Race for the Galaxy: Rebel vs Imperium is the second expansion to Race for the Galaxy, my most played game ever. There has never been a doubt that I would buy this expansion, and the next one, Race for the Galaxy: On the Brink, expected early 2010.
Rebel vs Imperium adds new start worlds, new cards, new objective tiles, and takeovers. Takeovers is probably the most interesting new mechanic introduced. It adds some direct aggression to the game. During the Settle phase, if certain conditions are met, you can rob a military world from an opponent's tableau. Only four cards in the whole deck allow takeovers. You need to have played one of them to be able to attack someone else. In addition to that, your target need to have a specific vulnerability that your specific card can attack. E.g. if you have positive military power, you can be targeted. If you have rebel worlds, or you have Imperium cards, you can also be attacked. For a takeover to be successful, the attacker's military power needs to be at least the defender's military power plus the defense value of the military world.
I have played 12 games with Rebel vs Imperium, 8 of which had takeovers turned on (you can opt to play without this). However so far I still have not seen an actual takeover. Maybe it's because all my games have been 2-player games. With fewer players, it is harder for the conditions for takeovers to be met. However, having takeovers turned on did impact our games. We were conscious of it, and it made us think twice before playing Rebel, or Imperium, or military strength cards. However overall the impact of takeovers to the game feels small. I think whenever it does come into play it will become a major factor in deciding that particular game. Just like armies. In peace time you don't feel their impact, but when war breaks out, their strengths decide the fates of nations. I think I will continue to play with takeovers all the time, since with 2-players it is so hard to have an opportunity to see it in action anyway. The rules recommend turning on takeovers for alternative games, but I think that is probably for games with more players.
Rebel vs Imperium adds more new cards than Gathering Storm (the 1st expansion). Most of them are interesting. There are quite a few 6-cost developments, which will allow new strategies to be pursued. There is an 8-defense and a 9-defense military world, which are such tempting targets, and yet can be a hindrance if you keep holding the card in your hand and end up never being able to play them. There are quite a few quirky new card powers (e.g. you end the game at 14 instead of 12 cards), and quirky cards (e.g. one of the cards is both an Uplift and an Alien card). I find the new cards very interesting. They make the game richer. I really enjoy exploring the various strategies and various combinations of cards.
Two of the new start worlds were designed to work with the Rebel and the Imperium strategies respectively. Not that they are all that powerful. It's more like you start with the respective vulnerabilities. You start being at risk of getting conquered by the other side. You can have both Rebel and Imperium cards in play. However it will also mean you are vulnerable to more types of attacks.
The new rule that allows you to select one from two start worlds is good. One option will always be a blue (usually peaceful) start world, and the other a red (usually more militaristic) start world. That gives a bit more control. You choose your start world after looking at your initial hand of cards.
The new objectives (objectives are introduced only in Gathering Storm) are nothing spectacular, but they do add some variety. I find that by now the objectives that came with Gathering Storm are starting to feel a bit repetitive. So I welcome some variety.
For those who like Race for the Galaxy, getting Rebel vs Imperium is a no-brainer. The only issue I have with the game is - damn, there are a lot of cards to shuffle.
Dungeon Lords is one of the hot new games from the recent Essen game fair in October, designed by Vlaada Chvatil (designer of Through the Ages, Space Alert, Galaxy Trucker). Han asked a friend to bring this back from Essen (name withheld to protect said friend from accusations of "why didn't you offer to bring me some games?"), and when Han was in town on 30 Nov 2009, we gave it a go, as a 2-player game.
In Dungeon Lords, you are evil apprentice dungeon masters constructing a dungeon, and recruiting monsters and setting up traps, to protect your dungeon from those pesky holier-than-thou adventurers. The rulebook is full of humour, just like Galaxy Trucker and Space Alert. Similar to Galaxy Trucker, there is one phase of building your dungeon, followed by one phase of subjecting your dungeon to attacks by a band of heroes. The meat of the game is in the dungeon construction. By the time the combat part comes around, there are some but not many decisions to be made. You just try to make use of whatever you have in your dungeon to try to defeat the adventurers. There is a puzzle-solving element to it, and also some randomness in the combat cards. I'll come to that later.
The dungeon construction part of the game has been compared to Hoity Toity / Adel Verpflichtet, which I find to be very apt. In each of the four construction rounds (4 seasons in a year), there are 8 types of actions available, e.g. gaining food, digging tunnels, mining gold, recruiting imps, improving your reputation, recruiting monsters. Every player has 8 cards representing these 8 possible actions. However each round there will be 2 that you cannot choose (and this is public information), and from the remaining 6, you secretly and simultaneously choose 3 to execute. For each type of action, at most 3 players can execute it. The costs and rewards differ for each player who has chosen the same type, depending on which spot on the game board you manage to place your minion (which in turn depends on turn order, and the order you place your 3 actions). E.g. among the 3 possible tunnel digging actions, one allows a player to assign up to two imps to dig 2 tunnels, one allows 3, and one allows 4, but you need to assign a "fore-imp" in addition.
In our first game, this action selection was a little daunting, and it took us a while to think through it and to choose the actions. Also since it was a 2-player game, we had to handle choosing actions for the non-player characters. This may sound a bit tedious and clunky, but I think it works well, and it also gives some additional control.
