Yesterday
I played Eclipse very badly, scarcely remembering the rules let alone
any of the game's strategy or tactics. The game also stretched out
to five hours, a point that I wouldn't raise except for the fact that
it took quite a lot longer to complete thanks to the number of
complaints about the amount of time it was taking. You've probably
been there, reader, and if you haven't – I envy you.
After
a break to relocate, play recommenced with Race for the Galaxy.
Historically, I've been pretty bad at Race. However, thanks to an
obvious starting hand I mustered a good second-place finish, just a
point or two behind the winner. As there was a bit more disruption
among the available players – errands had to be run and there was
no agreement about what serious game to play next – we then settled
in for King of Tokyo with the expansion pack in play and the
Panda-kai banned by mutual consent. I mustered a last-to-fall with
my Kraken, with the winner only coming through by the skin of his
teeth.
We
finally settled in to play Avalon Hill's 1997 Princess Ryan's Star
Marines, largely because most of us hadn't played it and therefore
had nothing against it. Also it promised a 90 minute game, which
seemed like a good idea as the time pushed towards midnight.
Unfortunately, the people who had played it were trying to remember
the game from ten years ago and the rules had a bad habit of ending
up at the end of the table with the worst vision, leading to a number
of early rules mistakes such as “<” being read as “greater
than”.
But
that shouldn't be seen as a commentary on PRSM itself. Once I laid
my own eyes on the slim rules document, it all looked pretty
straightforward. The game can be played with 1 to 6 players, with
rules for playing the hazards of the board randomly or under the
control of one player. I suspect that PRSM gets easier with more
players, but I didn't check to see if or how it compensates for fewer
hands. It runs on a distinctly nineties “half a dozen card decks
to deal with a few concepts” design, but at least it's not burdened
with huge numbers of counters to lose.
Gameplay
in PRSM tries to capture the flavour of a rescue mission, with
Princess Ryan being rescued by the Star Marines. There's a finite
number of marines that are shared out between the players (with a
small reserve to compensate for the inevitable casualties), all with
a defined rank and fighting power and a special skill. The
highest-ranking marine on the table grants their player the right to
command the mission and make whatever bone-headed decisions about the
route towards the objective they like, although usually that boils
down to Shuttles, the direct route, or the scenic route. Obviously
the direct route is more dangerous, but it has very navigation
hazards, while the Shuttles can only be used a limited number of
times. When the bad guys rear their ugly heads, the marine players
need to push forward their chosen skirmish party and equip them with
weapons from hand, hopefully triumphing over the villains and
securing more resources for continuing the mission.
What
makes PRSM tick is that the marine players are trying to juggle two
other resources along the road. They have a limited supply of time
counters and they need to interrogate prisoners to discover which
cell Princess Ryan is being kept in. Of course, only the marine who
made the biggest contribution to a skirmish is permitted to
interrogate a prisoner at the end of the fight, so each player
assembles clues on the location of the princess independently. If
and when the marines reach their mission objective, each player
guesses the location – if nobody gets it right, then whoever took
up the lonely task of playing the board wins. Otherwise, victory
falls to the player who got it right, or, in the event of a tie, the
player who contributed the most to the last skirmish, even if they
didn't get the answer right.
There's
a bit more complexity to PRSM than that, but bear in mind that 90
minute play time blew out to about two and a half hours and I didn't
get to bed until 3am last night. As mentioned, a lack of clarity on
the rules caused significant delays, but we also suffered from
indecision early on. Our host, playing the bad guys, knocked the
marines around quite badly in the early going, slaughtering a quarter
of the force and that left us pretty timid for a while. It also
might have pushed the marine players to a more co-operative style
than the game assumes – certainly, our host complained that we
weren't infighting. I didn't win, although I was the mission
commander by the end of the game and did correctly guess the location
of the princess. But another player made the same guess, so victory
actually fell to someone who'd had a relatively quiet game, making
the odd good suggestion and helping things along.
I
guess we're a Lawful bunch at heart.
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