Space Empires:4X
A game for 1-4 players designed by <PERSON>
Introduction
The year was 1975.
The Vietnam War ended. Star Trek was in syndication and Space:1999 had its television debut. The Altair 8800 sparked the demand for home computers. <PERSON> founded Microsoft. And a Texas game company MetaGaming Concepts released a science fiction space game called Stellar Conquest, where the object was to explore space, expand you empire, exploit resources, and exterminate your opponents.
Once personal computers came along, it spawned an entire industry devoted to games, including Avalon Hill's Andromeda Conquest, one of the the first 4X computer games and loosely (if not entirely) based on Stellar Conquest.
In 1993 Space Empires made it into the computer world, spawning several sequels and along the way <PERSON> decides he wants a board game version of a space conquest game.
With the release of Space Empires:4X we have come full circle!
Space Empires:4X was one of the most anticipated games from GMT when it was announced in the fall of 2010, generating over 1500 pre-orders by the time it went to print in August 2011.
Components
GMT has of late been one of the top notch production companies, and Space Empires is no exception. The box comes packed with high quality well printed counters and player aids, a set of rules and playbook, some very fun colored dice, and a large mounted map board.
The box is just packed! Photo courtesy of <PERSON>
The rule and scenario books are both printed in full colour on glossy paper and the player aids are on sturdy cardstock. The counters are standard 5/8" wargame style counters and the four different player counters have different ship silhouettes on them which is a nice touch. My counters were more firmly attached than I'm used to, so I suggest using an exacto knife along the seams to help punch the counters out cleanly.
The mounted board is particularly nice. In some ways space games start with a built in disadvantage that there are few interesting ways to display the blackness of space, but the art team did a nice job of making a functional and attractive board. The various tracks and marker space on the board are simultaneously unobtrusive and clear.
Rules and Game Play
The Basics
The rules for the game check are not overly complicated and span 15 pages. I will note that the designer has published an online FAQ (version 1.6 at the time of this writing) for game, both on BGG and at Consimworld. The FAQ should clarify any questions that arise from the rule book, and I commend <PERSON> for keeping this document up to date.
Each player begins with a pool of about a dozen different types of units they'll be able to research, develop and build throughout the course of play. 92
Game play follows a simple sequence. Players will first bid for the right to determine player order. Three turns are then played with the same start player, wherein each player will move units, resolve any combat, and then explore. Once three turns have passed, an economic phase is executed where you will have the opportunity to spend construction points on new ships and new technologies.
Winning
Generally speaking, the object of the game is to destroy the home world of another player and the first player to do so wins the game. This both encourages and requires aggressive development of your military resources and to be constantly vigilant for opportunities to attack your opponents, especially in moments of weakness.
Set Up
The scenario book provides a wealth of options for how to play the game, but the core set up will give each player a home world, home planet markers, deep space markers, and a starting mix of units.
Playing
This game is a classic balancing act as you need to decide which technology you want to pursue and which units you want to build. Colonization helps increase your economic build potential, which in turn feeds your research and development, and your ability to build units. You can be more defensive or aggressive according to personal preference, but with the objective being the destruction of an opponent's home world, you only have a limited amount of time to develop your economy before needing to take action. This is especially true in a multiplayer game.
There is a lot of paperwork in the game to track your technology research and units. Ships build with "old" technology need to return to a player planet in order to gain the benefit of any technological upgrades that have been developed in the interim. There is an advanced/optional rule that obviates this process and simply gives all units new capabilities. I feel that the need to use this optional rule will depend strongly on the group you're playing with (my personal preference is to have instant upgrades).
Combat
Combat is a core requirement in this game and the system is detailed but not cumbersome. Ships are kept hidden until they encounter mines or an enemy fleet and technologies are revealed at the time of engagement. 629