A couple of years ago I backed a kickstarter being done locally called
Vertium: Shadow of the Complex. I think I received the game last year, and I've played it maybe five times? It's not a great game. It has some really neat ideas, but it really doesn't achieve anything that people can pick up and play. But I feel like there's an interesting game to be played with the components.
The Game
It's for 1-4 players, and each player gets a mat, and number of meeples (depending on the number of players; more players means more meeples), and four of 4 different kinds of colonization tokens (
CTs). You have a number of planets, depending on the number of players (more players, more planets). Each planet has four places for
CTs, and an orange moon. There's three blue moons randomly distributed to planets. There's three decks of cards: 78 resource cards, a deck of cards to assist in the dice-oriented second phase, and a deck of small bonus cards. Each player gets a bonus card.
There trouble starts with the game being divided into two phases, Phase 1 and Phase 2. Phase 1 is where the players attempt to settle the planets by drawing resource cards, spending them on
CTs (3 resources cards makes a
CT), and some resource cards let you play silly buggers like removing
CTs, or causing a player to miss a turn or two. Once a planet is settled, you place a meeple on it, flip over its orange moon and add that number of vertium tokens to it. The moon also started orbiting when the planet's owner takes a turn, big moons (3 or more) orbiting at 1/8 orbit per turn, and little moons (3 or less) at 1/4 orbit per turn. Each full orbit adds more vertium. Once all the planets are colonized, the blue moons are flipped (one removes half the vertium on the planet, another lets a meeple escape to it, and the third adds a vertium token to your planet's collection). The resource cards are put away, and the other, combat-oriented deck is broken out. Players add up their scores, and the player with the highest score also gets the first turn and players take turns in that order for Phase 2.
Phase 2 is essentially
Risk, except you can attack any planet with the resources from any planet, there's 3 rounds, and each player can conduct an attack that round. You take a meeple and as much vertium as you want, swapping one for another meeple to leave on your planet, and go roll dice at another planet. The player with a surviving meeple takes the planet and earns a vertium token. The combat-oriented cards are essentially a way of fixing dice results in your favour.
The final scoring is the amount of planets you control and the amount of vertium and meeples you have.
Things I like:
Planets. The art on them is lovely, and they're round. They're potentially handy just to own if you're a Battlefleet Gothic fanatic.
Moons. The way the moons orbit them is kind of labour-intensive, but I dig how it's clockwork like that.
Art. It's quite lovely and it has a cool pulp-adventure vibe.
Things I don't like:
The player mats. They do nothing except support some admittedly pretty art. They have little squares for all your meeples, and areas to put your colonization tokens. These could also be heaped in front of the players, though.
The two phases, having players play two games, one to see who starts with the advantage in the second is especially bizarre because being able to attack first is an asset. That they don't use all of the components irritates me from a product design perspective. I feel like if the two phases are blended together then the game should be much better.
The rulebook. It's awful, particularly if you haven't played in a while or haven't played before, and in my opinion as a technical writer does everything wrong. I would hand it out to students getting their tech.writing certification as an exercise in how-not-to-do-it, and require them to re-write it as a two-page pamphlet.
Next Steps
Using the components in the box, and disregarding the rulebook, I want to rebuild this as an appealing, fun game. I'll use this thread to do so, and maybe people will have useful comments and feedback to add.
In case you want a copy, go to:
https://www.capergames.ca/