Cosmogenesis - title

Every now and then, a very odd or unique game catches my eye. I knew nothing about Cosmogenesis when I bought it. It looked like a borderline "edu-tainment" product, with its theme about the creation of solar systems and origins of life. And I had success with previous edu-tainment games. Photosynthesis was a surprise smash hit, and turned out to be one of the most popular games in my collection. So maybe Cosmogenesis would capture that same lightning-in-a-bottle?

But solo designer Yves Touringny and publisher Ludonova are not Blue Orange Games. Cosmogenesis plays solidly enough, but it just lacks the sheer "table presence" of something like Photosynthesis.

Star child

Cosmogenesis plays like a tableau-building card game, but without any cards. Instead, each player has a cardboard player board with circular slots along one side, in which circular cardboard planet discs can be slotted. Other cardboard asteroids, comets, and planets can be placed on the board, on the same row as a slotted planet, to act as moons. And small, gray plastic discs (that looks like an Advil tablet) are used to track the development of life on a track on eligible planets (or moons).

The only player interaction is resource-denial, which is rare.

Each player is kind of playing your own little game with almost no interaction with the other players. This can be good for players who can be more sensitive to being "attacked" by other players, or for players who prefer to focus on what they are doing instead of having to try to consider how other players might interfere with their strategy. The only player-interaction that ever really happens would be resource-denial, in cases in which one player specifically claims a token or objective that another player wanted.

But even that seems rare. The way that the game is structured, players are always acquiring new objectives every game round. You always have your own objectives to accomplish, even late in the game. So most players are going to be claiming tokens that actually accomplish their own objectives or improve their own score, rather than wasting a valuable turn by claiming a token specifically to keep it away from another player. If you do claim a token that another player wanted, it's likely because it's also something that benefits you.

This high focus comes from the fact that every game round the players acquire new short-to-medium-term goals to work towards. Even in the last round of the game, you will still be acquiring a new objective (whether you'll be able to accomplish it or not). These goals always feel viable to attain. I've never seen a situation in which its outright impossible for a given player to compete for at least one of the goals that's available, if they work to try to achieve it. I'm sure it's possible, but I haven't seen it happen yet.

Acquiring new objectives throughout the game
keeps play focused and goal-oriented.

Each player is also given a secret goal during game setup. In most games, this would likely be an end-game goal that could make or break your strategy. But in Cosmogenesis, this initial goal is the same kind of short-to-medium-term goal as all the other objective cards in the game. This initial goal will likely influence your game-long strategy, but it isn't the end-all-be-all. Instead, it just gives every player something to work towards right from the start of the game, in order to keep everyone's play laser-focused. From turn 1 all the way through round 6 (the final round of the game), every player has goals to work towards.

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Star Wars Armada

If you like the Star Wars: X-Wing miniatures game (and I do like it), or if you're eagerly awaiting the release of the second edition, but you don't want to house-rule that your car can act as a makeshift Star Destroyer, then Fantasy Flight has you covered. Star Wars: Armada is a higher-scale, tactical combat game using capital ships, and it might actually be a considerably better game than the core X-Wing set (at least better than the first edition)!

Planning ahead

Much like the board game Sails of Glory (which I also really like), Armada requires you to plan the actions of your capital ships a couple turns in advance. However, unlike Sails of Glory, it isn't the movement of these ships that you must pre-plan; it's their desired "commands". I was a little disappointed that the capital ships don't require that players plan their movement in advance, but then again, the maneuverability of these ships is highly limited, and only gets lower as the ship goes faster (if the ship in question even can go faster). There is a sense of inertia to these behemoth ships, but not quite the same level of inertia as the sailing ships of Sails of Glory.

Star Wars: Armada - maneuver tool
Ships move very slowly and have very limited maneuverability.

I do like that these ships both begin and end their movement relative to the font of their base. This alleviates the problems that X-Wing had with its large ships counter-intuitively moving faster than their smaller counterparts. And since the base Armada package comes with ships of varying sizes, this improvement is immediately noticeable without needing to wait for expansions: all ships move and turn at consistent speeds.

The rules do require that ships attack prior to moving. This means that you must plan ahead a little bit, since you have to position yourself for an attack in the turn prior, and have to anticipate who will have initiative and where their ship(s) will be if they get to move them before you get to make your attack.

Star Wars: Armada - defense tokens
Defense tokens give players
more meaningful decisions.

More meaningful decisions

Even defense is a tactical decision! And this might be the single, best change from X-Wing. Instead of simply rolling defense dice to cancel out your opponent's attack rolls, you get to chose a set of defense tokens to apply, and each one mitigates damage in different ways. One defense token may allow you to cancel out an opponent's die roll, while another will allow you to redirect the damage to another hull section's shields, and yet another halves the total damage dealt. These tokens refresh each round, unless you use twice in the same round, in which case, it is permanently discarded.

This alleviates another of the problems that permeated X-Wing: that damaging an opponent often felt like playing craps. Getting into perfect position and lining up a point-blank shot against an opponent can be completely foiled by dice rolls in X-Wing. Dice still play a role in Armada, but damage seems to be much more consistently-dealt, and players actually have a say in how their ships defend themselves from damage. It gives the player more meaningful decisions...

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Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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