I first played Triplanetary: The Classic Game of Space Combat back in the early 1980’s. One of my friends had the GDW version and we (kinda) liked it, but all that vector movement seemed like so much work. Worse, moving in space using vectors made it impossible to do all those fancy X-Wing maneuvers like in Star Wars.
When a new Third Edition was Kickstarted by Steve Jackson Games, I jumped in. The game was promised for an August delivery; I got my copy in June! You can see more about the game at the SJGames.com website which also has some neat older, and newer, materials.
My first out-of-the-box impressions are positive:
- Classic Feel – The counters are retro but it reinforces the “classic” game feeling.
- White Maps? – I first thought it silly that space would be a white map but it has to be to plot your vectors!
- Game Mechanics – The rulebook is 16 pages, inclusive of rules and scenarios. The core mechanic (vector movement) is dead simple with an uncomplicated combat system included.
- Model Enough – As game designer Volko Runke (@Volk26) says, all games are models. This model of space movement (vector movement) is a 2D representation of a 3D problem presented on a map that is NOT to scale. That said, the basics of moving in space are here. Want to see what a flip and burn is? How about a gravity slingshot? Watch your fuel supply! It’s all here!
I am looking forward to playing this one with the RockyMountainNavy Boys, especially Youngest RMN who has an interest in aerospace engineering. As much as he likes the (legitimately awesome) Kerbal Space Program, and as much as Kerbal shows about space engineering, I think Triplanetary will deliver another level of learning and discovery. That is because it is a boardgame, where the model is manipulated by the user and not hidden in a black box like in a computer game. What I saw as “useless work” back in the early 80’s I now see as a very useful model that is fun to play AND enlightening.
Featured image courtesy SJGames.com