Sunday, March 9, 2014

Galaxy Defenders


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Product Description

In Galaxy Defenders, each player takes control of one or more agents with unique powers, trying to defend the planet from an alien invasion. The battle for Earth against the aliens develops in a series of missions organized in a story-driven campaign.

Missions are based on modular maps designed by "0onegame" and are played over a variable number of rounds. Each mission may have multiple endings and the outcome of any mission will change the flow of the story.

The battle will be carried on round after round; each player will play in sequence his agent turn and then, one aliens turn. after that, the game will pass to the event phase that will bring the players to the next round.

The agents will gain experience during the missions and this experience can be used to transform a good soldier into a perfect galaxy defenders agent with multiple skills, basic and improved tactics and the ability to use new devices, advanced human weapons and alien technology.

The core game features 28 high-detailed miniatures, modular maps, custom dices, agent profile sheets, event, alien and closed-encounter cards and much more.


Product Details

  • Amazon Sales Rank: #26686 in Toys & Games
  • Brand: Ares Games
  • Model: AREGRPR001
  • Dimensions: 11.00" h x 3.50" w x 16.00" l, 6.45 pounds

Features

  • Ages: 13+
  • Number of Players: 1-5
  • Playing Time: 60-180 minutes







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Customer Reviews

Most helpful customer reviews

6 of 6 people found the following review helpful.
Fantastic, tactical solo and co-op game
By Ian Beck
Galaxy Defenders is basically what you would get if you mixed the tactical, turn-based gameplay of the video game X-COM with the pulpy science fiction movies of the 1980's and 90's, and then transformed it into a board game. A fully cooperative game for 1-5 players, Galaxy Defenders features an elite group of special agents fighting against an invading alien force. Thanks to its campaign system, missions in Galaxy Defenders can be played either as standalone challenges or as part of a larger campaign (with your agents gradually improving their skills and arsenal throughout).

I was lucky enough to back Galaxy Defenders on Kickstarter, but although I have owned (and been playing) the game for several weeks I have yet to use any of the Kickstarter extras. There is a *lot* of excellent game included within the base set. So far, I have only played Galaxy Defenders solo, but I am hoping to lure some of my gaming buddies into some GD missions next time we get together.

Games of Galaxy Defenders look like this:

* After choosing a mission, you find the map boards and tokens necessary to set it up (detailed within the storybook). For instance, Mission 1 takes place across two desert maps, while Mission 2 starts with a desert map, transitions to a small indoor structure, and terminates with the interior of a crashed alien space ship.

* Over the course of the mission, each turn starts with a strategy phase, where you can gain reinforcements, attempt to level up your agents, designate an alpha agent, and check if you have accomplished the mission. Then each agent takes a turn in sequence (starting with the alpha agent, and clockwise from there). After each agent acts, the player draws a Close Encounter card, which dictates which aliens will act, and if any aliens are activated they act according to the rules on their AI card based on how far away the nearest agent is (more on this to follow). Because the aliens that teleport onto the map are somewhat randomized (drawn from an Alien deck), not all agent turns result in aliens being activated. Once all agents have acted, the players draw an event card, which may change the weather, advance the plot, teleport in more aliens, or cause any number of other effects (both positive and negative).

* Once the event deck is empty (or if you fulfill the win requirements dictated for the mission), the mission is either a success, a partial success, or a failure. If you are playing a campaign, a partial success will often require you to play a different mission afterward than a full success.

The things I like best about Galaxy Defenders are:

+ After you get a handle on the basic mechanics, the gameplay moves quite quickly. This is largely thanks to the handling of the alien AI. When an alien activates, you check its relevant card to see what it should do. So for instance, if a Xeno-Beta (basic ranged unit) is adjacent to an agent, it immediately runs away. A Spine Critter (basic melee unit), on the other hand, will try to get as close as possible to the nearest agent, and then attack them with their jaws. The instructions are typically sensible and easily followed (and for the rules-happy in the crowd, the developers are very active on BGG and quite willing to offer rulings on ambiguities). Since aliens always behave the same depending on the distance to the nearest visible agent, you very quickly figure out how they "think", as well. This could get boring and repetitive, except that you never know what particular cocktail of aliens is going to activate on a given agent's turn, and the combinations can get quite brutal.

+ The game is difficult but winnable, and if you find it too easy you can scale the difficulty by subbing in nastier enemies (available as an add-on set). This is very important for me; one of my favorite soloable games is Lord of the Rings: The Card Game, but the game can be so difficult that it can be difficult finding time to play it (it's pretty disheartening to spend an hour and a half only to lose due to an unlucky card draw, particularly when I have very limited time to play games anyway thanks to my young daughter). I particularly like that the missions are constant, but you never know quite when that thunderstorm will arrive, or what alien might pop out of the teleporter at any given moment. The balance of structure and randomness is quite well executed.

+ The game has a campaign mode! This is a huge draw for me, since it means that although I'm not just playing a mission tonight; I'm also developing my agents and trying to guess what I might need several nights down the road when I steal some more time for defending the earth.

