Apart from eating well and having a few laughs, my ``Perfect Life'' doctrine
would also include starting a franchise. Think about this for a minute,
and tell me if you wouldn't be happy with a piece of, say, Burger King,
Star Wars, the Sherlock Holmes books, Superman and, now, the Settlers
package. If Klaus Teuber is not yet moving in the same circles as George
Lucas, then he must be pretty damn close.
It may not be immediately apparent, but there is a common denominator
found in all of the above creations, and that is that they are
``popularist''. Or, for the people. You simply cannot go on producing
a product which hits a downward spiral or fails to retain mass interest.
Remember, the Titanic can only sink once.
Teuber isn't, of course, the first designer to expand upon a single gaming
idea. Trivial Pursuit, which transcended the hobby, and the 18xx
games come immediately to mind. And there are any number of war and sports
game linked by title or era. But what Teuber has done (or been persuaded
to do) is take an idea and drop it right in the middle of successive releases,
all of which are immediately identifiable as kin of the seminal Die Siedler
Von Catan.
It was only a matter of time before the series found its way into space,
although this has happened quicker than I suspected. There was also
a degree of risk involved as well, because there are any number of critics
waiting to flail their talons in the German designer's direction.
You can most certainly include me out of the latter fraternity, because
I found Settlers in Space invigorating, amusing and enterprising.
The fundamental premise of Settlers is firmly retained by its cosmic brother,
because dice are still used to establish the fertile areas (planets).
At this point, I hope it's safe to assume that Settler's mechanisms are
sufficiently embedded in your noggin in order to break free of continual
repetition. A quick word on the set-up should almost free us from the terra
firma based game.
There are two possible introductory phases, one for beginners (illustrated
on the heavy duty rule set), and the other for us ``experienced'' players.
The latter are required to place two Colonies and a Spaceport
(Colony + Spaceport Ring) on the starting planets after a random
draw of chits. From this point, Transport vessels scour the solar system
for Planets to colonise.
The driving force behind your expansionist policies is a superbly crafted
Mothership. This is an Airfix-kit type plastic spaceship on which
you can attach various gizmos to heighten your influence. The English
rule translation describes the ships benefits perfectly: ``The drives
increase the speed of the player's ships on the gameboard, the ship's canons
increase their fighting ability and the cargo rings increase the
trade capacity''. All of the appendages clip on to the model (nearly seven
inches tall, and proud of it) providing an instant ready reckoner.
So, you're ready for liftoff and this follows the Production Phase, in which
two die are rolled and the identified Planets subsequently spew forth
raw materials. Like Settlers, the adjacent pieces earn their owners the
goodies. If a `7' is thrown (sound familiar?), then those who
retain more than seven raw material cards must discard half (rounded up).
The player whose turn it is may also steal a card from any other
participant. An additional card is also taken from the Supply Deck if your
current Victory Point total is fewer than nine (15 to win). So,
with goodies in hand, it is time to Trade and Build.
This element of the game is lifted wholesale from Settlers. You can trade
raw materials with other players, and also exchange cards with
the Galactic Bank on a 3:1 basis. Building is accomplished by checking the
reference cards and paying the requisite amounts. You are
looking to add Spaceports, Spaceships (both Colony and Trade), and also those
elements which add to the power of the Mothership. As each player starts
the game with only three Transports, their use is crucial. These Ships are
attached to either a Colony or Trade base to aid identification.
Spaceships are launched from Spaceports (worth 2 VPs each). At the beginning
of the game, these are limited to one per participant so, initially,
expansionist policies are limited. Additional Spaceports are constructed
by upgrading Colonies, which means paying the stated cost and placing
a Starport ring over the Colony piece.
Mothership improvements are obtained in exactly the same way. Simply deliver
the precise elements to procure Drives, Cargo Rings or
Cannons, and attach where indicated. These machines can look quite
formidable with a full complement of armoury, and steps should be
taken to elude them. But the game has a significant luck constituent
which makes their avoidance sometimes impossible. I will explain.
Once the Building and Trading phase is completed, and assuming you have
Spaceships active on the board, then it is time for that old rock 'n roll
favourite, ``The Mothership Roll'' (available on Rip It Records, catalogue
number KT500). This involves ``Shaking The Ship'' (KT501),
and allowing two (of the four) coloured beads at the piece's base to appear.
