Tag Archives: fantasy flight games

Games I love: Twilight Imperium

I held off from getting into Twilight Imperium for years. Twilight Imperium 3rd Edition (“TI3”) – I never tried the earlier editions – is by definition a pretty preposterous game. The main thing it is famous for is it’s length. The longest it’s taken me to play the basic game is 14 hours, including setup time. The shortest, this weekend, was 8 – although that doesn’t include me procrastinating the night before setting up as much of the game as possible before the players were due to arrive the next morning.

Straight off the bat, if you don’t like long games this is not the game for you. This is something you want to play if you like the idea of an intense, full day of negotiation and strategising, as much a test of endurance as it is a contest of skill. Most games I’ve played have included a mid-game lull in which all the players are exhausted and bamboozled, unclear about what the hell they’re doing. It’s a mark of the game’s quality that no-one has ever walked out at that point, preferring to stick it out to the bitter end.

So what’s it about? The setting of TI3 is a decayed galactic empire in the far future. A race of four armed aliens, the Lazax, ruled the galaxy for millennia but were eventually overthrown and vanished in a cosmic huff. Each player runs one of the remaining factions as they attempt to realise their own imperialist ambitions and take over. The game involves building up fleets of spaceships, discovering new worlds, warring with rival factions and politicking in the galactic assembly. Everyone has their own secret objectives and a series of public objectives are revealed as the game goes on. Meeting those objectives earns you points, and the first player to reach 10 points wins the game.

It looks beautiful. The artwork on the cards and hexes (the game uses a modular board of hexes which is different each game) is beautiful, as are the space ships. It’s huge. Admittedly, we tend to play using the “larger map” option, but our dining room table cannot really accommodate more than four players – last time a friend of mine ended up bringing over a couple of desks to give us somewhere to put stuff on.

Mechanically, the game is interesting. I read an article yesterday in which Scott Nicholson argues that the current boom in tabletop gaming is due to a fusion of European (resource management, economic, somewhat abstract, strategic) and American (thematic, conflict oriented, dice-heavy) styles of games. I hadn’t thought of it quite like that before but I think it’s true, and nowhere is it more apparent than in TI3 which blends the two to the nth degree.

On the one hand, it is the ultimate “Ameritrash” game, yet at its heart is a game in which you have to carefully make use of the planets in your empire’s limited resources, and one of the main mechanics is “role allocation” – a mechanic that first came to prominence in the classic Euro game Puerto Rico. As such, you can play the game as a roleplaying game or a strategy game. In reality, most players tend to do a bit of both.

It isn’t a perfect game by any means. The game length is, frankly, because of its flabbiness. Some will find that lack of sleek design a real turn-off. Personally, I don’t mind. What I mind somewhat more is that some of the factions/alien races are significantly weaker than others, and that the system for politics is underwhelming. The latter is something that I am the most disappointed with. A number of games “do politics” better than this one. Warrior Knights and even the Game of Thrones board game has a more interesting system, and I just received my copy of Democracy: Majority Rules which focuses on this aspect, which I will hopefully get round to reviewing soon. Yet what promises to be a really exciting central aspect of TI3 – there are dozens of “politics cards” which you can potentially use in the game, all of which include a proposition the galactic council must vote on which adds new rules or even gives individual players additional points – all too often falls completely flat.

But one of the great things about TI3 is that it is so modular. The base game and especially its two expansions include a whole series of options which you can include or omit. I have to admit that I’m a bit of an all in kind of player, and prefer to include as many as possible. Introducing house rules is not only straightforward but, I get the impression, almost required for any group which plays the game regularly. If you’re going to spend an entire Saturday playing, it only makes sense that you would want to play it “your” way. Because of its modular nature, hacking a new rule is quite straightforward – as will probably be the case with politics the next time we play (I shall certainly be making use of the Democracy: Majority Rules gavel!).

Interestingly, Twilight Imperium itself is responsible for the creation of an empire. It’s designer Christian T. Peterson is the founder and CEO of Fantasy Flight Games and its initial success is what gave that company the start it needed. I’m always a little surprised that they haven’t tried making more of its IP than they have. In the early days it had a spin off RPG and a collectable card game, but these days only Rex: Final Days of an Empire, itself a reimplentation of the classic Dune board game, is in print. I would probably buy a Twilight Imperium Living Card Game in a hot second. I suppose Star Wars fills this slot for FFG these days.

