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Revisiting: Galaxy Trucker
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- Legomancer
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- Dave Lartigue
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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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- Road Warrior
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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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- Sagrilarus
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- Pull the Goalie
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S.
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- san il defanso
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- ENDUT! HOCH HECH!
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It's a little complicated, but I feel like it has enough payoff to make it worth the trouble. It does a good job of striking that balance between the setup-and-punchline silliness and actual skill, where most games have to go one way or the other. Dungeon Lords had a little of that, but I actually think the key is the real-time component, which emphasizes snap decisions over process. I like that better because I'm a lot better at it.
And I love the first expansion, if just because it gives the experienced player (me) a way to handicap themselves. I have won like 80% of my games of Galaxy Trucker. It is by far my highest win rate. Part of that is that I'm usually teaching other people.
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