Galactic Relapse

Me, a total dork, upon immediately seeing Renaissance in the title: Uh, life expectancy went down by like two decades in the Renaissance.

When it comes to board games, it isn’t always easy to tell the difference between a development and a regression. Take Galactic Renaissance, Christian Martinez’s followup to his supernal war-and-politics game Inis. On the surface, it covers much the same ground as that previous title, full of aggressive peacetimes, ill-advised conflicts that leave one poorer even in victory, and intersecting interests that are too testy to call alliances. Even the game’s geography, those far-flung planets only connected via warpgates, the way their abilities are contested and claimed, calls to mind the island terrain of its predecessor.

But this is no Inis. Despite riffing on many of the same ideas, Galactic Renaissance is a pockmarked experience, uneven in its best moments and frustrating and over-long the rest of the time. At its worst, it feels like a half-completed prototype for its predecessor.

Look at us. Prospering.

A union of prosperous colleagues.

The future, as it turns out, is crowded. A handful of far-flung alien species have stumbled across a series of connective warp gates, a spiderweb network that bridges untold worlds. At their heart lies the Hub, a single planet with access to all three of those color-coded gates. The whole thing is reminiscent of the lore of Mass Effect, but it’s an effective hook. Little by little, your species ventures outward, uncovering new planets and contesting over those that have already been mapped. There’s little room for outright warfare — and any battles are coded as diplomatic efforts, in which emissaries are sent home rather than viciously disemboweled — but there will be plenty of jostling for space. Like feuding houses in our own Renaissance, no one species is capable of overwhelming the others.

Instead, you must navigate a shifting set of victory conditions. This is the beating heart of Galactic Renaissance, reminiscent of the goals in Inis thanks to the overlapping interests they produce and their sometimes hard-to-understand nature, but separated by a degree of sheer fickleness that can only be described as infuriating. Drawn at random, the game opens with two available; as points are earned, eventually a third is revealed and the first two are swapped for new options.

They’re also a pain in the butt to comprehend, with such an exact degree of complexity that their shifting nature requires constant reminders to keep abreast of the political situation. One straightforward option might announce that you will earn one victory point for “Each SHARED Planet with a RED Portal where you are PRESENT.” Okay, not so bad. But how about the one that promises two victory points for “Each SHARED Planet with at least one INSTITUTE where you are INFLUENT.” Ah, now we’re cooking. Galactic Renaissance speaks its own language, and it’s a tongue that only occasionally deigns to permit easy reading. “Influent” means you’re tied for the most “elements” on a planet. “Strong,” far from meaning, you know, strong, means you have exactly two elements on a planet. Allied planets are different from planets where you are leading; institutes and foundations are obviously very different sorts of structures; “twin portals” does not mean three portals. Now put three of these objectives side by side. Now swap out one of those for a different one. Neck-craners, prepare thine necks for craning.

Forget becoming a billionaire. I want to found an influent institute on a shared planet for 2vp.

Life goals. Also game goals.

Victory in Galactic Renaissance is about chasing these objectives. Moreover, it isn’t enough to simply pursue one or two of them. No, there comes a point in the development of a stellar potentate that they will have to consider every tool in their arsenal at once. When the game begins, meeting an objective is a simple thing. When you send a senator to the Hub, you trigger scoring. Congratulations, you now have more points than you had before.

But your ultimate objective is to reach 30 points. And around the game’s halfway to two-thirds mark, everybody’s progress shudders to a stop. That’s because your actual points are capped at 20. Anything over that number will drop back down at the end of your turn. To truly win, you need to hit 30 within the span of a single turn. That means scoring ten points all at once.

Leaving aside the precise composition of victory conditions, which might make such an endeavor either trivial or very difficult indeed, this means that a number of planetary bodies need to achieve syzygy. Your place in the galactic fold must be well established, ready to meet those victory conditions. Your hand must be carefully curated. Your hand limit, one of the game’s strictest impositions, must be upgraded. Perhaps most frustratingly, you need to draw and play your senator card at exactly the right moment. The result is a degenerative state in the final act; clever politicking goes out the window, and in its place comes the fastest churn you can manage. Every session I’ve played has come down to a sloppy footrace to see who can first draw the proper cards.

