Had our local meetup last night and despite the small crowd, it looks like we’ve got at least 3 copies among us (including mine).
This was the first play through for 3 out of the 4, and #4 I think has played once. It wasn’t a great experience, and I have a feeling it’s going to be hard to convince several of the folks to try it again. We played for about an hour, and it was apparent that there wasn’t much fun being had, and we ended up stopping the game without anyone accomplishing a single goal on the card, and only maybe 3 jobs total completed.
Some of it is the goal card. Most of the goal cards seem to be pretty rough for an inexperienced group. I’ve seen at least one user-submitted “starter” card over at BGG that might even be from GF9 which would have been a much better introduction to the game’s mechanics. I think this would have helped a lot, because we had one player who basically got into a situation where they were just trying to pass a misbehave check for something like 4 or 5 turns in a row. They didn’t seem to be badly geared/crewed, but probably needed to gather a few more things before starting the job.
There are also a number of rules or situations that don’t seem to be clearly handled by the rules. I found a FAQ over at the game site which goes a long way towards explaining those situations, and does a little better job of handling the Work and Deal actions.
My run actually started out ok, but got ugly after about 15-20 minutes. I finished a milk run at the start for some quick cash and had two more job cards in my hand that both started in the same place. I stopped on the way to the start to load up on fuel, parts, and bought some crew and gear. I had no problems starting the two jobs (misbehave checks went well) and loaded the contraband for both in my stash. The drop offs were both on the other side of the board, so I decided to risk it and run through Alliance space. Two spaces into my burn I pulled the Alliance cruiser card, which means I lost my contraband (despite it being in my stash).
At this stage, I’m unsure what to do. I can’t go back to the start of the jobs and reload the contraband there. There’s no way to buy contraband directly to replace it. I understand (now) that there’s cards in the navigation decks that let you do a skill check to possibly steal some contraband, but that’s totally chance-based (two-factor even) making it extremely unlikely, and it doesn’t help that my crew is all moral as well. I can’t just discard the jobs in any way. So my only option seems to be to try and do one additional job at a time and try to just slowly work my through it and hope for the rare chance to steal some while flying. Oh, and I’m almost out of cash.
We ended up stopping shortly after that, so I didn’t get to play it through, but I could tell it was going to be a long, long time before I could even attempt the first goal (2 or 3 misbehaves + negotiation skill check + at least 5,000 cash).
One of the things I noticed was that the navigation decks are probably a little too brutal for my taste. It may have just been bad luck, but I ended up stopped almost every turn usually no more than two spaces into my burn, and they really interfere with working the jobs. I know that’s the kind of the point (flying is supposed to be risky and not boring), but until we have the game a little more in hand I’m also considering proposing a house rule to reduce the number of nav cards you flip (maybe once per area type entered) until we understand the game better. I think once people actually start completing jobs, they’ll start enjoying the game more and we can always ease that back once we’re more familiar with the risks of traveling and how to counteract them.
I think 1) that slight change combined with 2) using an easier goal card and 3) clarifying some of the ambiguous mechanics could really be the help we need to get the game moving and fun until we get our feet under us.