This game is not for everyone, but if you like the idea of spending a day – or even a weekend – immersing yourself in a grand space opera, there is no other game that quite delivers in the way TI3 does. You won’t get to play it every week, but every time you do play it will feel special and you will be thinking about it for days afterwards.

How JJ Abrams could severely hurt tabletop gaming

Typical. Just after I write a blog post praising Fantasy Flight Games, they go and do something that makes me wary. Yesterday, FFG announced their intention to be taken over by French board game company Asmodée. This comes just months after Asmodée took over Days of Wonder, publishers of the enormously successful Ticket To Ride board game (among many others).

The Days of Wonder/Asmodée takeover didn’t especially concern me as, despite their success with a number of product lines, Days of Wonder seems to have been struggling for some time to come up with another big hit; I can see how that merger could potentially be in their interests. Fantasy Flight on the other hand is a much larger company currently in its prime; it isn’t immediately obvious what they’re getting out of this, but I assume they have their reasons.

I’m especially nervous about this because Asmodée itself is part of the Eurazeo group, a publicly listed investment company with its fingers in a large number of different pies. To say the board game industry has had a fairly difficult relationship with the stock market would be an understatement. The most notorious example is that of Hasbro’s buyout of Wizards of the Coast and Avalon Hill. Hasbro began the 2000s owning the largest war games company (Avalon Hill), RPG (Dungeons and Dragons) and card game (Magic: the Gathering). It ended that decade having royally screwed all of them up, although Magic has since clawed its way back and D&D has just had a successful relaunch.

The problem is that PLCs’ main focus is on shareholder value, not necessarily on delivering good product for consumers. Add to that the fact that they almost always have to borrow to afford these buyouts and the focus within those companies inexorably becomes about profit. And if they don’t return the right numbers to keep the board happy, they have their work cut out explaining how their business works to a bunch of people with no knowledge of the industry. The result, if Wizards is anything to go by, is creatives getting the chop, gouging and a company which is less viable than it was before the takeover.

With all that said, as I said before, Fantasy Flight have always seemed like a sensible company which has learnt from the mistakes of its predecessors. It’s entirely possible that their current business model, with several highly successful product lines and more on the way, are the perfect fit for a PLC and that all this takeover will mean for them is access to resources and in particular capital to allow them to expand. There is a bigger question in continental Europe where a lot of FFG’s games are licensed to companies which are not part of the Asmodée group and what will happen to those companies (either merger or they’ll take a big hit being the most likely answer), but generally, this could be all steam ahead for FFG.

What makes me worry though is this: it has already been clear for quite some time that FFG have been lining their ducks in a row in anticipation for Star Wars: Episode 7. They currently publish or will soon be publishing three Star Wars roleplaying games, two Star Wars card games and three Star Wars miniatures games. Of these, Star Wars LCG and X-Wing are two of their biggest sellers, and the incoming Imperial Assault looks set to be as popular if not more so than these two. Like Disney-Lucasfilm, they have opted to ditch support for the prequels-era in favour of a line of products that very much harken back to the original films.

By December 2015, all these product lines will be very firmly established, and no doubt FFG are keen to have these games on the shelves of every supermarket, toy and book shop in time for Black Friday next year. No doubt, Asmodée’s takeover will help them in that respect (let’s ignore the plight of the specialist retailer here for a second), and there is a good chance they will be wildly successful. If, as everyone hopes, Episode VII is a hit and results in a new mega-franchise to rival Marvel’s (owned by the same company), then this could result in a significant boost for the company.

But there are two things that concern me here. Firstly, what if the new JJ Abrams’ film is rubbish? I’m sure it will make a lot of money either way, but a weak film will lack the sort of fanbase that FFG are hoping for. They’ll probably be safe for Christmas 2015 either way, but Christmas 2016 will be another story if the film is widely perceived to be another Phantom Menace. That potential will dry up and if any of those games are produced in large, unsellable numbers, a lot of money will be lost.

