SteveCaptain's Chair, solo<br>
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This finally showed up yesterday, so I got my first solo game in vs. the aggressive Koloth bot at Commander level.<br>
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I don't have any real conclusions, obviously. A good caveat is that I am a huge Imperium and Voidfall sicko, so these designers' ethos gets me. I also am not a big believer in the common trope about their games that they're multiplayer solitaire---Voidfall can be pretty pvp conflictual imho given the tech splay and Imperium has aggressive cardplay in most decks along with winning being pretty conditional on careful tableau denial with moderately experienced players.<br>
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Anyway, this game is... a lot. I agree with Dan Thurot's review that Captain's Chair is distinctly NOT simpler than Imperium. I think it might be a shorter game than Imperium, but the dizzying multifunction cards put me on the back foot a bit even as someone with 75+ plays of Imperium which has a similar core engine. There are so many different ways to play any card, with so much text compared to Imperium. I think what that text and complexity is buying, and I need more play to know if this is true, is trying to open up bigger strategy spaces for each deck and reducing further the "this toy deck does X, watch it go!" determinism. This combines with the duty officer concept, where only one person tagged crew member can provide their ongoing special power at a time. I played the "simple" Picard deck, which is oriented toward a simple ally buy deck... but it has duty officers and card options oriented toward fighting (Worf), income and cycling (Riker), deck thinning and science tracks (Data), etc, allowing those directions. It'll be interesting to see if making cards SO multifunctional and packed is worth the complexity... I'll keep posting on it!<br>
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