I just spent a few hours reading through the rulebook. Battlestations is similar to Heroquest (or Doom, I suppose) ... you have a group of players cooperating while a referee runs all of the enemies. What differentiates Battlestations? The genre. As far as I know, the vast majority (if not all) of the previous games of this type were fantasy dungeon crawls. Here you have a Star Trek-like game. You can scan things, have shields, cannons, boarding actions. Players not only have their individual characters, but they cooperate on designing (and improving!) their ship.
Ian Connolly wrote a detailed review on the geek, which is nicely supplemented by Jason Little's Example of Play. I may write up a review later, but for now some thoughts. You can also find a fair amount of info on the official web site.
As stated in the review, the basic rules are easy (Roll two dice and add skill vs a target number, spend luck points to get re-rolls). However, as befitting an RPG, there are plenty of chrome rules. Characters and ships are much more complicated than you find in Heroquest. A starting character has five skills, a profession, and a special ability. And a race, which adjusts stats (and has a racial ability). Once you've played a few missions, you'll improve your skills and pick up more special abilities, and new equipment.
Ships are built out of modular tiles (nine or more, always in multiples of three). There are four required tiles, but that gives you a fair number of tiles to play with and you have to think about the layout.
But Battlestations does try to move things along. Creating a character limits the choices nicely (or the ref could pre-build a number of characters).
So — complex, but the players can pick a lot up as they go. [The ref has to read quite a bit before the game.]
The rules are complete, with an index, but not intuitively ordered. The sequence of play (for a mission) occurs very late in the rules (a pet peeve — SOPs form a nice framework). Despite having read quite a lot about the game (including the links above), I still was lost at times.
You get a lot of stuff in the box. Good heft. On the down side, a lot of duplicates. Several cardboard sheets for characters ... but you have to show lots of combinations (Human Engineer, Silicoid Engineer, etc etc etc). A very nice plus is the inclusion of several thick cardboard player aids. (The player aids on the geek may be less daunting to new players, but I'm glad to see complex games ship with good help).
The rules seem flexible enough to handle any situation, ala an RPG. The obvious downside is that you need a referee. That may be fun (plenty of people like GMing), but I suspect I'll be stuck as the ref (at least for a while).
Big plus — Plays from two to eight (+ ref!). The larger games are going to take longer.
Overall, I'm pleased and intrigued.
Related Posts (on one page):
- Battlestations
- Another Solo Battlestations game
- Before, only Kirk had won the Kobiyashi Maru
- Battlestations -- RPG vs Boardgame
- Thoughts on reading the rules for Battlestations