There are three space sandbox games (i.e. with multiple things you can
try to do in order to win) that I've tried. Which is best?
The majority of my experience is with Firefly: The Game (2013;
Sean Sweigart, Aaron Dill, John Kovaleski) but I've now also tried
Xia: Legends of a Drift System (2014; Cody Miller) and Star Wars:
Outer Rim (2019; Corey Konieczka and Tony Fanchi; "SWOR" hereafter).
All of them share the theme of having a spaceship and trying to get
ahead in life, whether by trading, piracy, or something else.
Firefly has a fixed map: everything is always in the same relative
positions. Xia has a tile-based hex map: you explore as the game
progresses, and it's a different arrangement every time. SWOR has a
tile-based linear map: the six map tiles can be arranged in any order
but always the same orientation, and each of them contains about two
planets, but the whole thing is visible and fixed at the start of the
game.
In Firefly and SWOR you start with a single named character and a
ship, and can add to your crew and equipment (giving you more skills
and capabilities) as the game progresses; the potential crew members
you meet are at least somewhat random. Xia doesn't really have
people in it at all, perhaps because lacking a film/TV tie-in there
isn't a ready source of names and photographs, and the role of crew
and gear is transferred to ship upgrades.
All of the games have some sort of ship upgrade system. In Firefly
and SWOR they're drawn randomly from supply decks and limited in how
many you can fit; in Xia they're polyominoes that you have to fit
into your ship blueprint (sharing space with cargo), but they're just
engines, shields, and weapons, rather than anything more complex.
SWOR and Xia both allow you to buy a more capable ship; Firefly
allows a bit of change with its ship upgrades, but if you start with a
large slow ship you're committing to it for the whole game.
Firefly's movement is either slow and safe or fast and dangerous: in
the normal mode, moving up to five spaces across the map, you draw a
navigation card for each space you enter (from one of three decks,
from the relatively safe but regulated Alliance Space to the highly
dangerous Rim Space), which may let you keep going, present you with a
choice of keeping going or stopping to get a benefit, or just give you
a problem with no good options. Xia is just as variable but in a
different way: each time you activate engines (which you can do more
than once in a turn), you roll a d6, d8 or d12 to find out how far you
can go. SWOR's movement is fixed and generally pretty smooth, with a
little choice of shorter-and-dangerous vs longer-and-safe routes.
Movement is complicated in each case by non-player ships, not part of
any player's assets. Firefly has the Alliance Cruiser (bad news for
illegal jobs and wanted crew), the Reaver Cutter (bad news for
everybody), and in an expansion the Operative's Corvette (bringing
some law and order to the outer systems). They're generally moved by
the player to the right of the active player, with general
instructions like "move one or two sectors" or "move to a sector
adjacent to your current location".Xia has an Enforcer chasing down
pirates, an Outlaw chasing down merchants, and a Merchant building up
cash to attract pirates; players are randomly assigned their
management at the start of the game, but can't influence their
movement very much. SWOR has patrols: you have a reputation with
each of four factions, and when you meet their ships you will be
attacked, stopped for inspection, or allowed to continue, depending on
what they think of you; this movement is triggered by icons found when
you're buying equipment.
What do you do in the game? All the games are competitive. In Xia
and SWOR you're always trying to be the first to reach a set number
of fame points; in Firefly you have Story Cards which define the
winning conditions, though broadly most of them come down to one of
"have the most money", "have a good reputation with the most
contacts", and "complete these difficult tasks first".
On a smaller scale, in Firefly you take Jobs which mostly involve
shipping, to get some cash, hire more crew, and work towards the goal.
Piracy and bounty hunting are in an expansion; neither of them is easy
to make money on. In Xia you can take missions (pick up and deliver,
go to a place, attack someone), or mine asteroids, salvage débris
fields, pump gas out of nebulæ (all quite simple and randomly
hazardous), or ship cargo, or pirate, or go bounty hunting. In SWOR
shipping is just about possible but the big money is in missions
(which also affect your reputation); those are complex multi-card
affairs, and you don't necessarily even know which skills they'll need
when you commit to them.
The base Firefly game has a map board of 77×51 cm, and expansions
bring it up to 127×51. Generally you'll need about as much space again
for player areas, decks and discard piles. The other two games I've
only played virtually in Tabletop Simulator, though the impression I
get from pictures is "big, not not as big as Firefly".
Overall:
I fell in love with Firefly the first time I played it (at a
convention, and I'd bought a copy before that game ended).
Mechanically it's not super-elegant: bad random things can happen to
you, putting you in an irrecoverable position. To some extent these
can be mitigated, but this turns the game into a decision of when to
stop buying mitigators and start getting on with winning, and there's
a substantial element of luck in whether you get away with jumping
early and hoping you won't need all the protections you might have got
by waiting. Flying and the Misbehave cards that are part of illegal
jobs are particularly prone to this. Also, it can be pretty slow,
particularly with players who don't yet know the time optimisations
(e.g. go shopping as the last action in your turn and let another
player take their turn while you're looking through the options).
All that said, I still love the game: I'm not particularly a fan of
the TV series, though it certainly has its moments, but I like the
microstories that one comes up with when considering how and why the
random elements in the game have aligned this way this time. You
can fine-tune your crew, personal gear and ship fittings. The visual
design is decent, with heavy use of stills from the show and film. The
game is old enough that the expansions can be hard to find.
I've now fallen in love with Xia after the first time I played it.
Yes, there's still randomness, but even without character artwork
there's a sense of fun about the things one can do, and a lot of
variation, particularly with the explorable map even if it doesn't
always make a lot of thematic sense (what do you mean I didn't notice
the star until my ship melted). I will be buying this game.
SWOR feels in play like mostly Firefly with a bit of Xia. If
you're a Star Wars fan it may be a decent choice, but I found that
the dreary mechanistic style of recent FFG rules was very much in
force here: nothing is desperately wrong, but there's also nothing to
enthuse about, like American Budweiser or indeed most things designed
by big companies for the widest possible appeal. Artwork is very dull,
odd when one considers that they presumably had access to the Star
Wars image archives. Also, because the company is driven ruthlessly
by profit margins rather than by any enthusiasm for its products,
since the base game didn't sell well enough there will never be
expansions, and (again like many recent FFG games) it feels like a
skeleton that needs to be expanded with more cards to be really
interesting and have long-term replayability.
I try to avoid having multiple games in my collection that scratch the
same itch, and I think SWOR would overlap too much with either of
the others. I thought Xia would too, but I was wrong.
(Or you could abandon the space theme and play Merchants and
Marauders instead, of course.)
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