Well, I got this game, and I've played.
Not as much as I would like, but I have.So, here are my opinions
after only three games and a lot of rules mistakes(1). Buckle
up.
Overview
Forbidden Stars is perhaps best
compared to Fantasy Flight's highly strategic Game of Thrones
boardgame, only with drastically expanded combat mechanics. Or
alternatively, a simplified Eclipse where player actions are declared
in secret. Victory comes by claiming the most objective tokens by
turn 8, or as befits 40k, genocide. Players get a pool of order
tokens which are placed on a star system faced down, resolved on a
last on, first off basis. While players only get to place 4 of these
tokens, each player gets a choice of which system to remove a token
of theirs from. This means you can not only bluff, but stall enemy
actions too. Increasing the general feeling of mistrust are the Warp
Storms, which act as usually impenetrable barriers, which players
move during the clean up step. Lines of battle therefore shift
constantly. Moving between planets meanwhile does not necessarily
demand ships, but frequent patches of open space do, and the game
makes movement in allied territory impossible. Diplomacy is strictly
a matter of "you go that way, I'll go that way", informal
and outside rules mechanics, so the four player games I have played
reminded me of Game Of Thrones in a bad way. The introductory map
intermingles each players forces and objective tokens, meaning that
neutral territory doesn't exist and players end up with units
isolated from the rest of their forces. This caused some annoyance
for myself and others and I wonder if a slightly more segmented map
would solve it.
However, I've come to conclusion this
is not so much bad game design as an attempt to make players more
ruthless, something that doesn't come to me easily, as there are
legitimate tactical reasons to have harnessing units near enemy
territory. Turtling seems a really bad idea in the game overall, as
people can just plonk an order token on a system, preventing you from
acting until they want you to. Plus there's an 8 turn limit, and its
rather easy to develop a clever plan that gets invalidated by enemy
action. In the singular two player game I've played, were we ditched
the introductory map, in favour of the alternating tile placement
method. This resulted in a less stressful game, although how much of
that could be a result of smaller playing field and fewer players is
unclear. Trying the same thing with four players could just easily
create a similar mess as the introductory map. While I definitely
want to play this game more, I want to see how it plays with fewer
players the most.
In either case, this game takes a
fricking long time to play, at least one hour per player, plus
another hour to explain and set up.
The Fighting
Actual combat is fairly brutal and surprisingly involved, as fits the setting. Players roll a number of dice based on the units in the combat, and then take three rounds applying a card to these results, attacker, then defender. Combat can end either by slaughter, or via Morale, which is slightly more involved. Units are only destroyed if a unit takes max damage in a single round, if they take less, they are Routed, and stop contributing to the battle, but the damage doesn't carry over. Damage is caused by the bolter symbol on dice and card, blocked one for on by shields. Morale victories happen when based on the number of unrouted, whom contribute their Morale rating, plus the value of cards and dice. Cards also have triggered abilities based on the units doing the actual fighting, which is probably the most important thing about the,
Actual combat is fairly brutal and surprisingly involved, as fits the setting. Players roll a number of dice based on the units in the combat, and then take three rounds applying a card to these results, attacker, then defender. Combat can end either by slaughter, or via Morale, which is slightly more involved. Units are only destroyed if a unit takes max damage in a single round, if they take less, they are Routed, and stop contributing to the battle, but the damage doesn't carry over. Damage is caused by the bolter symbol on dice and card, blocked one for on by shields. Morale victories happen when based on the number of unrouted, whom contribute their Morale rating, plus the value of cards and dice. Cards also have triggered abilities based on the units doing the actual fighting, which is probably the most important thing about the,
There a big element of deckbuilding to
all this, each player have a combat deck which they can customise and
forms the bulk of their offensive power. Improving your deck, and
building the better units that trigger the card abilities, seems more
important than sheer numbers and the actual dice roll. Due to the
capacity of sectors merely spamming units at people doesn't work, as
if a planet is full, the extra units die. The disposable and easily
used Reinforcement Tokens fulfil this roll, and while they only
really exist to catch bullets, they do make entry level infantry a
bit obsolete. The interplay of cards between opposing players
meanwhile make a vast different to combat results, as their effects
are more consistent and predictable than the dice. A combat deck
consists of 5 pairs of cards, which you shuffle and draw 5 from for
each combat. Once you have replaced at least two of these pairs, you
will have a critical advantage as you are all but guaranteed to draw
one of those cards, and failing to properly maintain my deck lost me
many battles(2). In using the Strategise Order to purchase these,
you also get the benefit of the Event Deck, which often grants a
combat related bonus, and also ties into Warp Storms.
The Different Armies
While there is some similarities
between these forces to start with, the differences become much more
pronounced as they upgrade their combat deck and purchase new orders.
Playing pieces are rated in three ways with standardised costs, so
its easy to make generalisations, but that's a mistake. Here's an
overview what of they seem to do.
Ultra Marines: The generic best
at everything guys, marines start out as slightly defensive, but
don't stay that way. Their dominate order allows they to side step
usual unit restrictions, and replace weaker Scouts with regular
Marines, and those with Land Raiders. Marines also have a close
relationship with Bastions, A.K.A fortresses, and be quite mobile,
depending on the options chosen.
World Eaters: Much more
aggressive than loyalists, the chaos units tend to be more about
murder, while their Combat Deck tends to have unusual mechanics.
These fellows are largely unconcerned with warp storms, as they can
place cultists easily on unoccupied worlds via their Dominate order,
and have a card that allows safe passage through them. The four marks
of chaos are in evidence, although Morale is something this army can
have issue with in comparison to the loyalists.
Craftworld Iyanden: The glass
hammer force, the pointy ears have less physical models than the
other forces, but tend to be extremely hard hitting and mobile. This
is evidenced by their very high number of ships relative to the other
armies, six basic ships to three, meaning they easily take control of
void areas, whereas for other armies its more of a considered
decision. Also, their Dominate order is arguably the best in the
game, as it allows you to move a single ground unit from the chosen
system to any friendly world.
Evil Suns: Big, green, and with
the subtlety of half a brick in a sock, the Ork army is all about the
brute force. Ork units vary in their strengths, and aren't usually
brilliant with Morale, but can usually dish out and receive a lot of
damage. The whole “more boyz than bullets” thing meanwhile is
represented by Ork having various cards that tie into Reinforcement
Tokens, with one free at start up, with their Dominate order allowing
a ground unit to be built without a factory. Orkz however don't get a
ship at start up, and are the weakest force in space.
Initial Conclusions?
Worth a go, certainly. And its more fun
than I had with the Warhammer 40K Minitatures game in a while.
Images Copyright Fantasy Flight, Sourced from their website.
Foot Notes
- There's two rulebooks, one a “learn to play” and a “reference”. This didn't always help.
- That and having an embarrassing interaction between mine and my opponents cards.
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