If the film is good, there’s still the question of what happens when the franchise winds down. Again, past precedent is not encouraging. Games Workshop almost collapsed in the mid-2000s when their cash cow in the form of the Lord of the Rings films came to an end. If FFG get big based on a film franchise, they are unlikely to be able to convert huge amounts of the mass market over to buying Twilight Imperium 4; they’ll be dependent on more franchises.

Under either scenario, there will come a point in which the company, while still profitable, will need to contract compared to its height, at which point the money men step in. And that’s when I get nervous. When Asmodée’s expansionist plans were limited to companies like Ticket To Ride, we weren’t looking at an investment company navigating its way through a boom (as distinct from a more sustainable period of growth). Now the fortunes of what amounts to a very large chunk of the industry is going to be at their mercy.

Hopefully, Episode VII will be a success and FFG will find the success it is hoping for for several years before it reaches that crossroad, by which point the relationship with the money men will have matured enough to avoid any panics making things worse during the inevitable lean years. But as of yesterday, an awful lot of my hobby suddenly became hitched to the fortunes of JJ Abrams’ film career, and so I’m nervous.

Rotation and Tabletop Economics

Wednesday was a big day in the world of tabletop gaming. While in the UK we were having bonfires around the country, in Roseville, Minnesota Fantasy Flight Games announced a bonfire of the Living Card Games. Well, a light singeing at any rate. To any non-tabletop gamer, and indeed any non-LCgamer, this will probably mean absolutely nothing. But it’s an interesting response to a growing problem which the fans of these games have recognised for a long time.

Ever since I worked in a comic shop in the early nineties during the speculator boom (and arguably going back to when Games Workshop decided to change their business model in the late 80s and alienate fans like myself), I’ve always had an interest in how economics impacts on hobbyist interests. Tabletop gaming is currently going through a bit of a renaissance, with convention visitor numbers up, the number of games exploding, and games starting to enter mainstream consciousness. To what degree this period of growth will be sustainable in the long term is an interesting moot point, and there have been a lot of busts in the past. Reading the excellent four volume Designers & Dragons as I did recently, it was made painfully clear how vulnerable tabletop gaming – in that case RPGs – are to such cycles, and the severe consequences when the industry takes a dive. Fantasy Flight Games in particular appear to be on a high right now – they more or less owned Gen Con this year with a succession of announcements which had their fans – especially Star Wars gamers – frothing at the mouth. Past experience suggests that at some point someone is going to make a big mistake and for this to all come crashing down around our ears. The question is, when?

I don’t want to suggest in any way that Fantasy Flight’s announcement on Wednesday is an early warning that that crash is imminent; quite the opposite. In fact it’s a sign of something I’ve felt for a while, which is that FFG are a generally very cautious and sensible company that is all too aware of the risks inherent in the industry.

CCGs and LCGs

First of all, a bit of terminology. Living Card Games is a trademark of FFG which they use to describe their customisable card games and the business model they use to market them. The model itself is now being adapted by other companies as a sign of its success. Customisable card game may require a little more explanation for people not familiar with the concept.

Most people will know what a card game is, whether its poker or Uno. The most significant thing that makes customisable card games different is that the players have their own decks of cards which are kept entirely separate from their opponent’s. What’s more, while a standard deck of cards might be finite – 13 cards for each suit plus one or two jokers – the different cards that might appear in a customisable deck is potentially infinite. Before the game itself, players will “build decks” by selecting cards from a pool of cards that they own. They can customise their decks however they like, as long as they stick to certain restrictions laid out in the rules of play.

The difference between a Collectable Card Game and a Living Card Game is how players acquire that pool. The first customisable card game – and the first Collectable Card Game – was Magic the Gathering. This game and its hundreds of imitators sold players cards in the form of starter decks and booster packs. The business model was essentially cribbed from trading cards (or football stickers, cigarette cards or bubblegum cards depending on what you’re more familiar with): the cards came in randomised packs, with some cards especially rare and hard to find. If you want a full set, you would need to buy many thousands of cards (seriously; I recently acquired a bunch of retail packs of a long out of print CCG called On the Edge. I’ve ploughed through two boxes – 1,800 cards – and still don’t have close to a full set of the basic 270 cards).

