by Don Lowry
There are many similarities between this game and the previous one, yet there are many very fundamental differences also. it is published by Tactical Studies Rules of DUNGEONS & DRAGONS fame) and ~as designed by John Snyder. Physically it consists of a 19x21.5" map - printed in black ink on a white, fairly thick plastic-coated paper, similar to that used for mapboards by Conflict Games -- two little 1 5/8" x 4" pieces of light- weight card stock with pictures of 5 types of space ships (for use in space combat - and a 36-page (plus covers) 5V x 831" rule book with high quality paper, cover and printing (like D&D), and nicely illustrated by Paul G. Snider. Like STELLAR CONQUEST, it is a game of exploring space and economically exploiting what you find. That is about the end of the similarities. Instead of a hex grid themapboard uses a grid of staggered squares, as in BATTLE OF BRITAIN; the effect is virtually the same, but is perhaps, less pleasing to the eye. Every square (which, oddly enough, is called a "hex") contains two or more stars (except a few gas/dust clouds), as each square represents five cubic light years of space. Yes, "cubic" as depth is simulated by placing a number next to each star to indicate its depth level -- which can range from plus 15 to minus 15 -- each level equalling, for movement purposes, one hex (square). Provision is also made for cutting across the angle when simultaneously moving both vertically and hori- zontally, Each turn represents one month. The stars come in three basic types: A circle represents a "regular" (yellow, orange, white, etc) star; a triangle denotes a hot star (blue, violet, etc.); and a square represents a cool- (red) star. There are many more stars to explore than in STELLAR CONQUEST, over 2,000 in fact. The players do not rule over their respective empires but are merely representatives of them. They do not concern themselves with running interstellar economics but with turning a profit on their explorations. The players do not fight each other but compete to see who can make the greatest gain in 60 turns. Each player starts with one ship and 35 "Megarons" (money) to spend as he likes on crew, supplies, specialists, Marines, repaircrews, missiles, fuel, and trade goods for bargaining with the natives - for unlike STELLAR CONQUEST, there is a fair chance that some planets will be inhabited by intelligent life, in any of 14 types, and at any of 8 different technical-social levels. which may or may not be friendly. All in all, STAR PROBE is on a much more personal level than STELLAR CONQUEST you are an expedition commander, not the czar of a vast empire - but no less complex or challenging, and the possibility of running into other species is a nice touch (and you are not neccessarily humanoid, yourself!). There are a great many matrices, die rolls and the like, and a fair amount of records keeping. In many ways it has the open-ended feel of DUNGEONS & DRAGONS, and indeed it is planned to add two more volumes eventually, which will enable players to design their own ships, detail adventures with strange beasts and unknown intelligent civilizations, explore the ruins of vanished empires, and engage in cosmic confrontations which involve whole fleets of warships. In the meantime, if science fiction games interest you, and you're not afraid of a little paper work, it is well worth the $6.00 price. STAR PROBE is available from the publishers, many hobby shops and from PANZERFAUST. More Reviews
New Wargaming Figures: 25mm Medievals, AWI Siege of Minas Tirith Stellar Conquest Star Probe Greyhawk Warriors of Mars Panzer Warfare Coral Sea Reduced Hex Sheets Back to Table of Contents -- Panzerfaust #68 To Panzerfaust/Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1975 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |