It may look impressive on the back of the game box,
but only in person can you truly appreciate the absolute glory of the sheer
number of pieces in this two-player game from Avalon Hill. 150-plus
plastic figures dot the landscape of the three boards, one of which sits three
tiers high. It's tempting to leave it set up between playings, partly
because it looks so spectacular, but also because it takes both
players ten minutes to get all the bits out of the box. Fortunately,
the game typically takes two hours to determine a victor, so the
assembly time isn't really noticeable in the grand scheme of things. To
boot, it's not a bad game either.
This review is necessarily going to give away some of the plot
of the movie 'The Phantom Menace', because the game's premise
is squarely based on the climactic battle at the end of that film. I
don't expect this to be a problem for the people reading this review,
though, because I'm certain that the game's intended audience was
collectively standing in line to see the movie on its opening day.
Besides, the Star Wars universe has so many strange nouns in it that if
you haven't seen the movie, the following will seem like a foreign
language anyway. (Having said that, the game isn't inaccessible to Star
Wars neophytes, because you don't really have to know anything about the
movies to play; it just helps set the atmosphere.)
Here's the premise of the game, the point where the events of the movie
leave off and you start playing. Queen Amidala of the planet Naboo,
her decoy and a few loyal guards commanded by Captain Panaka
are about to attempt to re-take Naboo's Theed palace, where the
viceroys of the Trade Federation -- the force that is blockading Naboo --
are standing protected by a number of robotic battle droids. The two
Jedi knights Qui-Gon and Obi-Wan have encountered the vicious Sith,
Darth Maul, and are busy fighting in the power plant. Up in
space, Anakin Skywalker is trying to shut down all of the droids on the
planet, by taking out the orbiting droid control ship. Out on the
plains, a vastly outnumbered and outgunned Gungan army is creating a
diversion to draw as much of the Federation's force as possible from
the palace, to help Amidala in her mission. These are the four arenas
of conflict featured in the three boards of the game (the space battle
and the Jedi duel share one of the boards, while the other two theatres
occupy a board each). Most impressive is the multiple-storey palace,
assembled from three segments stacked vertically with the help of plastic
struts, with all three levels participating in the game. The throne room
is on the top floor, while Amidala's forces enter on the ground floor with
several droids to dodge or destroy on the way up. It's one of the most
creative uses of the dimension of height I've seen in a game.
In this two-player game, one player takes control of the Trade
Federation, its myriad battle droids and Darth Maul; the other player controls
the forces of Naboo: the Queen, her decoy and attack force, the Gungans,
the Jedi and Anakin. All pieces are placed on their starting spaces,
fortunately marked on the boards so that you don't need to constantly
refer to the game's instructions -- tremendously readable though they
are. It's fiddly to get the pieces onto the
three-level palace arena -- I was always knocking droids rolling
whenever my hand strayed and caused a Nabooquake -- but I'm clumsier than
most. I usually knock privacy shields over in other games too, so
the game is not to blame here.
The game is card-driven in a way reminiscent of Avalon Hill's earlier
'Battle Cry': play a card, then activate the piece or pieces mentioned on it,
moving them or possibly attacking with them. Players alternate doing
this until they are both out of cards, then repeat with more cards until one
of the players has met the game's victory conditions. Along the way
there are ways for players to gain bonuses in the form of extra cards,
which will doubtless help in subsequent rounds.
The cards are not equal, however. Each player has his or her own deck
of cards, which are themed for the Federation or Naboo. The differences
are mostly cosmetic, but some are significant, owing to the
asymmetry of the two sides' objectives. Each player's deck is further
divided into two -- one stack contains cards that almost exclusively
focus on the palace (and the Jedi duel), and one stack has cards that
affect only the plain and space battles. Each turn, players receive an
equal number from each stack, forcing them to roughly split their effort
fifty-fifty between the palace nitty-gritty and the big picture
unfolding outside on the plain or in orbit. Players secretly choose a
set of cards from their hands and stack them up to be played singly,
alternately Naboo and Federation. Unselected cards are kept until the
next round, when new cards are drawn, and the selection process begins
again.
With four mostly independent areas to attend to, you have a number of decisions
to make each round. The game's card-drawing mechanism allows you to focus,
to an extent, on one area to try to get dominance in that one, but
this is risky, because it weakens your hold on the other battles.
Likewise, it's unwise to totally ignore an arena, because an enemy
breakthrough in any one of the four battles can turn the tide on another
theatre in subtle ways. (Besides, the same mechanism that gives you
freedom to focus also limits you by requiring you to focus on the
neglected areas at a later time, so completely ignoring a theatre isn't
realistically an option.)
Each of the four battles behaves in different ways, though the gameplay
in three of them is largely the same, integrating most of the game into
a seamless whole. I'll describe each of the areas and what each player
must do in it.
For all but the space battle, pieces move and attack in a similar way.
When a card activates a piece (or a group of pieces on the plain), that
piece moves up to a set number of spaces on the board, then may fire
once at one enemy. Both sides roll a set number of dice, and the
difference in hits rolled by the attacker and shields rolled by the
defender amounts to the number of hit points lost by the defender (if it
has any at all), or the number of pieces lost (if the
target has no hit points). It's all very simple, quite random, and
fortunately completely tabulated on reference cards, because each type
of piece has its own stats, which can even vary from theatre to theatre.
The simplest of the four battles, and also the least relevant in terms of
the game's final objective, is the diversion on the plains. Gungan
forces are on what seems like a suicide mission to distract the Trade
Federation's droids from the important battle in the palace. However,
the plains battle is still quite real and both players can gain from expending
energy there: Every time an enemy group is eliminated, the victorious
side gets to select a bonus card, from one of its two stacks, to be added
sight-unseen to next round's cards. In this way a player is able to
get a precious extra action next round.
The plains battle is grand-strategy in nature, and while the pieces look
funny, they adopt the universal wargame roles of infantry, cavalry and artillery
quite easily. (Indeed, this entire battle -- hex map and all -- is
reminiscent of light wargames such as 'Battle Cry'.)
Each side has its own advantages: the Federation has more pieces and
they are stronger; the Gungans have artillery that doesn't need
line-of-sight, and a vast but vulnerable shield to protect its weaker forces
from the onslaught of the Federation's assault tanks.
Both sides' objectives on the plains are the same -- fight to get bonus
cards. The Naboo player really doesn't have a chance here, so the
Gungans must simply fight to stay alive as long as possible, and keep
the Federation's droids occupied. If a few droids get taken out along the
way, so much the better. For the Federation player, it's a slayfest
that you can't possibly lose, especially once you take out the Gungan
shield generators. But you can't ignore the battle, because you'll
deprive yourself of bonus cards if you do. Additionally, you'll be needing to
transfer the droids from here to the palace later on in the game to reinforce
your by now dwindling palace defence force, and you can't do that if you
are still having to fight off the Gungans. This is also the only place
that you can bring new droids into the game by deploying them from your
troop transports onto the plain.
Speaking of the palace, this is probably the most entertaining part of
the game. Here a force of twenty-odd palace guards, Queen Amidala and
her lookalike decoy are attempting to get into the throne room on the
top level, where they can intimidate the cowardly Federation viceroys
into submission. They must fight through several droids to reach the
throne room, either the slow way by climbing the stairs, or (much more
effectively) by scaling the outside walls and entering through the
upstairs windows. Unlike the strategy of the plains, this is a tactical
battle where both sides are jockeying for the best position.
The Naboo player has the Federation at a disadvantage here in the
palace; with the ability to scale the outside of the building and
effectively skip the intervening droids, it is not difficult to get a
superior force into the throne room. Once inside, the throne room is
easy to defend because there is only one entrance. Additionally, the
Naboo player has a decoy Queen who acts and moves just like the real
thing, but if she is killed the player suffers no ill effects. (At the
start of the game, the Naboo player secretly assigns a "real Queen"
token to either the red or purple queen figures.) This uncertainty
makes the job of the Federation player that much harder, as he or she
must spend actions on trying to eliminate what is possibly an
insignificant character.
The Federation player must protect the throne room at all costs, and
take out as many of the guards as possible -- even better, the (real) Queen,
for there is a serious morale penalty for the Naboo player should she die.
This is made especially difficult by the guards' ability to scale the
walls and bypass your defences. You can bring in extra droids from the
plain -- provided you can spare them there -- but they may arrive too late to
save you.
Below the palace in the power plant, the evil Sith Darth Maul is
locked in combat with the Jedi knights Qui-Gon Jinn and Obi-Wan Kenobi.
This duel is a miniature version of the free-for-all that is going on up
in the palace, except that the participants are stronger and harder to
kill. And kill is what must be done, for the victor here receives a
veritable wad of bonus cards for vanquishing the enemy. On top of that,
when one side has won this battle, the survivor(s) can head on out into
the palace to greatly affect the outcome of the struggle in the palace.
As masters of the Force, they even have additional strengths in
hand-to-hand combat, such as the ability to intersperse attacking and
moving freely. Jedi can slice up battle droids as effortlessly as they
do in the movie.
Like the battle on the plain, the Jedi duel doesn't directly feature in
the victory conditions of the game, but the bonus cards that can be
earned there, and the edge that a Jedi can provide in the palace battle,
can make all the difference.
The fourth area, up in orbit around Naboo where Anakin Skywalker is
trying to destroy the droid control ship, is in my opinion the weakest
part of the game, in that it doesn't share the same mechanisms as the
rest of the game and that it doesn't fit the theme of the film --
for instance, the other starfighters of the Naboo fleet
aren't represented at all. Not only that, but Anakin is invulnerable to
damage and his progress is entirely governed by luck. (Actually, this
last point is probably true to the movie in some deep mystical Force-ish
way.) The Naboo player simply rolls the dice, and if the sum
corresponds to empty space on a table printed on the board, Anakin
advances a space. When he reaches the sixth space, all droids on the
plain and in the palace are instantly rendered inactive -- leaving the
Federation player with only Darth Maul, provided he hasn't already been
bested by the Jedi. This sudden-death ending is a requirement
for Naboo victory, and the only thing that the Trade Federation can do
to prevent it is to spend actions to place extra stages between Anakin
and his destination. This only delays the inevitable, however, as
those extra stages are limited in number and Anakin will eventually get
through. The Federation must take the time to deploy all of these extra
stages, or the Naboo side will get away with a quick and relatively
bloodless coup for the victory.
