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Revisiting: Galaxy Trucker
- ChristopherMD
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That said, there's a huge caveat here: for the game to be truly fun and surprising you need to have players at the table who are pushing as hard as possible for speed in the build phase. The fun and tense part of the 2nd phase of the game are broken ships, hastily put together, coming up against impossible challenges. If everyone furrows brows and builds perfect ships, it really ruins the second part of the game and the game feels like it's on boring autopilot in part two. Similarly, using some of the harder alternate ship layouts becomes key when you get better as well, as they introduce serious challenge to the game.
I also have the first expansion to this, but I play this game a lot to introduce new players who have not played anything more than monopoly so we don't mess with any of the complications added by that.
I could talk about this game all day, I think it's an almost perfectly designed game provided players are playing competitively. I think the reason people sour on the game is that it's a game that subtly invites people not to play competitively in the build stage. I know all about this because my wife doesn't like to play this game that way.
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- Michael Barnes
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I remember seeing a post about it on BGG some years ago, "10 obscure rules you might miss in Galaxy Trucker" or something like that, which says it all. This kind of game shouldn't have ten obscure rules. It maybe shouldn't even HAVE ten rules.
But that's really kind of Vlaada's style, add rules until it's strategic.
Looking forward to the iPad game, that will probably be good.
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Also, I would say the fix to make the game a quick 20-30 minute filler is simply to play a single run, rather than 3 runs.
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- Michael Barnes
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I've tried playing with the single run, it just doesn't feel complete.
I dunno, it's not that I don't like the game, it's just that I wish it were leaner and more focused on its best features.
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All the things/rules Barnes mentioned: the thing about them, and the thing that turned me against Mage Knight, is: how many of them are ESSENTIAL to the design? Like, all the rules make simulation sense (in Galaxy Trucker), which is really cool. But in Mage Knight in particular, it feels like there are rules added to make it harder, or at least harder to calculate, but that could be stripped out of the game without REMOTELY affecting the core of the game. What is the purpose for fire magic, ice magic, and for fuck's sake, fire-ice magic? It makes it harder, and it lets them make a "fire attack 8" card, an "ice attack 8" card, and a "basic attack 9" card, instead of just having the one card, which helps fill up the decks...but why? Whether or not that rule adds to the game, which is debatable...it's certainly not essential to the CONCEPT of Mage Knight. Galaxy Trucker's rules very clearly detract from the CONCEPT of "quick-build a ramshackle ship, and then fly it and have random pieces fall off"; they're added to combat that concept's has a fundamental flaw:
That flaw is that, as people get better at the game, the game gets LESS fun. People getting better leads to fewer disasters happening, which goes against the whole "haha, your ship got blown apart!" idea of the game. So the overcomplication is added to make it harder for players to get good at it.
The big problem here is the relative lack of interaction. In an interactive game, as players get better, they are getting better at FIGHTING each other; this is why most great games get BETTER as players get better. In a multi-player solitaire like Galaxy Trucker MOSTLY is, where you're just adding up your score at the end, getting better just means your final scores at the end get higher; there's no way to use your new skills to make your opponents' lives harder.
Despite all this, I like Galaxy Trucker still. Haven't overplayed it yet. But it's no Knizia, where you're fighting the other players and figuring out how to use the game's pieces to fight them and trying to figure out what other players are thinking. You're fighting against the game, a la a computer game; Vlaada's games remind me of computer games more than any other designer except Hamblen.
As I said in some Vlaada thread, I think Space Alert is his best game, because it specifically turns that "overcomplicate EVERYTHING" tendency of Vlaada's into an advantage, really into the core of the design. Everyone divides up the tasks because no one's brain can handle following everything at once.
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PS
doesnt Goblins Inc include some of the concepts of GT - never played that one but many some of you can compare them?
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- Legomancer
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It often has the same problem as Dungeon Lords. I liked that game okay, but every single time it was a learning game, either because someone was genuinely new or because no one remembered all the fussy nonsense involved. I sold it because I would rather play something else than learn Dungeon Lords AGAIN. Vlaada has some great themed ideas but then he adds a lot of junk to it so that the gaming gets in the way of the theme.
I've sometimes thought of trying a GT variant where you give everyone one laser and one engine, divide up the rest of the tiles (face down) among the players, and then you build whatever you can out of what you have.
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- ChristopherMD
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Gary Sax wrote: That said, there's a huge caveat here: for the game to be truly fun and surprising you need to have players at the table who are pushing as hard as possible for speed in the build phase. The fun and tense part of the 2nd phase of the game are broken ships, hastily put together, coming up against impossible challenges. If everyone furrows brows and builds perfect ships, it really ruins the second part of the game and the game feels like it's on boring autopilot in part two.
I love this game, but this is a really good point. I'm always the guy flipping the timer and driving the build phase, because the people I play with would like nothing more than to calmly and quietly build a flawless ship. You really have to force yourself to buy into the theme, and be reckless about the build phase.
And I also agree that the rules are fiddly. I've played this game dozens of times, and I simply can not internalize the small asteroid / big asteroid / small laser / big laser rules about how to defend those things. I ALWAYS have to look at cheat sheet printed on the center board.
Some of the expansions add more competition and conflict (although with added complexity). Probably the best game of Galaxy Trucker I ever played, we were using the first expansion where each player randomly draws a card that has some special circumstance or rule for that phase. We had a card that said that each time somebody new took over first place, everybody else got to take a pot shot at him. Then there was another card that said each time a player lost a section of ship, it was treated as a "big asteroid" for everybody behind him. OH MY GOD. Between those two rules, there was so much death and destruction, it was freaking hilarious.
I'm very excited about the upcoming iOS app. That could be very cool.
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