REASON - as everybody listens to reason. REASON version 1.0B7 Catling.type 3.mm hypervelocity railgun system --- Neal Stephenson "Snowcrash"
Tuesday, November 8, 2011
Domain in space......
Gaming has been mental the last month, both face to face gaming and on the web. A lot of new games have hit the table but I wanted to chat about just one for now.
Eminent Domain has hit UK stores and after a demo I picked up a copy. Its been touted as a space version of Dominion, and although it does have deck building elements I feel that it is more than just a Dominion clone.
Game play is very simple, there are 6 different base cards in the game. With each having its own Action and Role ability. All players start with the same distribution of these cards as well as a home world. You then shuffle and draw 5 cards from your starting 10.
The first thing you have to do is decide which card you are playing and use its action section. This action only affects you and can range from warfare cards which give you fighters, to survey cards which add more cards to your hand.
You then pick another card to play, but this time instead of one from your hand you take one from the piles of cards in the center of the table. This acts as the timer mechanism, the game will end when a number of piles are empty. This card is now played for its role ability. Most of the time its the same as the action but usually the person picking the card gets a bonus or different effect. Every other player can now discard cards of the same type to also use that action. So for example if I chose the colonize card I can now tuck it under a planet to go towards its colonization cost. If I also had 2 more of these cards in my hand I can also put them down. Other players that also have colonize cards can also put them into play. If they don't or don't want to use them they take a card from there deck instead.
Finally you discard and draw back to 5. Pretty simple so far.
The only part of the game which can slow things down is the research action, if you have enough of these cards and choose the research role you can take a research card. These are limited in number and give you different actions or effects. Usually altering or improving the strategy your are playing. For example the improved warfare allows you to build more fighters. You can play without these cards if you want a more basic game, but if you have played any deck building game before there's no reason not to put them in.
Planet cards are discovered with survey cards and can be either settled using colonization cards or forcibly controlled using warfare. Once the requirements have been met the planet is yours to use. Planets will usually allow you to produce and trade resources for victory points. They will also be worth points at the end of the game. Finally you will need more matching planets to research the higher tech levels. So planets are what you are aiming to get in front of you throughout the game.
The game plays well, once players have got there heads around the action/role differences they should be getting to grips with the game. What I like is that you can always choose the role you want, so your never really stuck trying to work your strategy. If you don't have a colonize card in your hand but want to settle a planet, just pick one from the table as your role.
Component wise this game is lovely, good strong box, good looking artwork and loads of lovely plastic fighters. Tasty Minstrel have really put together a good game here.
I am hoping that there will be a future expansion, it's crying out for ways to trade with other players attack there planets and steal technologies. As well as more technology cards and different planets there is quite a bit of scope for the game.
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