns to give you a sense of how fast it went), and there was a lot more fighting than I took pictures of too. Not a turn went by when there wasn't at least one fight. I feel like I know the rules a lot better, and the game flowed much easier (which is the point of the AI). There are a few loose ends still needing tied up, but it's a great game. Can't wait to play it down there in Tucson.
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Post by Fayde on Mar 20, 2011 18:03:23 GMT -8
So it turns out I was played a few things above wrong (not major things, but yeah). Anyway, so I played 3 games with my kids over the weekend, and man it was a good time. They were totally involved with it and it was all they could talk about for 2 days. We played a 5 player game, a 4 player game and a 2 player game. The 5 player one was really long, as none of them knew how to play (it took like, 4 hours or something), and we only played to 12 points instead of 15... Our 4 player game was MUCH faster, as everyone knew how to play, and took a little under 3 hours (with added contents, such as Technology and advanced buildings). The 2 player game was were I thought the game really shined. It took just over an hour, and there was a lot of nice battles and shifts between me and this really smart kid. It ended in a tie even.. So, I do want to say that while the game first looked just like the PC game, it is really not. While, it is surely not a pasted theme (Just the name, but nothing like it), it differs a good deal from the PC game. Rushing is pretty much stupid unless you either get lucky, or your just more lucky than the poor sap your rushing. However, much like the PC game, rushing can cripple your enemy for a good part of the game. You also rely heavily on the draw of the card. While, you CAN (and kind of easily) build anything you want (if I want to tech up to Carriers and send a force of them out to blow someone up. However, if you end up getting a good hand (again, which is pretty easy) that matches your Carriers, you can REALLY do some damage. The down side is, those cards are always discarded, and you have to get them again. So basically, it represents the "damage" they take during battle.. I find that this was a good simulation, but it turns a little annoying in the board game. It leaves you open to a easy counter attack by much lower forces unless you plan right. Those are really my only beefs with the game though. I do REALLY like the card based combat system, and it allows for some really awesome choices and good ways to almost ensure a win. Some of the interesting tactics I used were Harrassing and killing a good amount of workers, using some of the hero/leader special abilities (like Jim Raynor's Covert-Ops, which allows you to place a group of Ghosts anywhere you want), and fully upgrading units and coming through the back door on enemy bases when they least expect it. I totally feel like it's a whole new Starcraft experience. It's as if I found another PC game of Starcraft that, while obviously similar, offers a completely different (but still Starcraft-y) experience. I could never play it again and I would be glad I bought it. Very awesome game, and one I hope to play with everyone down there.
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Post by Fayde on Mar 20, 2011 18:14:13 GMT -8
Also, the game isn't nearly as complex as I thought. Well, the actual gameplay isn't anyway. A turn consists of:
Planning (laying down 4 order tokens 1 at a time per player) Order Execution (flipping a order and doing it, like move and attack, build or research) Clean up (move workers back to Worker Pool, discard hand to hand limit)
That's it... It's more knowing what each unit/card/component actually does, rather than the complexity of the game. Reading the cards, knowing supporting units are, how to use minerals/gas, and what some of the icons mean... Once you know those (which comes quickly), the game is really easy to play (hard to master it seems).
I honestly love it.. I wish there was a way to play it online (I know, that's a funny concept, but it's true.
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Post by Waspman on Mar 20, 2011 19:06:24 GMT -8
www.youtube.com/watch?v=KqNyZNoGWrwLooks like a lot of fun. Sucks that I don't have anyone to play games like these with.. but we'll definitely have to try it out whenever we happen to get together.
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Post by Fayde on Mar 22, 2011 20:54:27 GMT -8
All of Mangsk's ground forces painted. The clean coat gave it a little weird texture, but it protects really well.
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Post by Fayde on Mar 24, 2011 11:14:00 GMT -8
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Post by Fayde on Apr 10, 2011 9:34:37 GMT -8
So, I played by twelfth game of Starcraft TBG yesterday at work. We've been playing a couple games a week, but yesterday, we had a big 5 player game that took a little over 3 hours to finish. This is honestly the best board game I've ever played. Not because of the fact that it's Starcraft (that does have something to do with it though), but how amazingly flexible the game is, and how little slip ups through out the game could really lead you to your own destruction. The amount of choices is pretty intense too, as you need to pick out of those 4 order tokens per turn, which govern what you're able to do every turn. This also leads you to try and guess what other players are doing, as well as how you can counter it. We had tons of battles, which really showed me the extent of the combat mechanics. It's so much fun to be able to counter another players huge attack by having a combo of units particularly effective toward those units. For example, I called another players bluff, as it appeared that he would attack me. So instead of trying to counter attack, I researched/build a Shield Battery to prepare for the attack that was sure to come next turn. I also built Scouts, as he was likely to attack with a group of Ultralisks. Finally, he was bluffing due to the fact that he was trying to build up some other techs for his Ultralisks and Hydras. So when the attack finally came, I had a upgraded Dragoon, a Zealot, and a Scout. He has 2 Hydras and 2 Ultralisks. However, thanks to a Fortify Order, my Shield Battery, a couple support cards and my Scout (air unit vs Ultralisks, ehehehe) I forced him to retreat. This also forced him to change his build mid-game, and until now I had only built ground units, which of course gave me a advantage.
Also during the game, I Worker Harassed another player, which set him far behind for a turn, and another 2 players were having a fairly major conflict per turn over a powerful planet... It was just awesome. While you may wonder why it's so special since that stuff happens in every SCII game ever, it's really fun to have it on a table. I feel that in the board game, you have less time to screw up, and your choices effect long term tactics. Sometimes you can sit there and wonder if you should build a couple more workers, or build a Zealot? Or should I build a Pylon to increase production, or should I build Photon Cannons to defend my base? Should I research and gain more Combat Cards, or should I build units? I don't get that from the PC game so much, as if I built a Zealot instead of 2 workers, it wouldn't be quite as much of a long term choice.
I am really happy with this game. It has brought the kids I work with and I closer together, as we are starting a new generation/batch of kids at the Vision Program. It's given us all lots of stories to talk about, and they even "play" Starcraft outside (they're Marines defending their base from pretend Zerg swarms, lol). It's also given me a real sense of nostalgia, as well as the chance to paint minis again (one of the most relaxing things in the world). I cannot wait to play it with you guys down in Tucson, I'm sure you'll enjoy it.
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Post by Fayde on Apr 11, 2011 13:28:29 GMT -8
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Post by Fayde on Apr 13, 2011 9:24:11 GMT -8
A quick little overview of the painting process.. I think it proves I don't spend much time on each mini. Honestly, I spend more time waiting for the paint to dry than I do actually painting.
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Post by Fayde on Apr 13, 2011 9:43:46 GMT -8
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Post by Waspman on Apr 13, 2011 19:56:43 GMT -8
Holy cow, they look so much better. The game should've been painted like this to begin with but then I'm sure it would be a lot more expensive for some reason.
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