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strategizing
against the leader with varying degrees of success. And while
my first game ran too long (over two and a half hours), subsequent
play has confirmed that this reflected a combination of reading
the rules (conveniently provided in German and English, learning
the ropes, and the fact that the winds were just not blowing
that strongly most of the game. The learning curve is actually
pretty quick and aided by the fact that the cards and the board
contain almost no text.
The
only real downside is the quality of the components. The artwork
on the board and the cards is functional and clear but otherwise
unnoteworthy. While the balloons, the corresponding altitude
markers, and resources are made of sturdy plastic, the board is
a folded sheet of laminated paper and the cards come out of the
box as well-perforated but unlaminated sheets of medium stock
paper. After just a few plays the cards are already showing some
wear and tear that makes me wish I had put them in card
protectors sooner. But these are minor problems compared to the
fun to be had finding productive uses for hot air. I, for one,
am encouraged to see the quality small presses emerge and look
forward to seeing what Philip Vogt and Richard Heli come up with
next.
David
Sidore is a German Game enthusiast who occasionally contributes
reviews to The
Game Report. He's
the founder of a new gaming group in the Macon, GA area and a
regular online in Playlink's Blocktionary rooms.
STARFARERS OF CATAN
a review by Darrell Hanning
"And
did we tell you the name of the game, boys? It's called Riding
the Gravy Train..." - Pink Floyd, 1975
It
must be the apogee of self-vindication, to be granted a generous
component budget for your next game design. There's no doubt
that Klaus Teuber deserved it (but then I think that of many
designers), after the resounding success of the SETTLERS saga.
STARFARERS
OF CATAN [Die Sternenfahrer von Catan -ed] is the latest effort
to capitalize on the SETTLERS OF CATAN name. It is a big box. It
is a heavy box. And for an interstellar colonization game, it is
incredibly light fare. This is fine, as it is a German-style
game, and one therefore expects (if not demands) a
rulebook less massive and less involved than other forms of
literature - such as, say, the Girl Scout cookie catalog.
And
so we get 7 inch-tall, Flash Gordon spaceships, with all sorts
of surrealistic augmentations, big cards, little cards, more
little cards, and enough plastic player pieces to bring a tear
to the eye of every GAMEMASTER series fan. The greatest irony of
all, though (at least to the American consumers of such games),
may be that one of the most expensive German-style games to come
out has all of four wooden pieces.
STARFARERS
OF CATAN contains a plethora of components. There is a large,
33" x 22" game board, 22 plastic colony, trade center,
spaceport, and transport pieces for each player, 32 large event
cards, 20 alien race cards, 20 cards each of five resources, 4
"motherships" (as mentioned above), 108 cannons, cargo
rings, engines, and fame rings for said motherships, 38 planet
chits, 4 alien race counters, and 4 victory point markers. Oh,
we also get a STARFARERS OF CATAN Almanac. Like the rest of the
game, it's printed in German. My copy of the game came with a
rules and card translation compiled by Peter Card. Without this
translation, the average American hasn't a snowball's chance of
learning this game, and so we are greatly indebted to Mr. Card
for his painstaking effort to make this game accessible to those
of us in the English-speaking world. We may not usually give
much thought to the fact that someone has translated a foreign
game for us, but their time-consuming labor is the only thing
which permits these games to be played by most of us. Thank you,
Mr. Card, and thanks to all people who have made similar efforts
for other games.
The
object of the game is to be the first to collect 15 victory
points, and players collect victory points by placing colonies
on "colony points" between planets, spaceports at
colonies, trade centers with the alien races, and upgrading your
mothership (i.e., collecting fame rings, building cargo rings
and cannons). The sequence of play is uncluttered - the current
player first rolls two dice for production. Like the original Settlers,
this total indicates where resources are produced, and each
player having a colony adjacent to an eligible planet collects
one card of that resource type. Then comes the Building and
Trade phase, in which the current player can trade resource
cards with other players (or exchange at 3:1 with the
"Galactic Bank" - 2:1 for the Trade Goods resource),
and use their resource cards for building new colony and trade
ships, building spaceports at existing colonies, and/or
upgrading their mothership. Then the current player vigorously
shakes his mothership, and looks to see which two, colored balls
pop into the transparent plug at the bottom of the ship. A blue
ball is worth 1 movement point, yellow is worth 2, and red is
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worth 3.
