This past Tuesday, at our weekly game night, our group played two new games that I thought I'd spend some time discussion. Actually, we played three games, the first being one of our favorites - Hansa Teutonica. I want to mention that briefly, because Mike R. pulled out the victory with a very clever strategy that was semi-new to our group. Usually in Hansa, the early game tends to be a struggle over people completing routes to the city of Gottingen in order to gain extra actions. Inevitably someone claims an office in Gottingen in order to score points on all the folks completing the route for extra actions. In our game, the very first person - Brian - to complete that route claimed the first office of Gottingen - and shortly thereafter Grant took the 2nd office. So, the fight for Gottingen was more vicious than normal. But Mike...he stayed out of that mess and quietly claimed the offices all across the north, include the towns of Groningen, Stade, and Lubeck - which open up Liber Sophiae, Privilegium and "Bag" actions respectively. When the rest of us got around to using those routes, Mike was vacuuming in the points. We all saw it, but no one did anything to stop him, and he won by a comfortable margin.
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Each discovery is represented in a box with 3 levels - one for researching, one for experimenting and one for publishing. In order to do those three actions successfully, you have to have a certain number of points in those areas - which are dictated by how good your particular scientist is in those areas, points that you can gain (or lose) on the action track, and in the case of experimenting, a die roll. You can also use "rest points" that you have gained by using the turn order action space. Lastly, to successfully publish, you must meet the requirements of having influence in different areas - government, religion, enterprise and science.
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One other thing I want to mention - starting with the 2nd round, 2 "Happening" cards are available each turn. These can be "events", which affect everyone for that whole turn, "play" cards which take affect as soon as they are claimed or "laboratory" cards which give the player who claims it a continuing advantage for the rest of the game (or until he replaces it with another card).
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The theme of the game is interstellar trading. Each player has 2 spaceships, 2 sand timers, and a player mat that has spaces which dictate how much he can produce, where to put demand tokens, and places to transport them to other players. The goods/demand tokens are broken up into 4 different colors, and each player has 6 demand tokens of each color (3 1's, 2 2's and 1 3 demand). The different areas on your player mat can produce goods of those colors, and you have to fly your spaceship to other people's planets, and deliver the amount of goods on their demand tokens to claim those tokens. The demand tokens that you claim from other players are used for you score at the end of the game...but here's the catch. You can only score for demand tokens in which you have managed to give away your own tokens of that color. So you may have claimed a bunch of blue tokens from other players...but if you still have any of your blue tokens left, you don't get to score those.
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A prototype pic I found on BGG |
As I mentioned, we had high hopes for this game. At the end...we were honestly, a little disappointed. We were hoping the sand timers would drive a crazy real-time chaos-fest. And it was chaotic, but in spurts. I almost feel they would have been better if each player had two timers that were of different length. Both of them being a minute long meant that you often take 2 actions right in a row, and then waited a minute for both of your timers to run out. Our 4 player game also devolved into players A&B trading with each other and C&D trading with each other. Which was not good, because you score multipliers based on the number of different people who's tokens you collect. There is a lot of talking and negotiating in this game - "I need brown, put out brown, and fulfill that request for you"..things like that. So, I dunno...I'm willing to try it again...in fact I WANT to try it again, because this game, more so than most, I think will require multiple plays in order to get a real feel for how you should do things. That being said...I'm not absolutely clamoring for it again right away.