+ The agent classes are all very discrete, but all fun to play. I have not found a single class so far that didn't feel awesome. Sure, the Hulk may be primarily intended as a tank, but he can also dish out a serious amount of damage when he wants. We might be bringing the Biotech along as our resident medic, but he can also clear out a crowd of aliens in one go with his shotgun or lay down covering fire with his automated turret.

+ Some people are going to be turned off by the use of dice in the game to determine combat results, but personally I love it. Combat works like this: you roll a number of red or blue dice specified by your agent's (or alien's) weapon. Red dice are combat dice, with a high chance to score hits, while blue dice are mainly defensive dice with a high chance to block hits (and a slight chance to score hits, when attacking with lower powered secondary weapons). A bunch of different symbols can come up during the roll: hits, jams (range weapons can jam, forcing you to waste an action getting them functional again), ammo (if this comes up, you have to discard one of your finite supply of ammo tokens, and once you have none left your weapon is inoperable), bolts (which trigger special effects, depending on the weapon), and the dreaded alien skull (which is a failure result that cannot be re-rolled by agent special powers). After factoring in any bolt effects, re-rolls, etc. you count up the number of hits. The defender then rolls blue dice equal to the number of hits coming at them, and for every shield result blocks a hit (bolts can sometimes trigger defensive abilities here, too). Any hits left over are dealt to the target as wounds. This system is nice because it adds a luck-based component to combat that prevents the game from being simply a puzzle, but because your defensive chances scale with the offensive roll the combat is usually not too swingy. Most attacks will deal one or two wounds, with the occasional outlier that deals massive damage (or no damage at all). You do a lot of dice rolling (since combat is a big point of the game), but so far I have never felt like the dice are playing the game, and as your agents level up you have lots of interesting ways to mitigate the luck aspects of a given roll.

+ When I first started playing, I didn't think that I would enjoy controlling multiple agents as a solo player (the need to play multiple decks in Lord of the Rings: The Card Game in order to defeat some scenarios is a major turn-off for me). However, I found that the upkeep for multiple characters is minimal; unlike LoTR where you have to manage entirely different hands of cards, sets of allies, and remember how to keep the interplay between the two decks focused on the "first player", Galaxy Defenders requires very little management on a per-agent basis. You simply need to know what devices and so forth are available, and those are right there on the table in front of you. Use a device? Discard it to the box. Activate a skill? Flip it over, then flip it back during the next refresh phase. Simple. Playing multiple agents as a single player actually felt a lot like playing X-COM; I'm not pretending to be multiple players, I'm simply managing a team. This makes me quite happy, because although you can play through some earlier missions with a single agent, later missions mostly require 3-5 agents.

+ The components are awesome (and there's a *ton* of them)! The miniatures are beautiful and highly detailed, the tokens and maps printed on very thick cardboard, and the cards are decent (given that you typically are not working with enough of them to riffle shuffle, they should stand up pretty well). The only problem I had was a single alien doing the limbo (easily fixed with some hot water), and the maps warped when I took them out of the box due to the difference in humidity (easily fixed with some time under my other heavy board games to keep them flat while the moisture level normalized).

+ I love the pulpy science fiction theme. Your mileage here will of course vary.

+ The developers (who as mentioned before are extremely responsive and active on BGG and their own site) have indicated they have lots of plans for expansions. I am certain we will start to see user-created missions and campaigns soon, as well; thanks to its modular maps and easily customized alien and event decks, Galaxy Defenders offers a great game system for building your own missions (there's even a beta version of a mission editor for generating custom maps, although I have not yet had a chance to try it out personally).

As with anything, there are some downsides to Galaxy Defenders that deserve note:

- The setup can get pretty heinous. Each mission requires a different selection of maps, with different tiles customizing them (you can add rooms and walls to the existing maps, along with teleport points, impassable doors/windows, etc.). As you learn all the bits and pieces, this speeds up but it's not a game you can just slap down on the table and start playing.

- This might be a pro for some people, but the later missions can take quite a long time to complete. The rulebook estimates start at 45 minutes for the shortest missions, and range up to three hours for the longer ones. So far, the estimates seem to be on the low side for me, but since I've only played solo games so far I am doing a fair amount of thinking before each turn.

- If you are playing with more than two players, player elimination becomes a concern (because you will likely be playing with a single agent per player at that point). Agents can and will die over the course of any given mission, and there is not currently anything built into the game rules to give players with dead agents anything to do other than twiddle their thumbs, play banker with the various tokens, roll the dice for the aliens, and maybe offer unsolicited advice.

Overall, I highly recommend Galaxy Defenders to anyone who likes tactical strategy games, campaign-style play, and particularly solo gamers. This is one game that is well worth the cost of admission, since even if you do not have any friends who are willing to commit to longer gaming sessions, you can play it on your own. There's a ton to do in the base set, and the modular game design means that it is very likely that people will start to create their own campaigns and missions as the community around the game grows more comfortable with what's been done and what is possible.

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