To be clear, this is no random process. Rather than functioning as a regular deck-builder, cards in Galactic Renaissance are approached deterministically. Apart from the game-opening shuffle and the occasional interruption from a rival, every time you use a card it will be placed on the bottom of your deck. Over the course of the game, then, their order may be managed. Advisors and specialists with complementing effects can appear together, while those that are useful in moments of diplomatic unrest can be seeded throughout one’s deck to protect your emissaries from disruption.

Kill/Marry/Kiss?

The cards do the heavy lifting. Also, the game-breaking.

Except this procession is rarely as orderly as one might hope. Turns unfold as you play cards. Early on, this usually means only one card, giving the game a piecemeal progression. Later, specialist cards and planetary effects permit you to bounce multiple actions off of one another, accomplishing far more in a single turn. The pacing is wonky; a turn could last five seconds or five minutes depending on how many of those specialists you’ve crammed into your deck. But as a general blueprint to build a starship around, it’s functional enough.

But one’s cards are often stronger determiners of your fate than you might hope. It isn’t a problem that they’re unbalanced. Quite famously, Inis was chock-full of imbalanced cards. But those were carefully assigned, whether by draft, territory control, or, in that game’s more random case, drawn at great pains from a deck of special powers. More importantly, they were temporary. Any card could only be used once, forcing players to carefully choose their battles.

By contrast, the cards in Galactic Renaissance are permanent additions to your deck. When it comes to Disorder, the game’s euphemism for battle, some of them are downright nasty. Under normal circumstances, everybody at the planet in question chooses whether to lose an emissary, retreat two emissaries to a home planet, or raze one of their precious institutes. If the planet has been brought down to a sustainable population, the Disorder ends; if not, another round is inflicted on everybody there.

Certain cards upset this order. Those who have played Inis will recognize this for a near-replica of the combat system there. Rather than losing one of your emissaries or institutes, you can instead play one of these disrupting cards. These have a range of effects: adding an emissary to the conflict rather than losing one, plopping down an institute, or maybe even concluding the fight in your favor altogether. Where Inis presented these moments as singular turning points, Galactic Renaissance sends them to the bottom of their owner’s deck — from whence they will reappear again and again, like some schoolyard bully coming after your lunch money every first recess.

Despite being tremendously disruptive, these specialist cards are drawn at random. There are ways to secure a better pick, often by drawing multiple cards and picking which one you’d prefer. But there’s still a galling degree of chance at play. Pulling the right cards, those that upend the usual process of Disorder or, worse, earn further specialists, will nearly always come out ahead. It surely doesn’t help that specialists universally award extra actions, as opposed to the starting cards. The problem is recursive. A lucky early specialist draw can be translated into a significant margin in short order.

This game's occasional deviations into silliness are so confusing.

Follow the Cosmic Rabbit.

That problem extends to nearly every corner of Galactic Renaissance. There simply isn’t a bone in this creature’s body that wasn’t grafted from its sturdier predecessor. The cards are still potent, but because they cycle through your deck rather than being drafted or spent, they’re spent flippantly rather than only after careful consideration. Combat resolves similarly, but without the possibility of negotiated peace it tends to result in straightforward eliminations rather than fostering the political situation the game desires elsewhere. Terrain works the same way — each planet has an attendant ability that can be secured — but these are flimsy and often forgotten by the game’s midpoint, with various planets coming across as interchangeable, no real comparison to the grudges that clans enact over Inis’s provinces. Victory is a hurdle to be vaulted, one that often displays some measure of kingmaking, but it’s a case of drawing the proper cards in order, hopefully after nobody has disrupted your play order, rather than requiring checkmate-style maneuvering. In nearly every regard, it comes across as a bastard child rather than an heir.

I was naturally curious to see how the medicine would go down with those who hadn’t experienced Inis. Martinez and Matagot pitched Galactic Renaissance as a spiritual sequel, but it’s an unenviable comparison regardless of who invoked it. So I put on a smile — I still enjoy playing titles I don’t like — and plunged a handful of newcomers into an icy bath of intergalactic politics.

To be sure, they didn’t share my tangible disappointment with Galactic Renaissance. But neither did they find much to be enthusiastic about. The victory conditions were just as tricky to parse, the conflicts just as persnickety, and the card system just as hidebound by its limitations and as confounded by powerful cards cycling through its decks. They were especially put off by the game’s final act, which featured multiple failed attempts to surmount that conclusive ten-point gap. All told, they discovered a game that pulls in directions that are more interesting than traditional dudes-on-a-map fare, but fails to realize any of those tangents. For such a lavish production, it’s a spindly thing.

