Analysing a Boardgame #1
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The second year of game design has started, and with it a new task to analyze board games. My group chose the game Dust, a strategy game where the goal is world domination. The game is played by two to six players in rounds with five different phases, with a setup-phase at the start of every game. The game is won by controlling capitals, power sources and by controlling the majority of land/sea areas or production centers which all give one victory point. When a player reaches the set amount of victory points needed (50 points if there are two players, 40 if 3-4 and 30 if there are 5-6) that player wins and the game is over.
When the game starts every player is given six cards. These cards can be played during the various phases of the game depending on which type of card it is, but in the setup as well as the start of every round one card is chosen and placed face down on the table. When all the players have chosen their cards they are simultaneously flipped over and the order of play is determined based on the values of the card chosen. The player with the card that has the highest valued card goes first and places a tank unit on their desired capital. Then the player with the second highest card does the same until every player has claimed a capital. Before I go into the game round I should explain how the cards work. A Game Round When the players have determined the playing order the same way as the setup, using the numerical values of the cards placed the round begins with the production phase. In the production phase the player calculate how many production points he gets, these points are used as currency to purchase units and cards. How many points the player gets is calculated by the number of capitals, power sources and production centers that he owns as well as the number on the card he placed on the table. The player then purchases the units he wants and places them on any of his own land areas that has a production center on it. The player can also use the points to purchase more cards, this is the only way to replenish your hand. After the player is done with the production phase he moves on to the movement phase The movement phase lets the player move his units around the board, the number of moves the player can do during this round is based on the number of movement points the card he placed has. While in the attack phase the player can choose to mount an attack to any adjacent land areas that are not controlled by him, the number of attacks a player may do in one round is determined by the combat value of the card he played. If a player attacks the two parts will first calculate who has a tactical supremacy which would allow him to attack first. The final phase of every round is the victory point phase, here the players recieve victory points in the following ways:
When a player reaches the amount of victory points needed to win as well as owning at least one capital the game is over. If more than one player reaches the goal at the same time then the one with the most points win. If this is tied then the player with the most capitals win. If this too is tied then the player with the most total land areas owned wins, and finally if that is tied then they share the victory.
And now for the objectively worst and best sides of this game. The worst The rules take a lot of time to learn, our first playthrough took almost six hours because we had to refer to the rulebook every time we did anything, not knowing how many units you can place where, not knowing how the power sources work and thus not having the correct number of production points.
The best The game is not over until it’s over, with the cards that every player has that are incredibly useful, some of them prohibit a player from attacking, some forces a player to retreat or drops every single mech that you own into enemy territory, wreaking havoc. Every round that we played were even with one straggler at least one obvious victor, but it was only an obvious victor in the final round when we all realized that he owned half the worlds power sources and will be getting enough points to win no matter what.
The Core System I would argue that the cards are the core system of this game, they are what decides the order of play, how many units you can build, how much you can move and how many times you are allowed to attack each round.
The Most Interesting System What I think is the most interesting system is the victory points, in that it changes the game from domination to grabbing as many points as you possibly can, and seeing as you only get one point for owning the most land while taking over a single power source tile gives one as well the priorites shift to a more strategic war over the victory points. The players also get a clear view of the standing of the game, and they can easily check if one player is on the verge of winning and thus can take action and stop this from happening.
The Target Audience The box says 12 plus to play this game, and that age suggestion is understandable as it is a very complicated game that you have to understand to stand a chance at winning at. The image on the box works in this 12-plus suggestion in that it has some soldiers standing and a tank in the background which could entise potential players to check the game out and potentially purchase it.
Summary To summarize this game and its systems, it is a very complicated game that takes a long time to learn but when you do and you get into it then it becomes a very fun game to play with friends, scheming and backstabbing as you go towards victory. The cards add an interesting dynamic to the standard war game, with cards that allow you to retreat unharmed or reroll your dice. If the rules had been more clearly stated and every scenario covered by the 25 page rulebook then it would have been even better, the only things that drag this game down is just that, the rules are a bit iffy in some of the most important parts (my example above about the capital being cleared). |

