Stellar Conquest

Game Review

by Don Lowry


From fantasy to science fiction is but a short stretch of the imaginary legs. Metagaming Concepts publishes this offering-yet cmother new name. The map is printed in several colors on an 18"x 24" sheet of thin, white plastic, which is nice. The rules, however, are an irratating single 12"x24" sheet of paper with accordian folds, reminiscent of SPI. The 5/8"-square unit counters come in four different bright colors of not-quite-thick-enough card-board which have been cut vertically, but not horizontally (semi-die-cut counters?). There are no symbol s on the counters other than letters and numbers, such as "ATK GRP", 5C7, etc. There are also ninety 2" x 1.8" Star Cards which have to be cut out of three sheets of light-weight card stock, two "Player Data Sheets" on each of two 91.x12" sheets of paper, and a pad of seven sheet so the size and stock, each having a Player Record Sheet" printed on each side - but of the 14, one is a sample to show how they are used.

This is a grand strategy game of space exploration and conquest for two to four players. Each player controls a complete interstellar society, making decisions about exploration, technological research, industrial expansion, population movements and space fleet combat. The map shows an assortment of stars of different colors representing different spectral types.

A Conventional hexagon grid is used for movement, with each hex representing one-eighth of a light year across. In addition to the star hexes there are also eight groups of light blue hexes that represent interstellar gas and dust clouds, and, of course, lots of empty space hexes. Star Cards contain the basic data to tell a player what planets a star has during the exploration phase of the game. The cards are separated by spectral class, shuffled and placed in face down stacks. When a new star is explored a card of the appropriate spectral class is drawn to find the number and type of planets orbiting that star.

Players then colonize such planets as he cares to, develops their economy and uses their output to buy more ships, increase the level of his technology, establish more colonies, etc. Combat between players is provided for, and expected, but not mandatory. When and whether to make war is up to each player to decide.

The basic game is 40 years/turns long. Advanced games can run to whatever length the players agree, through it is not recommended that you go more than 80 turns. The winning player will be the one who has control of the most living space, determined by a point score for various types of planets in various stages of development, Diplomacy, exchanges of information or prearranged cooperation between players is not allowed.

Although, I believe, there are other space games of a similar nature, this is certainly a change of pace from the more conventional war games. If you're tired of being restricted to the command of one measly army, or even of one pip-squeek little nation-state on a minor planet in a back-water corner of the galaxy, here's your chance to move up in the universe, and show what an organizational/strategic genius you really are! ... Or aren't.

But be warned. the game requires patience, planning and lots of paper work. If that's your bag it's well worth the $8.00 price tag (50 cents extra for first class mail) and is available from Metagaming Concepts, Box 15346-PF, Austin TX 78761.

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© Copyright 1975 by Donald S. Lowry
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