Game: Space Gate Odyssey
Year: 2019
Space Gate Odyssey was a review copy provided by Asmodee UK. It is available at your friendly local game store for an RRP of £47.99 or can be picked up at http://www.365games.co.uk
Publisher: Ludonaute
Designer: Cédric LefebvreYear: 2019
It’s not
often that we’re surprised by a big new release. I generally have a good idea
of the upcoming games I’m excited about. However, Space Gate Odyssey came out
of nowhere and its beautiful box artwork, along with some interesting sounding
mechanisms and a space theme that both myself and Amy enjoy, made it a must try
game for us.
In Space
Gate Odyssey, each player will build a space station from modular elements over
the course of the game. The purpose of the space station is to teleport you
earth dwelling species to one of the exoplanets that have been discovered, once
the five exoplanets have been colonised, your space stations will teleport to
the central exoplanet and the player who exerted the most influence in the
colonisation phase will take control of the new planetary system and its new
society.
The
gameplay is centered around the Odyssey board – a mandala style action
selection track. On your turn you will move one worker to a room, activating
that room for all players. The level of activation corresponds to the number of
workers located in that room in your colour. Three rooms provide points of
movement that let you move people around your space base, one room regenerates
workers in your airlocks and the final room lets you add new modules to your
space station from the supply. The types of rooms include air locks, space
gates in three different varieties and corridors which add more workers to the
Odyssey board, but then become vacant space in your space station. The new modules
come in three colours which is important because your movement points
correspond to moving towards a specific colour, and also has some influence on
end game majority scoring.
If, after
any movement phase you have a full space gate then you can launch those workers
onto an exoplanet of the corresponding symbol. Each of the 8 exoplanets has a
different way of scoring and a different trigger that activates the scoring.
All of the planets have an element of area control and higher points are
available for majorities or occupying specific spots. When a planet is complete
it scores and a new planet is added to the pool of three active planets. When
the 5th planet completes, it triggers game end.
Space Gate
Odyssey combines a few very distinct elements, each one of which is very robust
and quite thinky in its own right. The action selection, planning and building
your space station, optimal movement of people around that space station and
then focusing on area control on each exo planet is really quite a lot to
think about. Whilst I admire the complexity of the design and really enjoy some
of the puzzly elements that get my brain working hard, I do get an overall
feeling that Space Gate Odyssey feels a bit like work.
I think a
contributing factor is that all of your efforts and optimisation ultimately
fulfil the final step, which is driven by one of my least favourite mechanisms,
area control. For me that’s just no reward. In terms of an area control game,
Space Gate Odyssey is an example that I don’t dislike – it’s both a smaller
aspect of the game and it also doesn’t have too many take-that elements. You
can’t oust anyone, you can only plan better than them, move faster and be more
optimal in terms of focusing your energy of teleporting people to a planet you’re
competing over. I wouldn’t tell anyone to shy away from the game because of
area control, it’s just a bit of an
anti-climax for me after all the hard work and planning in earlier phases.
If Space
Gate Odyssey were just a little bit more suited to my taste, then I could see
it being a game that people will love getting their teeth into, with lots of
different possibilities to explore each game. In our first play, many mistakes
were made – it wasn’t obvious how to build your space station, with the right
balance of airlocks, space gates and corridors that put enough workers on the
Odyssey board. In my second game I thought that I got a better balance, but in
game three I went heavy on workers and lost the game because it took too long
to get my engine running. I think you could get a lot of replayability out of
trying all of the different strategies to build you base. The downside might be
that the 8 exoplanets start to feel quite similar. In spite of their
differences, there only seems to be two types for me – planets where you want a
small number of people to land multiple times in quick succession and planets
where you can dump large numbers of people with no detrimental effect.
Space Gate
Odyssey really stands out for me as being quite different to games we have in
our collection. It’s action selection, map building and route building
mechanisms seem fresh whilst still reminding me of some of the fun I get out of
puzzly games of network building and even engine building. It looks fantastic
on the table and there’s a lot of game in the 60 minute session of a 2-player
game. However, something about the combination of mechanisms is just too much
for me and kind of makes me stop caring and give in about half way through. I
don’t think it’s a heavy game, but it feels like one specifically for me and I
think that means it’s the kind of game I’d be happy to play again if someone
offered, but that just isn’t going to one I suggest. For the Yellow Meeple,
Space Gate Odyssey is a 6.5/10.
Space Gate Odyssey was a review copy provided by Asmodee UK. It is available at your friendly local game store for an RRP of £47.99 or can be picked up at http://www.365games.co.uk
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