What I will say about the space battle is that, because Anakin's march
to the droid control ship is so inexorable, it does effectively put a
ceiling on the length of the game, preventing long bogged-down endings
from turning the game into an anticlimax. It has also apparently been
playtested to within an inch of its life, because two of the three times I
have played the game, it came down to rolls in the space battle. It
ended up going a different way each time. There's a little more to the
space battle than I mention here, giving the Federation a smidgen more
control than I imply, but once you understand elementary probability theory,
it's just rolling of dice. All the same, it's still fun and heart-stopping
to see if a die roll has ended the game or not.
So how does the game end? Well, the Naboo player has to succeed in both
destroying all droids on the board (which means shutting down the droid
control ship, because the Gungans are not going to win on the plains),
and getting more pieces into the
throne room than the Federation (who gets two to start with, thanks to
the inanimate, indestructible viceroys, who just stand about the throne
looking ominous). The Federation player needs to render Naboo's victory
conditions impossible somehow, which means that -- owing to the fact that
Anakin Can't Be Stopped Because He's In The Sequels -- all but two of Naboo's
characters in the palace (the guards, Queens and Jedi) need to be wiped
out before the droids are terminated from orbit. It's an interesting
asymmetry, but the game must have been playtested well because it's
still anyone's game, sometimes right up to the end. None of the games
I played were one-sided.
That's a lot of rules and mechanisms for one game. But because
things work pretty much the same way across the different arenas of conflict,
you're actually underway quite quickly. I was on top of the rules about
ten minutes into the game, and from then on needed only to refer to the
rulebook for obscure rules, of which there are mercifully few. Not that
the rulebook is a problem. In sixteen colour pages, it covers setup in
great detail, explains all four battles and even suggests some
strategies for each side, and includes a blow-by-blow example of one
complete round. This is a rulebook that other publishers should read
and learn from. It's a far cry from the opaque efforts of the old
Avalon Hill.
My one complaint -- other than the sheer lack of control in the
space battle -- is that near the end of
the game, you may not have any useful cards to play. For instance, the
Naboo player often has no Gungans left near the end, but still must play
plains battle cards because they're all that the player has left in his
or her hand. This is somewhat alleviated by the game's design in a few
ways: one is that if a card is useless to you, the corresponding card is
probably also useless to your opponent, so you both end up wasting a
turn and no one gets ahead. Another way is that most of the cards have
more than one way of being used, so that a card that can't move the Jedi
because they're both dead has a backup behaviour, resulting in the
movement of palace guards instead. Finally, while individual cards may
become useless, the decks themselves will never be. The
plains/space stack is useful for the plains battle early on, and the space
battle towards the end of the game, while the palace/Jedi stack is most
helpful for the palace towards the end, once the Jedi battle has been
decided. This clever feature means that even at the end of the game,
when most of the pieces are eliminated, both players still have enough things
to do to keep them in the game.
While this game appeals to me, and I'm sure to any Star Wars fan (the
rulebook suggests that players as young as ten can play), I imagine
that it won't be for everyone. First off, the game is longish, coming
in at about two hours for experienced players. Second, there's
an awful lot of dice-rolling,
enough that the Central Limit Theorem kicks in and averages out the
fortune or misfortune of a single roll. But there are still extremities
on the bell curve, and I can imagine that losing ten straight rolls can
be demoralizing, especially halfway through a two-hour game. This is
not in the same league as no-luck games like 'Diplomacy' or
'Civilization'. The game is also only for two players; three cannot
play, and although there is a four-player partners variant (which I
admit I haven't tried), it doesn't look very different from the
two-player game, and downtime could become a factor. As this isn't a
cheap game -- especially if you have to pay to have the heavy box shipped
somewhere -- I'd recommend borrowing a copy to try out first, if you are
likely to be put off by some factor or mechanism in the game.
In this seventh game released under Avalon Hill's new banner, Hasbro has
demonstrated once again that it is determined to provide only the best
quality in games, with both the gameplay and components. (In my copy,
they've even provided some spare pieces, to replace the ones that --
with over 150 of them in the game -- will inevitably become damaged or lost.
A friend, however, didn't get these spare pieces, so perhaps I was just lucky.)
At two hours per game, it isn't likely to come out every evening, but it
captures the essence of the movie so beautifully that it's almost better
than watching the film, which is about as long. Plus, the ending isn't
always the same, and playing the game I don't have to wince whenever Jar
Jar speaks. That's got to be a plus.