Monday morning I tore myself from my Xbox and Mass Effect and ventured out into the cold to All Things Fun. There I met with two of my gaming buddies and finally played through an entire session of StarCraft. It was the first time I’d been able to play a full game and I think it went pretty well. All in all it took us about a half hour to get set up while going over the basic rules, and about another two hours to play through the game. Of course, this is after I had already spent three hours popping out all the little cardboard bits and inventorying and examining all of the figures for damage. Placing each factions’ bits in their own bag really helped to speed up the setup time. If someone got this game and just dumped all the pieces in the box then I would not want to play with them. I’m sure it would take over an hour just to divvy out all the bits.
Since there were three of us we only needed six planets, which made the universe look a little small compared to the grandiose six player, 12 planet demo I played earlier. I think next time I may throw in an extra planet or two, just to make it a little more expansive. It was still very interesting though, and for our first real game it seemed well balanced and went very smoothly.
If you’ve never played or looked at the rules before, StarCraft:TBG is played by laying out four orders per turn, one at a time going around the table. The orders are placed face down on the planet where they will be executed and can’t be looked at once they are placed. The orders are stacked and then played one at a time from the top, so the last order placed on a planet will be the first one played. If I want to move units from one planet to another then I would place a mobilize order on the planet I’m moving to. Someone else can place an order on top of the one I just put down, keeping me from playing mine until they decide to play theirs.
I screwed myself over a few times with the reverse order placement, placing a mobilize order before my build order, making it impossible to build anything because there were no units mobilized to the planet, but for the most part we all did well in keeping everything straight. I think we all agreed that predicting what someone is going for and blocking their orders is an important strategy, especially when end game is near. I basically lost an entire turn because of one opponent’s order sitting on top of mine until it was too late and my perfectly laid plan was ruined.
The game is really fun, and I think it’ll only get better the more I play it. There are so many ways that you can position yourself for success and several ways you can keep the opposition down. You have to balance defending your resources and expanding to gain victory points with taking out the other players and ruining their plans. On top of all that you need to be concerned with how fast the game clock is going. There is an event card deck that is split into three stages. Players draw cards from the event deck for various reasons throughout the game, and it is important because each faction has a special victory condition that if it is met when you hit the stage three cards, they win. So if you happen to reach your special victory goal then you may decide to start taking event cards instead of enacting your orders, burning the deck faster to gain victory. When that happens the other players need to drop what they’re doing and try to stop it.
In our game, one of the players gained a major lead in victory points, so I swooped in to uproot a group of his units occupying an important section of a planet. I almost succeeded, but immediately after he drew the last stage two event card, moving us into stage three. He had also met his special victory and won. If I had changed one aspect of my plan during the turn setup then I would have easily taken over that sector and dismantled his victory condition. If we had had a few more games under our belts, I probably would have noticed that the event deck was getting thin and paid more attention to the other player’s special victory conditions. I also would have realized that it would be impossible for the group I sent to destroy his three units in one shot and placed another mobilize on his planet for a second attack to finish the job.
As any good strategy game should be, StarCraft is all about, well, strategy. Very little chance comes into it, with the exception of your combat cards, which you draw randomly. But even they can be controlled somewhat. Your combat deck is not very large and you can draw from it by playing a research order. When a battle ensues you pick which cards from your hand you wish to play. Other than that, it’s all pretty much in front of you to see, so if you lose then it’s probably because the other player beat you, not because you were unlucky. I think the hardest part for the players is that there are a lot of pieces and several decks of cards each player needs to keep at the ready, so your personal play area gets crowded really quickly. You need a big table to make it work.
StarCraft is a keeper, and next time you better believe I’ll be paying closer attention to the end game approaching and everyone’s special victory conditions.