Leaving Earth,
designed by Joe Fatula, is a game of the exploration of the solar
system for 1-5 players.
A warning to my British audience first: you can't easily buy this
in the United Kingdom. Lumenaris Games is a small company without
ready access to distribution channels outside the USA, so it's up to
individual resellers to get stock in for themselves.
BoardGameGuru in the UK,
4Dados in Spain and
Philibert in France are all worth
trying, generally in increasing order of cost. And every time a new
expansion comes out I organise a bulk buy to the UK to split the cost
of VAT collection among as many people as possible.
Many complex boardgames tend to go down one of two routes: the
euro-style game with minimal conflict, little or no randomness,
minimal components and elegant mechanics, for example Puerto Rico or
Power Grid; and a score calculated at the end, or the "Ameritrash"
(I prefer "glorious mess"), with lots of conflict, lots of randomness,
lots of stuff in the box, quite possibly lots of special-case rules,
and progressive strengthening or weakening of players such that it's
pretty clear who's in the lead at any moment, for example Firefly or
Cosmic Encounter. Leaving Earth, while it's more towards the
"glorious mess" end of the scale, doesn't neatly fit into either
category: the mechanics are fairly clean and simple, but you still get
a lot of stuff, and it's usually pretty clear at any moment who's
winning but you can get surprise upsets late in the game.
Enough philosophising: what do you get? A tile-based map of the inner
solar system; all but a very few copies come with the Mercury
mini-expansion, so you get that, Venus, Luna, Mars and Phobos, and
Ceres, most of which also have a Fly-By and an Orbit location. But
many of these locations have more than one tile: that's because you
don't know, when you start any given game, exactly what surface
conditions are like on any of those other worlds. Maybe Venus' clouds
hide vast oceans of liquid water, and astronauts will be able to live
there indefinitely; maybe there's alien life; maybe instead there will
be massive heat and pressure that destroy any spacecraft which lands.
You won't know until you go there and take a look.
So how do you go there? That's the core of the game: each location
tile offers one or more manoeuvres to get to nearby locations. These
have difficulty ratings from 0 to 9, which determine how much impulse
("thrust" in the game's deliberately non-intimidating language) per
mass a vehicle has to have to complete that manoeuvre. Getting to most
locations will require multiple manoeuvres, and you can throw away the
rockets you used in earlier stages, leaving you with less mass to push
to the end.
This does mean that mission planning can be a fairly lengthy process,
with a fair bit of (simple) maths involved, and I think it's worth
going into a detailed example here, because I know it will put off
some players. Say I want to land a probe (mass 1) on the Moon. If I do
it from lunar orbit, that's difficulty 2, and a single Juno with
thrust 4 will easily do it (the four standard rocket types are Juno,
Atlas, Soyuz and Saturn, though they represent single stages rather
than complete stacks). That gives me a mass-2 package to put into
lunar orbit, which is difficulty 3 from earth orbit; I could do that
by strapping six more Junos together, but a cheaper way is to use a
single Atlas, with thrust 27. So what I need to put into earth orbit
is one Atlas, one Juno and a probe. The trick is that the mass of the
rockets being burned to perform a manoeuvre is included in the total
mass of the spacecraft that has to be pushed; a player reference card
lets you do this the easy way, and simply look up that if you're using
an Atlas in a difficulty-5 manoeuvre it can push 1.4 (or, as it's
charmingly printed, 1⅖) mass in addition to itself.
Of course you have to pay for all those rockets, and pay more to learn
how to build them in the first place… and you may not get it right.
When you buy an advancement card (either a type of rocket, or other
technology like Landing, Rendezvous or Re-Entry) it comes with
(usually three) face-down outcome cards, each of which is a Success, a
Minor Failure or a Major Failure. Whenever you use the advancement,
shuffle them and flip one card: if it's a failure, the spacecraft may
be damaged or destroyed, and you can pay to get rid of it or shuffle
it back in. If it's a success, all went well… and you can if you like
pay more to get rid of it, because it's harder to learn from a
success than from a failure, but once you've removed all the cards the
technology is completely reliable.
Finally, your budget is a fixed amount per year, and anything you
don't spend is lost. The only way to get more is when other players
complete missions: but there are only so many missions available
(drawn from Easy, Medium and Hard decks, including goals such as
"Lunar Station" or "Venus Sample Return"), and whoever has most points
from missions at the end of the game is the winner.
Clearly this is a game for people who don't mind using a lot of
scratch paper for mission planning. For players who really don't like
that, I've uploaded a Book of Missions to boardgamegeek, which gives
reasonably efficient solutions to all the goals in the base game; but
working them out for yourself, often trying to use the technology
you've already built and tested rather than what might in theory be
the optimal approach, is a big part of the fun of the game.
Solo play is a very different beast from the competitive multiplayer
game. In the latter, you may well launch with untested hardware,
relying on your astronauts to fix it if it breaks, in the hope of
getting somewhere before those pesky foreigners; in solo you normally
take a little more time to get technologies debugged before committing
anything important to them. In the solo game, you add all the
available points from the missions you turn up, and try to score more
than half before the end of the game. (Any mission that proves to be
impossible, such as Man on Venus if Venus turns out to be as deadly as
the real thing, is removed from consideration.)
The Easy and Medium game modes form a very gentle introduction, but
they're often over so quickly that you haven't had much chance to
develop any advanced mission plans or look at most of the solar
system; I recommend using them while you're learning the game, but
quickly going to Hard or even Very Hard for serious play.
This is probably my favourite game right now. I've always been
fascinated by space exploration, and this is a change to design my own
hardware and mission plans, combined with a system of manoeuvres
that's easily playable without computer assistance (or a huge scary
High Frontier-style map)… but which remains realistic, rather than
just slapping a "range" value on your spacecraft. It would be great if
the game could be played more quickly (it can take several hours), but
I don't want to give up any of the detail I get here.
The Outer Planets expansion adds Jupiter, Saturn, Uranus and
Neptune, but I'd recommend starting with the base game.
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