The base box only goes up to 4p. That's a good call. Because 5p is terrible.

Bigger sessions tend to be a muddle.

What more is there to say? Galactic Renaissance is perhaps the biggest disappointment of the year, an overburdened and poorly developed game of political intrigue that forgets to be intriguing or even all that political. As renaissances go, this one has me pining for the past.

 

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A complimentary copy of the base game was provided.

Posted on May 8, 2024, in Board Game and tagged , , . Bookmark the permalink. 22 Comments.

  1. As someone who enjoys your writing and insights, and resonates with many of the takes you express, I have never hoped so strongly that we disagree on our thoughts on a game. I’ve yet to play GR but (still?) have high hopes for it. It’s the sequel to Inis, after all. Right?… Right?

  2. A harsh judgment, but in a refreshing way.

    I felt GR was an OK game, I liked my play of it well enough, but it really won’t do to follow up a truly great title like Inis with an OK game. Really baffling actually… like it makes you wonder, does Martinez & Matagot even understand what Inis is and what makes it so special?

    • It’s a hard call. Maybe. I also think it’s possible they underestimated how hard it is to follow a hit.

    • Michael Lucas

      I am yet to play Galactic Renaissance. I actually get to play it tonight. But my game group loves Inis. I feel like I understand what makes Inis special/unique and feel like Galactic Renaissance does the same from what I can see from the rule book. I’m not saying GR delivers a great or good game but it definitely looks like they tried to think outside of the box in terms of normal troops on a map game like Inis. I feel like I see some of the same DNA in GR. Not saying they delivered on that DNA well. But what I am saying the attempt to make another special troops on a map game definitely seems it’s there to me.

      What made Inis so special that you feel like Galactic Renaissance totally missed on?

      • Samuel Vriezen

        Inis is a very tight design with very carefully calibrated victory conditions and a turn order structure that generates some really intricate tactical and interactive play. GR replaces those carefully calibrated victory conditions with a conveyor belt of random goals which are more capacious on paper and more random in practice. It replaces the tightly tactical action system with a more conventional (I mean, with original touches, of course) engine building system, and that takes away a large part of Inis’s special style of interaction, replacing it with something much more mundane.

        GR is really not a bad game though. I would probably not say no to a game of it. But I’ll prefer Inis over GR every single time, and many other titles too.

  3. ceyler5918b2f10b

    Well, that was hard to read.

    I scraped to go all-in on GR because I thought its political (and non-military) take on the “4-X” genre was cool and different.

    Your essay helps clarify a lot of the comments/critiques on the BGG forums, that the rules were confusing and cards needed adjustments.

    So, do you think that there is a possibility that a rules revamp may address the issues you raise and make it a better game?

    Thanks for all you do and your continued insights into the wide world of board-and -card games. Always a pleasure to read your thoughts, sir.

    • Thanks for the kind words!

      As for this one being a hard read… yeah, I get it. Given the game’s pedigree, my hopes were high as well. When it comes to the rules, anything is possible. It’s hard to imagine Galactic Renaissance really coming into its own without resetting a few bones. But I would love to give it another try with a more polished ruleset.

  4. Jesús Couto Fandiño

    Ok, so we have another situation of “Should have waited for retail and Dan’s review” 🙂

    I guess they wanted the spiritual part of the sequel, but not just re-skinning Inis in space. But for what you say, its the old case of the original parts being not good and the good ones not original.

    • The funny thing is, I didn’t want Inis-By-The-Nebula. If anything, I was surprised by how closely Galactic Renaissance mimicked its predecessor. I figured it would be more distinct. Instead, it replicates nearly everything about Inis, but without really understanding what made those systems tick.

  5. As someone excited to start digging into Inis, I’m kind of relieved there isn’t a successor that has rendered it obsolete.

  6. This review just killed this designer’s game. I feel sorry for him. With so many new games being released, it will be dismissed and players will move on.

    “But this is no Inis. Despite riffing on many of the same ideas, Galactic Renaissance is a pockmarked experience, uneven in its best moments and frustrating and over-long the rest of the time. At its worst, it feels like a half-completed prototype for its predecessor.”

    Translation: the game is garbage (according to this reviewer). Result: how many unsold copies will end up in the landfill?

  7. Jason Laurita

    Insightful as always Dan, thank you!

    Have you gotten a copy of A Gest of Robin Hood by any chance? Was hoping to get your take on it.

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