Game Title: XCOM: The Board Game
Designer: Eric M. Lang
Manufacturer: Fantasy Flight Games
Year: 2015
The sirens blazed
above the usual racket, another two had arrived. The holograms flickered to
life above Portland and Miami on the war map. Our interceptors could be there
in 3 hours, but by then for many people it would be too late. Then there were
the abductions in Madrid, the skyranger had just taken three of our best to
head those off. We had to send our best, because frankly almost everyone who wasn't
our best was already dead. At this point we'd take almost anyone who could hold
a gun if we thought they'd survive more than 30 seconds in the field. New
sirens cut across the noise in the control room, the sound of gunfire rattled
through the air, they were here! My grip tightened on my pistol, ballistic
rounds didn't do much damage to these extra-terrestrials but it was my last
hope, just as we were the last hope for Humanity.
XCOM was a game
that I was looking forward to for a long time, I’m a big fan of the PC game
that this takes after (and for people who are curious the game is solidly based
on the modern XCOM computer game) and I really wanted to see how the board game
would bring across some of the elements from its source material. Before we
bought it we’d seen a few people playing it at game groups and honestly that
hadn’t given us high hopes, Fiona was put off somewhat by a theme she didn’t
care about and perceived complexity. Having played the game though, all was
forgiven.
XCOM is a
cooperative game where you each take 1 (or more) of 4 roles within an ‘elite’
planetary defence force in order to fight off waves of alien invaders. XCOM is a 4 player game, but the day
AI’s reach sentience it’ll be 5 player. The (free) app very much plays the game
with you, serving as the bad guy, choosing when and where aliens appear. The
game is split into 2 phases, the Timed phase and the Resolution phase. During
the timed phase the app will tell you where UFOs are appearing, when aliens are
appearing in your base, when Crisis’s happen and other alien activities. It
also tells you in what order to react to these events, each timed phase you’ll
have 1 opportunity to assign your interceptors/troops, but this opportunity
might well be before all the aliens have appeared.
Bad performance on global defence in one round can actually
make it more likely that the timed phase is in a jumbled order, meaning you
might end up assigning completely the wrong troops to fight. It might go
without saying but every action in the timed phase has a time limit displayed
as a countdown on the app. If you don’t finish it in time then it eats into
time for future actions, the Central Officer can make use of a limited amount
of pause time to buy extra precious seconds for hard decisions, but ultimately
the required speedy decision making is what makes this game unique.
An example of a Timed phase action, here the Chief scientist has 8 seconds left to pick a research task and assign scientists to it. |
To help against the unpredictable app each player has a
variety of abilities, more of which get available as research is completed. Some
of these can be used in the Timed phase and the others in the Resolution phase.
Most of them are pretty useful ranging from moving UFOs around to adding more
money to the commander’s stockpile… Oh did I not mention money? That’s right
you are saving the world on a budget! Every turn you will have a slightly
varied cash flow and each scientist you assign to research new ability cards
costs 1 XCOM fun-buck. Each soldier you deploy, that’s another fun-buck, want
to launch 3 interceptors to Europe? That’s going to cost you 3 fun-bucks. If
you overspend then countries start to panic (and when 2 countries panic too
much its game over) and you’ll have no spare money to rebuild destroyed
interceptors and recruit new troops.
During the Resolution phase the forces you assigned actually
do the things you assigned them to. Science gets researched, UFOs get shot
down, aliens get killed and missions get completed. Each task is done by
rolling a number of six sided dice equal to the number of XCOM forces assigned
to it (with additional modifiers, particularly for the troops). Each die has 2
sides that have successes on it, each success is 1 destroyed UFO/1 wounded
alien (they can have several health points) etc. You can roll the dice any
number of times, and you’ll need to if you want to actually get things done,
but there is increased risk. Each time you roll the dice the aliens are a bit
more prepared, you roll an 8 sided die along with the XCOM dice and if you roll
a 1 everyone assigned to the task was killed/destroyed/had a mental breakdown
from looking at alien tech. Every time you roll on a task you add 1 to the
number needed to fail, sure a 2/8 chance seems fine, but when you quickly ramp
up to a 5/8 chance to have your elite troops killed you might be reconsidering.
The stakes are kept high because lost troops means more money needed in future
rounds to replace them. Ultimately there are 2 ways to lose the game: the XCOM
base being destroyed by aliens and 2 countries reaching the end of the panic
meter. There is only one way to win, complete enough missions and the game lets
you deploy to the final mission, complete that and you saved the earth!
I should mention the player roles: 1 player is the Central
Officer who is in charge of the app itself and as such tells everyone what to
do and when, along with placing the aliens and using satellites for orbital UFO
defence. The Commander is in charge of aerial defence, and also for tracking
the budget. The Chief Scientist assigns research, this is probably the easiest
role, but no less crucial for success. Finally the Squad Leader is in charge of
the troops, which are used in base defence and mission tasks.
The game set up ready to play. Each role is represented by the cards, tokens and figures on one of the 4 sides of the game board. |
I really enjoyed this game, the app adds a lot of tension;
however it does have its flaws. The app has a built in tutorial mode to teach
you the game first time round, a great idea, but since the game comes with no
rulebook it’s pretty clumsy to look up that one rule you forgot. The tutorial
gives you the first 2 timed phases without time limits. While this is a great
way to learn the game I found that when teaching the game to new players this
actually left them confused, once the timer came on they suddenly ‘got’ the
game and became a lot more interested. My last negative
point will be the scientist role, it’s crucial to game success, but it never
really feels that the scientist is achieving much, if you are playing with 3
players then this is definitely the role to make someone double up on.
On the more positive end, the theme is done well, the models
are great (though some people may get confused as to which soldier is which
class), and the game can be brutally difficult, but it makes failing together
fun! The app varies which invasion plan/aliens are attacking each game which
adds a lot to the variation (side note @$!& floaters) and whatever happens
you’ll be sure to make difficult decisions quickly.
8/10
No comments:
Post a Comment