Articles Reviews Space Hulk: Death Angel – The Card Game Review
 

Space Hulk: Death Angel – The Card Game Review Space Hulk: Death Angel – The Card Game Review Hot

deathAngelThe folks over at Fantasy Flight Games must have a pretty good internal communication system: I mention to one of their staff an offhand comment that with a demanding six-month old in the household I don't have time to play anything that isn't short or soloable and a couple of weeks later, without asking, an unheralded review copy of Space Hulk: Death Angel – The Card Game turns up unexpectedly in the post. It wasn't something that had particularly been on my radar, but as it turns out, it fits the bill for the type of game I have the opportunity to play at the moment perfectly. So having had no trouble fitting in the requisite plays to review the game, here's what I thought.

Death Angel is a fast playing co-operative card game based on the Space Hulk license. And being based on such a phenomenally successful predecessor you might have thought would invalidate the need for any follow-up games. But Death Angel does things rather differently from its parent game: aside from being co-op. it's also soloable, supports up to five players instead of two, fits in your pocket and, significantly, won't leave you unable to feed your family for a month if you buy it.

So the first question on my lips when I got it out of the box was undoubtedly how well it re-creates the experience of playing the original game. It might not have the ludicrously overproduced tiles and miniatures of Space Hulk but there's no denying that Death Angel is a very fine looking game indeed. The cards are all well-produced linen-finished jobs, each one dripping with high quality graphic design and artwork. Indeed this is easily the best-looking card game I've seen since Citadels and, given the incredibly detailed artwork of the latter, that's high praise indeed: the two games are the only card-based games I know that are capable of accruing an audience just to admire the game in play.

I was also immediately impressed and surprised that the game manages to capture the basic essence of Space Hulk play whilst retaining it's own distinctive character - again, an impressive achievement for a translation of a board-based game to a card-based one. Each player commands one or more "combat teams" of two marines each: one grunt and one specialist (such as a flamer or librarian). These are laid out in a column called the formation and the marines move through a number of randomly-chosen location cards on their way to an unknown mission objective. Each location instructs the players to lay out certain terrain cards - like doors and ventilation grills - at certain positions along the formation. Some of these have a higher chance of spawning swarms of genestealers to attack the marines than others. So essentially gameplay is about covering the most dangerous bits of terrain with your big guns whilst making use of the remainder of your squad to clear out the genestealers and advance to the next location: much the like essence of its board-game counterpart. Even better, the card game manages to convey much of the tension and claustrophobia and with it the legendary atmosphere of the parent title.

What's less impressive is the often large gulf between mechanics and the theme, which jars badly in a game as reliant on narrative as this one is. You order your marines about using one of three types of action card (attack, support or move) and in addition to the basic action, each card also has a special ability tied-in to the equipment of the marines in the combat team. So, for example, the combat-team containing the autocannon marine has an appropriately fearsome attack action card that allows it to attack three times instead of just once. Much of the strategic choice on offer in the game comes from the implementation of a rule that states a combat team cannot carry out the same action on consecutive turns. So once our autocannon marine has laid down his curtain of lead, on the following turns he either has to move or support his fellow marines. Simply put this makes absolutely no sense at all: why on earth can't these marines armed with fully automatic high-tech weaponry not lay down a continuous base of fire? Why do all the marines have to stop and take a breather after they move? It's screamingly obvious this mechanic only exists to make the game interesting to play as without it, winning would be a cakewalk.

The action system also produces some other odd thematic anomalies. Whilst some of the special abilities only function for one marine out of the pair (if your autocannon marine dies, his buddy in the combat team can no longer use that special ability when attacking), most don't. This is clearly there for balance reasons as the basic grunt marines would be largely useless otherwise. But it leads to further nonsensical situations such as the marine paired with the librarian miraculously being able to play cards simulating psychic abilities whether the librarian is dead or not. Atmospheric the game may be, but I found these mismatches tended to be jarring enough to spoil my sense of immersion.

However it has to be said that anti-thematic as many of the mechanics are, they do do a good job of offering the players a series of tough choices to battle through on their way to the deathAngel-cardsobjective. Indeed far from being a cakewalk the game is actually very tough, even when you've got the basic tactics down. I actually think it walks a nice line in difficulty: you don't want co-op games being too difficult (and offputting) or too easy and with a 25-33% estimated win rate, I reckon Death Angel is right on the money in this regard. Because you can't just go ahead and do what you want each turn, making sure you choose the right actions when genestealers are swarming out of every door and access vent is a tough ask. Each marine in the formation has a left-or-right facing and that's key to controlling the situation. A marine can only attack genestealers that he's facing, and he can only burn support counters (gained from the "support" action - d'oh) to force rerolls from genestealer attacks if he's facing the swarm that's attacking him. So it's always a question of making use of the available actions to kill as many genestealers as possible, and where you can't trying to make sure that marines under attack are going to be facing the enemy and are well stocked with support counters. You can rarely cover all the bases though, and then it's nail-biting time as you have to roll the dice to resolve combat. Most marines have a 50% chance of killing a genestealer per attack, and genestealers have to roll equal or less than the number of 'stealers in the swarm to kill a marine on a custom dice that runs 0-5.

