Tabletop Gaming

LUNAR BASE

Cut-throat card engines on the moon.

- Designer: Kaido Koort, Martin Paroll, Silver Türk, Joosep Simm|Publisher: Plepic Games

Ilove the experience of enginebuil­ding in a game. You start with painfully limited options, each action feeling frustratin­gly weak. Slowly, piece-by-piece, you place successive elements which feed off each other, to grant more resources and bonus actions. Finally, it culminates into a dizzying chain reaction of competitiv­e constructi­on. Lunar Base, from Estonia’s Plepic Games, condenses this mechanic down into a lightning fast game of competitiv­e strategy.

The setting of Lunar Base is - to no one’s surprise - the moon. You play rival corporatio­ns, greedily expanding your modular empires across the surface, racing to hit goals of wealth, population or scientific endeavour. New modules link together through coloured orbs, each representi­ng a different goal, but also the cost of placing modules. For example, a Telescope requires 4 red Science orbs to place, or else you pay the difference in credits. But once installed, those orbs are here to

stay, meaning that next time you can build Scientific modules without paying a penny. This mechanism is simple, neat, and thematic, encouragin­g you to exponentia­lly lunge towards one goal, sometimes at the painful expense of another.

There’s a lot to love about Lunar Base. It has world-class design which manages to be enticing and efficient throughout, from the Orb colours to the action iconograph­y on each card. There are nods to humour and to general space nerdery; personal favourites being the Laika Memorial, commemorat­ing the first dog in space; and the indispensa­ble Bacon Printer, a culminatio­n of everything humanity and technology have been working towards since the Stone Age. The cards themselves are intentiona­lly exactly twice as tall as they are wide, to allow you to

bolt them to each other in multiple arrangemen­ts. Building a base is cathartic, challengin­g and more than a tad cute.

Fans of pure strategy might not enjoy Lunar Base as much as meatier classics like Agricola or Race for the Galaxy; this game gives luck a slightly larger role than its bigger cousins. That said, the charmingly quick play times means you rarely mind losing, since you can get through a two player game in just ten or fifteen minutes. It scales up to higher player counts elegantly too, with quick rounds and more cards leaving little downtime; and unique starter stations allow just the right amount of variety between colonies.

The only blemish in an otherwise strong offering is the included expansion, Influences. It adds an additional win condition, being the first to bring four Influences into play; an abstract representa­tion of the political forces facing the world. However, they add imbalance to the game, often unpredicta­bly favouring one player over the others, without rewarding the strategy that led them to that point. We soon decided the game was better without it. This is no great loss, since the base game manages to be addictive and replayable on its own merits.

Lunar Base may not be perfect, but I also can’t recall any game where we have so consistent­ly finished a round… then played again. This delicious combinatio­n of prettiness, play and printable foodstuffs almost guarantees fun for the majority of game groups.

CHRIS LOWRY

❚ WE SAY

One of the most more-ish games I‘ve played this year; you‘ll lose by a whisker, and immediatel­y have another go. Plus, there‘s as much bacon as you can print.

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