Their role is detailed on the Aide-mémoire, and provide a Speed
(red, yellow or blue) or Event (black).
The basic Speed is the sum of the two coloured beads, and this is augmented
by any Drives attached. For example, red (3) and blue (1) plus
two Drives would provide six movement points available to all Spaceships.
Additionally, Friendship Cards from the ``Wise Race'' will also
boost power. More of this later.
If a black bead has appeared, an event takes precedence. And here we enter
murky waters, or is that a Black Hole, because this constituent
of the game invoked quite disparate opinion.
Let's assume that Billy Bob has ``thrown'' a black and red bead. The player
to his left (Rita Mae) takes the top Event card and reads out
the first question. Billy Bob must respond (these are multiple choice
answers, usually Yes or No or a number), and the result is implemented.
Whilst the benefits or penalties stated are unlikely to make a huge
difference either way to your current position, they do appear too
frequently for my liking. Forgive my maths, but shouldn't the black bead
emerge only 25% of the time? In the games I've played, it's been
at least double that. And, of course, the cards are in German, and
ascertaining the right one can hold up matters significantly. My ``fix''
would be to act upon a black bead only when your own colour appears as well
(the green player would need to nominate one of the other
three colours available).
If you are thinking that this looks like a terminal problem, be assured
that it isn't, even though I am banging on. The Events are fun, and
often invoke another player's Mothership to establish the result.
For example: You receive a distress call from a spaceship on a trajectory
into a sun. Do you help? If you respond positively, then you must compare
your Mothership's speed with the player to your right (a ``roll''
plus Drives) and hope for the best. You could lose an upgrade, but might
gain a Trade Ship from the grateful Trader prince. Colourful,
entertaining and a reminder to keep those Motherships full to bursting.
Sternenfahrer's final segment involves the exploration of Planets, and
the founding of Colonies and Trade Bases.
When Trade or Colony Ships move onto a Spacepoint adjacent to a planet,
the Production chit can be privately revealed. Spacepoints
marked with a circle are Colony Points, and this enables the investigation
of Production chits on both neighbouring Planets. The chits are
returned face-down when their examination is complete.
If a player decides to end his flight at a Colony Point, the Production
chits of neighbouring planets are surveyed. A Colony (one VP) can
now be founded if the chit(s) were neither Pirates nor an Ice Planet
(both are extremely difficult to overcome). The Transport is detached
from the Colony marker and returned to the player's stock. The chits are
then revealed, and will earn specific Raw Materials with a little
help from the dice.
The heavy-duty gameboard illustrates four Alien Homeworlds which lie
independent of the various Planet configurations (three in each).
Each Homeworld has a surrounding trading area numbered from 1-5, and these
can be breached by any player. The first Trade ship to arrive
nestles on area `1' (assuming the Mothership has one Trade Ring).
The Transport is now returned to base, and the enterprising player
receives the Friendship Disc for this race, and also the choice of any
one of five Friendship Cards which expound assorted benefits. The
Disc (worth two VPs) is retained by virtue of holding more Trade Bases
(at this Homeworld) than any other player. Subsequent visitors
will need progressively more Trade Rings, so be first!
There is one worthwhile and obvious addition to the graphic representation
on the nicely illustrated board, and that is a Victory Point Track
which negates that popular Settlers phrase ``How Many Have You Got?''.
And as most games are unlikely to produce a runaway victor, this
prompt will act as a wake-up call if the mind begins a-wandering.
It goes without saying that Kosmos have done a magnificent job on the
Sternenfahrer production. Every single component is top-notch and
there can be no carping about value for money.
But, of course, the bits are redundant if the game becomes a table support.
To buy or not to buy? That is the question to which these are
the answers.
To buy:
- As long as you don't mind a significant luck factor.
- If you are a die-hard Settlers fan.
- Love space epics.
- Are a plastic fetishist.
Not to buy:
- Hate Settlers.
- Abhor dice-based games.
- Prefer Mother Earth.
I absolutely loved the game, and my fetishisms are strictly of the normal
variety (so my psychologist tells me).