Managing your food stock and your finances (gold) is tough. Some actions require one or the other or both. Some monsters ask for food when you recruit them. Every year there is one pay day, and you need to pay this food cost again. The Ministry of Dungeons taxes you for dungeon construction. If you can't pay up, there is a heavy victory point penalty. Sometimes you also need gold to lure adventurers to walk into your trap.
There's an Evilometer in the game. Some actions worsen your reputation (e.g. you go to the village to rob food). Recruiting some monsters (e.g. vampires) worsen your reputation. Some actions and events can improve your reputation. Your standing on this Evilometer determines which adventurer you attract. The more evil you are, the stronger the adventurer you attract. If you have been really really naughty, you will attract the Paladin, a very powerful character who will likely cause much damage to your dungeon, but will also earn you many points if you manage to capture him.
There are four types of adventurers. Warriors walk in front and tend to be able to take much damage. Wizards cast spells, which can sometimes be devastating. Thieves reduce damage caused by traps. Priests heal the adventuring party. You need to try to cater your dungeon to the adventurers that you will get. Well, actually, I think more often you need to try to manipulate your Evilometer standing so that you will get the "right" adventurer that your dungeon can defeat more easily.
So there is a lot to think about when you construct your dungeon. The core of the game is in the action selection. You need to see your opponents' dungeons, assess what they need, and guess their intentions. You need to be careful not to get shut out of an action. You get at most 12 actions in a year, so it is painful to waste even one action.
After one year of dungeon construction, the adventuring party is fully assembled at your doorstep, and it barges in. There will be 4 rounds of combat. For each round that you do not completely defeat the party, it conquers one of your tunnels or rooms. After the 4th round, if there are adventurers remaining, they get bored and leave. I find that at this stage of the game, the players actually try to help each other defeat their respective invading gangs. It's like helping one another solve their different puzzles.
There are two years in the game, and after two years of building and fighting, you score. You score for many things - the number of rooms, the number of monsters, the number of captured adventurers. You are penalised for conquered tunnels and rooms. There are also a bunch of titles awarded, e.g. for being most evil, for having the most tunnels, for having the most imps.
Han and I played two games back-to-back. And Dungeon Lords is not a short game. Our first game took 2 hours, the second one took about 1.5. I was really evil in the first game, and attracted the Paladin twice. I had tried to improve my reputation, but the gap with Han and the non-player entity was so big I gave up. I attracted the Paladin in both years. In the second year, he was attracted even before the year started, because I was already evil enough. Later on, we found that we missed one rule - whenever one of your tunnels or rooms get conquered, your evilness drops. I had 4 tunnels conquered in Year 1, and should have had my evilness reduced by four. I probably wouldn't have attracted the Paladin if we played right. The good news is I did managed to defeat both Paladins, which gave me a lot of points.
In our second game Han and I reversed roles. I was Mr. Nice Guy, and he the evil overlord. He attracted the Paladins in both years too. It wasn't intentional in the second year, and that was a painful fight he had to go through. There was a magic spell cast by the party which really screwed up his defense too. He had committed some tough monsters to defeat the Paladin quickly, but then the wizard cast a spell to summon a weak phantom adventurer at the head of the party. So the monsters killed off that phantom adventurer instead of the Paladin. Monsters are one-use-per-year, which means Han had wasted some of his best monsters on that phantom adventurer. He did eventually beat the Paladin, but in that 2nd year the adventurers conquered 5 of his tunnels / rooms (there was another magic spell that allowed the adventurers to conquer an additional one).
In the 2nd year of the 2nd game, I made one major mistake that completely destroyed my game. I was out of food and out of gold, a situation which I probably should not have allowed myself to get into in the first place. Then in that particular round, I got shut out from one action (tunnel digging), which had a cascading effect, causing my other two actions to be abandoned as well. I couldn't dig any new tunnel, and I didn't have any unconquered tunnel, so I couldn't dig for gold. And without any unconquered tunnel, I couldn't do the convert-tunnel-to-room action. So I had one round of completely wasted actions. This had further rippling effects. I couldn't pay my dungeon tax which was due that round, and received two nasty letters from the Ministry of Dungeons (-3 points each, ouch...). It also caused some more wasted actions in subsequent rounds. I had a pretty empty dungeon. And I ended the game with -7 points. Oww....
The games were very tense! There never seemed to be enough actions for me to do all I wanted, to build up and protect my dungeon. And my heart just sank whenever the marauding adventurers approached my dungeon, especially when there was a Paladin leading the party. This is such a cruel, cruel game. I felt like I was fighting the adventurers more than I was competing with Han. Maybe that was because I was still new to the game. I needed to learn to survive before I could learn to be competitive.
I enjoyed Dungeon Lords very much. But I think we did rather poorly in building our dungeons. They kept getting conquered. I wonder how other people fare, and what's the norm after you become familiar with the game. In our first game we tied at 15pts. Having positive points meant we both passed the dungeon lords exam and earned our dungeon building licenses. In the second game Han scored 15pts too, but I failed my exam miserably.
I'm a bit torn about Dungeon Lords - whether I should buy it. Han already has a copy, and there are many other new games that I'm interested to try. But I really like it a lot. I shall procrastinate. I find that if I put off buying games for a while, when I later revisit my wishlist, I will have lost interest in some of the games, and it will become easier to trim down the buylist. In the mean time I expect I will bug Han to bring Dungeon Lords quite often.