The co-operative nature of decision making in the game is handled exceptionally well with some innovative mechanics used to make up for the lack for variety that's almost inevitable in a small-box card game like this one. Each player has their own marines to control with their own hand of action cards and the rules specify that although players can discuss these cards, they can't show them to other players, ensuring potential for independent decision-making. This is re-enforced during the event phase that caps off each turn: an event card is turned over, which causes genestealers to spawn and move around the formation, but also has a specific effect to implement. A lot of these cards are marked as "instinct" which means the player drawing the card has to choose how to implement the event without discussing it with his fellow players. As such the game does an excellent job of minimizing the "alpha dog" bossy player syndrome that so bedevils (and in my opinion totally ruins) the majority of co-operative games. The one area the lack of variety does bite is in the location cards: there's only a choice of three different ones at each location, and repetition sets in very quickly.

However, after a couple of games I really started to feel that the level of decision making in the game was little more than a thin veneer over what was essentially an extremely random and chaotic system. When genestealers spawn, for example, you tend to get at least a pair popping up at once, if not more. A pair of genestealers has a 50% chance of killing a marine: support counter re-rolls reduce this but they're in limited supply. The upshot is that marines often die, quickly, through no particular fault of the player and as soon as marines start to die you're on a downward spiral as you have less actions to perform whilst the same number of 'stealers are still coming into the game. This creates pressure, and it can be very exciting, but more often than not I just found it frustrating. The game throws further curveballs at you by enabling genestealers to sometimes swap sides when they move, leaving your marine needing to effectively waste his action simply turn to face the enemy in order to benefit from those vital support counters.

It occurred to me that I could be being overly harsh here, or perhaps just being very dense and not seeing a myriad of ways in which clever tactics could minimize the risks. Then I had a look through the event deck and saw how many cards there were in there which could royally screw up your game without any recourse for being able to plan for them occurring, such as the one (and there are several copies in the deck) which makes all your marines face in opposite directions from their current facing, which you'd presumably set up to cover all the danger points in the terrain. Drawing a card like that in such a tough game environment is pretty much game over unless you're very lucky. There are other examples, like terrain effects that give you a 50/50 chance of instant death versus a few valuable stealer kills. Balancing luck and skill in co-op games is, much like the difficulty balance, another tough ask and here I think Death Angel gets it badly wrong. As soon as the perception that the game was basically a dicefest set in, I started to loose interest. And whilst the game is atmospheric, there is in no way enough theme, variety of narrative packed in here to compensate for a lack of interesting choices.

Ultimately though, Death Angel redeems itself somewhat simply because it's light, quick and cheap. It occupies a niche in the gaming market that's currently very sparsely populated: Ameritrash-style filler games. As a result, in spite of the fact that the game lacks that certain addictive quality that marks out the best games, I'm pleased to own a copy of this that I can break out to cram in a half hour game when we might be waiting for others to turn up, or when it's late at night but we're not quite ready to go to bed yet. If you sometimes find yourself yearning for some serious death and destruction that you can play to conclusion in 30 minutes or less, you might find that Death Angel deserves a place in your collection too.

Click here for more board game articles by Matt.

Powered by JReviews
Comments (17)
  • avatarStormcow

    Thanks for the review Matt! It was honest and thorough enough to push me off the fence. ;)

  • avatarGary Sax

    Very nice review. We've been getting tons of quality reviews on F:AT in recent weeks from lots of folks. Really appreciating it.

  • avatarShapeshifter

    Great review and unlike some other reviews of the game you tried to look beyond the first "that is cool" phase, directly into the belly of the design. That facing-card does look a bit harsh...adding to the random feel of it all. From what I read about the game (alot) I get a feeling of a game that on the surface nicely captures the tension of walking in narrow corridors, being attacked from all sides, but not the tactical depth and planning.

  • avatarMattDP
    Quote:
    From what I read about the game (alot) I get a feeling of a game that on the surface nicely captures the tension of walking in narrow corridors, being attacked from all sides, but not the tactical depth and planning.

    Actually, that sums up the pros and cons of the game near-perfectly. Next time I write a review, I'll forget about paragraphs and shit, and just try and write one line :)

  • avatarBulwyf

    Thanks for the review Matt. I think I can safely pass on this one. From what you describe, this wouldn't hold up to repeated plays at all in my book.

    -Will

  • avatarSuperflyTNT

    Good stuff, Matt! This sounds like a chunk of fun times, for sure.