The Magic the Gathering CCG model was wildly successful in the mid-90s until it all came crashing down, taking retailers, distributors and publishers with it. Since then, Magic itself has remained a strong contender and a number of companies continue to do good business that way, but the mania that surrounded it has died down. Fundamentally, there are people who hate it as a model and won’t go anywhere near it. Even Wizards of the Coast, the publishers of Magic, have recognised this and increasingly sell pre-made decks for more casual players.

Fantasy Flight dipped their toes into the CCG business but in 2008 decided to switch to the LCG format. In their business model, there are no randomised packs (let’s park discussion about draft play for now). Instead, they sell core sets, boxed expansions and cycles of smaller packs of cards, all of which contain exactly the same cards. What LCGs lose by abandoning the random factor they gain in an increased focus on optimising decks and keeping up with the “meta” (the groupthink of the player base in which certain cards and strategems fall in and out of favour as more cards are published).

Rotation

The LCG model has been extremely successful for Fantasy Flight. Beginning by reformatting their Call of Cthulhu and Game of Thrones CCGs to the new model, they currently publish six games – including the wildly popular Netrunner – and retired a seventh earlier this year. The announcement they made on Wednesday is in response to that success.

The one thing FFG are good at doing is supporting their successful games, and that means expansions. For their more traditional board and card games, that’s relatively straightforward: sell a game, offer players the options of expansions and they can pick and choose what they want depending on their enthusiasm. The prevalence of expansions aren’t a huge barrier to entry for board games; they give you more variety and options but since all players are playing with the same set, there’s no competitive need to buy expansions.

LCGs are different. If you don’t buy all the cards, you have a competitive disadvantage to the players who do. At least, in theory; skill and practice is a generally a far bigger factor. Nonetheless, that drive for completion is real. Right now, completing the Game of Thrones card game means acquiring the core set, six boxed expansions, and 72 smaller packs. Each of those smaller packs will set you back a tenner, meaning that if you want to buy everything available right now, you will end up spending just shy of £900. The other games are less extreme, but by the end of this year, relative newcomer Netrunner will consist of a core set, three boxed expansions and 18 smaller packs, costing just under £300. That isn’t just a challenge for players; that’s a challenge for retailers who only have so much shelf and storage space.

There’s also another problem, and a different economics. Fundamentally, the more cards in the pool, the smaller an impact each additional card will make. This is mitigated by FFG deliberately taking note of and attempting to disrupt the aforementioned meta from time to time. Thus, if they spot that a specific card is being used in all the winning championship decks, they will set themselves the task of coming up with a new card that will weaken the power of the old one. It’s one of the most exciting aspects of LCGs, which is that play in the real world has a direct impact on future releases. But over time, their ability to keep evolving the game in that way becomes increasingly limited as more and more options become available to players. At that point, the theory goes at least, the game will become less exciting; it will no longer be “living”.

I haven’t ever played the Game of Thrones LCG for precisely the prohibitive entry restrictions that I outlined above, but I understand that the problems with the metagame outlined above have become acute with that game. Rather than try to fudge it, FFG have opted instead to simply bring out a new edition of the game and be done with it. For the other games however, they have decided to introduce a new system called rotation. What that amounts to is the smaller packs over time being declared not tournament legal and falling out of print.

The most interesting thing about all this to me is how modest a change this new policy amounts to. Because rotation will only kick in when a game reaches its eighth “cycle” (a cycle is a set of six thematically linked packs), at which point the first two cycles will be taken out of circulation. With FFG pumping out slightly less than two cycles a year for each LCG, that means that cards will have a tournament life of around four years. Contrast that with Magic the Gathering, which I understand has a rotation cycle of roughly 18 months.

The total tournament legal card pool will remain huge. For us Netrunner players, we still have five and a half cycles to look forward to before our cards start becoming obsolete and I personally can’t even visualise what a card pool that large will look like. It isn’t obvious to me how this will especially lower the barrier of entry for new players, although I suppose it will at least encourage them to invest in the newer cycles and box sets and not bother with the older ones which have less tournament life in them.

