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E**R
Nice mechanic for a flexible game
How does one play a colonist? First, see Step by Step, How to Play, on page 129.First, find the planet. Three of the players each pick one. The items not chosen, you get the opposite.A - Atmosphere is excellentB - Climate is mildC - Geology is stableD - Hydrology is favorableE - Biology is benignF - Intelligent life is absentNext, pick three items for the colonial record. Those not picked, you'll get the opposite.U - Planning is meticulousV - Density is lowW - Workforce is motivatedX - Prosperity is highY - Order is well-establishedZ - Justice is universalEach possible planet code, from ABC to DEF, has a full page detailing a planet. For example, AEF = Jorca Ten, with a good atmosphere and no problematic lifeforms. But it also has a crushing gravity, water is only in murderous canyons, and there are frequent megastorms. Similarly, each colony from UVW to XYZ has a page with a colony description. Every planet and colony has major problems to deal with.From there, you'll pick out what drives the colony, and the notables of the colony, five levels for both legal and criminal. The lower levels can have several characters, and players will fill out all ten slots. The higher level characters must make oaths for things they will never do, and then the game takes off from there.Looking at it another way, you're a colonist, and the planet is much worse than what you were promised. There is a lot of good story material in here, and the book gives a good scaffolding for a fun, enjoyable game.Highly recommended.
S**R
Great game.
A very fun game that is simple and fluid to play. The only reason I didn't give it 5 stars was because on a rare occasion the rule book can be a bit unclear.
J**D
Good game if you like Fiasco
Much like Fiasco, the rules are left purposefully unclear and open to imaginative enhancement. Unlike Fiasco, the setting is much more defined. By defining setting and roles, it gives players jumping off point but is also somewhat limiting.There is a mechanic for staging scenes that involves asking questions. This is strong for pushing the story forward assuming that you are playing with a creative group.
D**N
Five Stars
Totally satisfied.
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