A Salvo of Space Expansions
In all honesty, I get bored reviewing expansions. As with the assembly of a cloak-seeking photon torpedo, it’s only fun once — which is why, across all of Star Trek’s many series and movies, they only did it the one time. The Federation could have obsoleted cloaking technology altogether, but one man had already boldly gone there before.
So today I’m going to rapidly launch a full three expansions reviews out my aft torpedo-tube, which is just one of the many phrases I use to refer to my bum. These are all expansions for games I enjoyed — Core Worlds, Space Cadets: Dice Duel, and Among the Stars — and as happy coincidence would have it, they’re all set in outer space. They’re also all published by Stronghold Games, but that’s not quite as interesting as the first coincidence.
Here we go:
Page One — Core Worlds: Revolution
Page Two — Space Cadets: Dice Duel: Die Fighter
Page Three — Among the Stars: The Ambassadors
Building a Better Deck-Builder: Core Worlds
There’s a special place in my heart for deck-building games — it’s just that it’s a twisty, confusing place.
On the one hand, the basic concept behind deck-building is nothing less than an absolute stroke of genius. On the other, I’m one of those theme guys that can’t help but need a reason for all the sheep-shuffling, card-conscripting, and goblin-ganking that board games regularly task me with. And while it’s a hoot to listen to my Dominion-loving buddy Stephen try to explain away that game’s thematic failures by insisting on a historically plausible kingdom composed of two witches, three markets, and a half-dozen duchies, I remain unconvinced. Although there are exceptions (like Mage Knight, upon which you could read a three-part series and never guess is running on deck-built steam), this is a genre I admire more from a mechanical standpoint than because I’m actually smitten.
Until Core Worlds, that is. Because I’m in love with Core Worlds, and I don’t care who sees us making out in public.