I suspect, also, that in reality a game will have to be doing extremely well to actually reach the stage when a cycle is rotated out. Hidden amongst all the announcements on Wednesday is the news that rotation won’t actually affect the Call of Cthulhu LCG because they won’t be producing any new cycles for it; it’s a complete game. The same has already effectively happened with Warhammer: Invasion. The Lord of the Rings is a cooperative game and thus players don’t have to worry about tournaments. It is by no means certain that the other LCGs – Netrunner, Star Wars and Warhammer 40,000: Conquest – will survive long enough.

The Future

I presume that Fantasy Flight wrestled over this a lot before settling on a change that will have such a modest impact. While I don’t think it is a backwards step, I do think they have hedged too much to avoid alienating the existing fanbase. For all its flaws, Magic the Gathering offers far more frequent jumping on points for new players, which explains its longevity (20 years and counting). I suspect that once the concept of rotation has bedded down, they will tweak it more in favour of bringing in new players.

What’s fascinating is seeing a tabletop games company explicitly planning over a period of five years. This represents a level of maturity generally unheard in the industry. The business plan of most games companies seems to be: produce a new game on a regular basis and, if it’s a hit, rush out a series of expansions and spin offs until the cashcow has been squeezed dry. To be fair, an increasing number of companies seem to plan their release schedule 1-2 years ahead, but Fantasy Flight seem to have a bigger picture in mind. And it seems to be working for them.

You can especially see this in their Star Wars game range. They’re currently supporting 8 Star Wars games (counting the three RPGs separately despite their compatibility), and it’s clear that they’ve had quite a far sighted release schedule in mind. With the new films on the horizon, it’s increasingly looking as if their game ranges will be maturing at exactly the right moment; a completely unprecedented bit of marketing synergy (if you can pardon the expression).

The million dollar question is, how much is too much expansion? LCGs, while apparently cheaper than CCGs, expect their players to sink around £170 into the game every year, and rotation won’t change that. The X-Wing miniatures game, while allowing for more specialisation (i.e. in LCGs, you have to buy all the different “factions” which are available to play in the packs; in a game like X-Wing you can focus on a single faction or even a handful of specific ships), costs even more to buy the entire range, and that is about to be joined by two more miniatures games this winter. If enough players suddenly snap and stop buying product, these games could suddenly see sales plummet. It hasn’t happened yet in this case, but there are past precedents (such as RPGs in the early 80s).

Fantasy Flight themselves appear to be quite mindful of that, and produce games in modest print runs. What’s mildly irritating to us consumers in terms of product being out of stock all the time, makes perfect sense for them. But the downside of this approach is cost. This was drilled home to me when I attended the giant Spiel convention in Essen this year, where you can buy German board games intended for the high street for literally half the equivalent US games typically cost. The former is produced in print runs of 500,000+ while the latter is frequently produced at runs lower than 5,000. The reason FFG charge £12 for a pack of 60 cards is because they don’t want to be left sitting on thousands of unsellable packs and come unstuck in the way that so many of their predecessors have done.

I’ve already heard grumblings about how much better value AEG’s new Doomtown Reloaded customisable card game compared to its Fantasy Flight equivalents. The reason is simple: AEG are looking to break into the market and only have one game to support: they have both the capacity and the incentive to undercut FFG. As FFG grow, an increasing number of their competitors must be making the same calculation. And while I think FFG are too cautious to create a boom (and AEG are a veteran company – this is not their first rodeo), I’m not so sure about everyone else. That’s a cause for some concern.

This year, the US gaming convention Gen Con is believed to have eclipsed the German Spiel for the first time in terms of attendance figures. Even here in the UK, Games Expo has been enjoying exponential growth over the last few years (of course, these conventions are still tiny compared to the largest computer game cons). It very much looks as if we’re on the cusp of a boom. We’ll almost certainly see a market contraction at some point; the question is when, and by how much. In the worst case scenario, this could see high street gaming stores – already in long term decline – obliterated. But if the lessons of the past can be learned, the overall impact – with the rise of board game cafés and mainstream consciousness – could still be positive. FFG’s announcement on Wednesday suggests to me that at least one company is very mindful of the risks and rewards at stake.