If either ball is black, the user will have a basic movement
allowance of 3, after resolving the event triggered by the
presence of a black ball. If neither ball is black, the values
of the two are added together to get the player's basic movement
allowance for that turn. In either case, the player's basic
movement allowance can be augmented with additional engines on
the mothership, and by certain, alien race cards. Rather than
moving from hex to hex on the board, players move from point
to point; i.e., from one conjunction of two hexsides to
an adjacent conjunction. Players move their colony ships to the
systems in the middle of the board, flipping over planet chits,
and deciding whether to deposit their colony at one of the
"colony points". Trade ships move to one of the five
"trade points" surrounding one of the four alien
races. The first trade ship to visit an alien race moves to the
first point, the second moves to point two, and so on. A
mothership must have as many cargo rings attached to it as the
number of the trade point to which you move. (That is, the first
player to visit a race must have at least one cargo ring on his
mothership, the second player must have at least two cargo rings
on his mothership, etc.) Being the first to place a trade center
with an alien race gives you the corresponding alien counter and
2 victory points. Having more trade centers with an alien race
than any other player also gives you the alien counter (and its
2 victory points), in which case both the counter and the points
are taken away from the previous holder.
STARFARERS
is perhaps the epitome of gimmickry for the adult strategy game
arena (a certain, Dutch auction clock notwithstanding). We slap
laser cannons and engines on our cheesy spacecraft with the
enthusiasm that we used to slap Holly carburetors on our '68
Camaros. We plop smaller (but equally cheesy) spaceships on top
of odd, plastic blobs to create "colony ships", and
imagine ourselves whipping our figurative horses in a wagon
train to the stars. The only thing that seems to be missing from
this picture is the buxom space-maiden in distress...
Don't
get me wrong - STARFARERS is not a bad game. I enjoy playing it;
I just don't enjoy it as much as I think I should,
considering how much development money and effort has obviously
gone into it. It reminds me of the next, big-budget,
action-packed movie sequel selling itself as "bigger,
better, and more exciting than the original". STARFARERS is
to the original SETTLERS as Lucas' Star Wars Episode I is
to any of the original 3. When this throw-more-money-at-it
approach usually fails in other parts of the social spectrum
(such as movies, government, and public education), and then
also fails (to a certain extent) in the gaming arena, I have to
wonder if there isn't some universal law of diminishing returns.
STARFARERS
is not content to move what was once an elegant system into an
interstellar scale. No sir, it makes concessions to the party
crowd, too. Your movement on the board is regulated by the
shaking of your "mothership" (the aforementioned Flash
Gordon spaceship), as stated earlier. The sound produced by the
shaking bears a disturbing resemblance to the sound of a baby's
rattle, and then the pretty-colored balls plop out the bottom.
It's almost enough to make you want to teethe. If either ball is
black (which will occur, statistically, 50% of the time), we
have (sigh, yet another) "event". The
resolution of an event feels like Regis Philbin conducting a
civics oral exam. ("People are going to die unless you
help. What do you do? ...Is that your final
answer?") One of the problems with the events is that while
you may memorize them, it won't do any good, because there are
several with the same question, but different answers - which
simply reduces the procedure to something of a random event,
albeit a time-consuming one. So, during approximately half of
the turns, the entire play sequence comes to a screeching halt,
while a player is subjected to a capricious inquisition. While
this sort of thing is expected in parlor games, it feels
completely out of place in a game of strategy. That it occurs
roughly half of the time quickly escalates it from the realm of
"inappropriate" to "annoying". The best
solution would have been to include, say, a second blue ball (at
the very least), thereby reducing the event frequency to 40% of
the time. I must admit, I have toyed with the notion of drilling
holes in my spaceships, dropping additional balls in them, and
plugging the hole with some cornball gizmo that I'll call the
phlogistam concentrator, or some such.
And
this one does seem a strange choice - we have a game in which
players encounter alien races, and yet the question-and-answer
mechanism is applied to the less suitable event cards. If we are
going to pretend that the players' answers to these questions
really matter, wouldn't it make more sense to question them
about how they handle their encounters with aliens?
STARFARERS
can be played with either 3 or 4 players. Unfortunately, a
3-player game can be a frustrating experience. The gameboard is
comprised of seven, unexplored star systems, each of which has 3
planets, and 3 "colonization points", or places where
hexagons containing 2 of the 3 planets meet. These are the only
locations where a colony can be placed, and it gives each colony
access to 2 possible resources, much like the settlements in the
original SETTLERS straddled hexes. In a 3-player game, only 2 of
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