    I'm actually surprised that FFG is so loose with their product for you. You must have a very special place in their heart because most of the journalistas I know that have tried to get anything from them generally get told to bugger off in no uncertain terms. You, sir, are legend! :)

  • avatarHatchling

    Very interesting appraisal. And I agree with Gary Sax: we're getting spoiled around here with all these quality reviews.

  • avatarStephen Avery

    Played once at gencon. We had 5-6 players which is way too many for this game so I didn't get a good read on the game. The paper /scissor/rock thing is *really* annoying since mostly you want to fire all the time. A better choice might have been fire/move /reload-clear jam echoing the overwatch rules in Spacehulk. that way you push your luck firing until your weapon is out- then you get eaten.

    The facing thing didn't bother me and I felt like it was a good represntation of going through the corridors of a spacehulk. The activation thing was also clunky. If you could fire every turn you wouldn't need to split up the genestealers' activations into stages.

    Overall not bad game but it could have been streamlined a bit.

    Steve"Glad FFG is trying new stuff"Avery

  • avatarNick Warcholak

    Matt, I think you nailed exactly what I have problem with when a rule is not thematic - basically, it doesn't simulate anything in the fiction; it's just a constraint added to increase the challenge. The situation being model should offer enough interesting decisions without having to resort to this crutch. Otherwise, the situation is maybe not worth exploring.

  • avatarGrudunza

    Played it once so far and I loved it... I thought there were plenty of interesting decisions to make throughout, and I thought the way that everything moved and adjusted gave you a cool scrolling kind of perspective to the layout. The marine cards don't move on the table, but there is a sense that they are moving in a hallway and moving along it, with genestealers coming in at them. Some of it is indeed "gamey", but so what... it's a 30 minute card game that gives you a little Space Hulk flavor. Replayability may become an issue after several more plays, but eh, still worth the price, I think.

  • avatarMattDP

    Indeed - that's what I was getting at in the last paragraph. You can forgive a game a lot if it's short & cheap :)

  • avatarmetalface13

    Did you only play solo games Matt? Nice job on the review though, despite your hesitations this is something I hope to try out some day.

  • Mr Skeletor

    Great review Matt.
    "However, after a couple of games I really started to feel that the level of decision making in the game was little more than a thin veneer over what was essentially an extremely random and chaotic system."
    I'm starting to think this describes EVERY Co-op game. Those few that don't fit that mould are solveable. It's a flaw with the game type I think.

  • avatarMattDP
    Quote:
    Did you only play solo games Matt?

    I did manage to strong-arm friends and family into playing a couple of multi-player games with me, otherwise I couldn't really have given it a fair review. But my plays were mostly solo.

    Quote:
    I'm starting to think this describes EVERY Co-op game. Those few that don't fit that mould are solveable. It's a flaw with the game type I think.

    Yes, I've wondered about this for some time. I think I might have to do another article about co-op design, as it raises a number of interesting issues. For the record I don't think it's an insurmountable flaw: I can think of at least one game, possibly two, that get past it, but it's a terrifically difficult hurdle to overcome: most co-op games are either too random or too repetitive.

  • avatarStephen Avery
    Quote:
    Yes, I've wondered about this for some time. I think I might have to do another article about co-op design, as it raises a number of interesting issues. For the record I don't think it's an insurmountable flaw: I can think of at least one game, possibly two, that get past it, but it's a terrifically difficult hurdle to overcome: most co-op games are either too random or too repetitive.

    Its funny, I too have been pondering this and don't really see a way around it. The closest thing I've come to a solution is that the gameplay has to be so transparent that you don't really feel the grind of random/repetitive events.

    I would be curious to hear other perspectives though.

    Steve"Must...solve...the ...co-op..equation"Avery

  • avatarMattDP
    Quote:
    I would be curious to hear other perspectives though.

    Well the one answer is certainly that the best games are far more than the sum of their mechanical parts. It's possible that Arkham Horror, for example, is "too random" but the randomness is obscured under so many layers of rules complexity and choice that it makes it near impossible to tell, and therefore the players tend to ignore it as an issue. Besides which AH has a narrative richness which alone is virtually enough to make it worth playing: the possibility of added strategy is just the icing on the cake.

  • avatarJuniper
    Quote:
    I'm starting to think this describes EVERY Co-op game. Those few that don't fit that mould are solveable. It's a flaw with the game type I think.

    Yep. This is a really excellent point. In competitive games, the level of difficulty is determined by your opponents. In co-op games, it's determined by two things:

    1. random card draws/event tiles/dice rolls
    2. the script

    If the design limits the influence of #1, then the script will dominate and the game will be repetitive.

    On the other hand, a script helps to ensure that the game has a reasonable pace. In Knizia's The Lord of the Rings, for example, the script is a tool for spreading out the chance events and breaking up good or bad runs of luck. If the design limits the influence of the script, you can have huge swings of (mis)fortune with a long run of (un)lucky random events. I haven't played Death Angel, but that seems to be what Matt is describing in his review.


Only registered users can write comments!
Text Size

Top