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Android is a very big game in a
small box. It is bursting with theme and is based in a science fiction
setting with a dark noir twist. The players represent gritty hardboiled
detectives with tragic or violent back stories, who are hunting down a
murderer out of three to six suspects while trying to maintain the
innocence of one of the suspects.
Almost half of the board is
Earth and almost half is the Moon, while a massive elevator slash
skyscraper called the Beanstalk joins up the two regions. What sets
Android apart from many games is that there is no movement grid.
Instead, each detective has a movement ‘caliper’, effectively a curved
chunk of cardboard of varying range. The locations have a circle,
triangle or diamond symbol so you measure your movement from symbol to
symbol.
Movement can therefore become a
challenge in itself in how you navigate the board, and certain players
certainly look at another character’s movement caliper with some envy on
occasion, but it definitely isn’t an obstacle to winning. Movement up or
down the Beanstalk is relatively slow, and the only other way to get
from the Earth to the Moon or back again is with a dropship pass that
you can buy. This can lead to characters remaining on either the Earth
or Moon, and the locations you use on either half can affect your
strategies.
There are lots of different
elements to the game. At its core are the Twilight cards, each player
has a deck of Light cards that they can play to benefit themselves, and
a deck of Dark cards that the other players can draw from in order to
hinder you. Playing these Twilight cards has its own rhythm as you
generally need to play Light and Dark cards alternately, and it is to
your advantage to play a steady stream of Twilight cards during the
game.
The Twilight cards have a lot of
flavour text and follow set plot lines for each character. There are
three possible plots for most of the characters, and you play through
two plots during the course of the two week game. These plots can
totally screw you, and define a swing of something like fourteen victory
points at the end of the game. As the game progresses players can get
pretty catty with how they play their cards.
There is a conspiracy
represented by a collection of puzzle pieces. During the course of the
game you can place these puzzle pieces to score victory points and
connect the central tile to points on the edge of the conspiracy board,
these edge points represent victory point bonuses. Players can easily
get tied down with fighting over the conspiracy at the expense of the
main game, but those victory point bonuses can make a real difference.
Once you take into account
specific locations on the board where you can gain what is called
‘Favours’ that you spend to avoid catastrophe or score points, or gain
‘Kill Orders’ to have a suspect assassinated, or gain an Alibi for a
suspect, the number of options available to the players is huge. As the
game progresses it can be difficult to judge who is winning, which is to
the advantage of the game, because it maintains suspense.
It is easy to get distracted
from the main objective of the game however You are given a Guilty card
and an Innocent card at the start of the game, which identifies which
suspects your character needs to ‘find’ out to be Guilty or Innocent.
They give out fifteen and five points, so compared to resolving your
plots successfully (which can be tricky against
cunning opponents) the winner is usually the player who ‘identifies’ the
Guilty suspect.
There are a bunch of ‘leads’
placed on the board that your character can visit and ‘follow’ or
‘interrogate’, which allows them to draw a token from a bag that
generally has a number from -4 to +4 on it. You place the token face
down on a suspect of your choice. There are also blue tokens that count
as -5, and red tokens which when found on a suspect in addition to a
blue token count as a +5 instead of a -5.
You add up the tokens at the end
of the second week, the suspect with the highest score is Guilty and the
suspect with the lowest score is Innocent. Then you reveal your Guilty
and Innocent cards and gloat over your gaming expertise, as a big part
of Android is ensuring the guilt/innocence of your chosen suspect while
bluffing your opponents as to your intention. If you get a Kill Order on
a suspect, you can really sabotage an opponent’s strategy.
There are drawbacks with Android
however, it took us several play throughs to get all of the rules
correct, and there are a lot of little individual mechanisms to keep
track of. Your character has a limited amount of ‘Time’ during each turn
to accomplish your objectives, and there are many paths to take, so
games can be slow as you weigh up the options, but Android is ideal as a
slow burn story based game, so it is less of a bug and more of a
feature.
Android is a real brain burner
as you can choose between concentrating on the conspiracy, or your plot,
or the suspects, or on giving your opponent ‘Trauma’ which is
effectively minus points. There is so much depth in Android, and a
wealth of story both in the Twilight cards and how your individual game
plays out on the board. There isn’t any direct conflict, but your
ability to interfere with your opponent’s game through the Twilight
cards is huge.
Android is a great lazy weekend game, involving dizzying highs and
desperate lows. It is a roller coaster ride of drama and betrayal, lots
of betrayal actually, and a heavy dose of enjoying other player’s
misfortune. And good game play. |