From: Galen Thies <fldmrshl@h...>
Date: Sun, 10 Sep 2000 09:07:48 CDT
Subject: J.U.M.P. After Action Wrap-Up
Well, as promised, here is the post game review of the new Evil Polish Brothers game J.U.M.P.:Into the Unknown. We started the game at about 4:30pm. We had a full house, 4 players. Overall, we were pleased with the mechanics. It took a few turns to get a handle on the routine. The diplomacy rules result in some interesting situations. Red player had a run of bad luck and found nothing but hostiles to fight with. The four players basically paired off Silver(me) vs. Blue on one side and Red vs. Green on the other. When a player explores a new planet, the player to his right rolls dice to generate that planets political leanings (lawful,savage or selfish), production and tech level. The political part determines how easy it will be for an empire to convince it to ally up (if the planet's alignment matches the empires, its easier) or get lost. The production level determines how many build points the planet will generate if it becomes part of an empire. The tech level determines the quality of the units it will be able to produce. When a planet joins your empire, you get its military added to your own. If it decides that it doesn't like you, you might end up fighting its forces. The combat mechanic is by all accounts pretty cool. First, players fire any units they have that can do long-range bombardment. They only get one shot. Then, both sides have the option of launching fighters. The fighters duke it out by themselves until one or both sides is destroyed. Then the REAL combat begins with the remaining fleet units. The surviving fighters can choose their targets, but any other hits are decided by the defending player. By turn 5, most of the planets on the board had been allied or subjegated. I had three fleets on blue's border and he seemed to be tied up in polishing off the last of a neutral's military. I jumped at the chance to "liberate" one of his border worlds. The resulting combat was disastrous. His fighters killed off 5 of mine for every 1 of his I shot down. Then, I realized that I had failed to recall that he had built several orbital forts and had moved 2 rather large fleets in to counter mine. I lost 2 fleets and was forced to go on the defensive. The next turn, I withrew my remaining forces to my most valuable border world and dug in. He grabbed one of my lesser border worlds, and prepared for an assault on my homeworld by blocking my fleet from reinforcing it. The following turn, I built 10 surface forts on the homeworld and I took a big chance and sent 3 fleets through a black hole in the hopes that they would make it home in time to mount a last-ditch defence. It would have worked but I rolled two sixes and a five-- resulting in the loss of two large fleets and the decimation of the third. Blue player wasted no time in polishing off the remaining fleet and landing several star grunts and armored assault vehicles and cruching my homeworld. Oh well, another thousand years of tyranny and oppression. I must admit, the game was a great deal more fun than I expected. The diplomacy rules and the fog of war provided by the fleet counters gave the game a real tension that is missing in many games of this genre. The "king-maker" problem and the "gang-up on the leader" issue (the downfall of many games of this type-IMHO) never really surfaced. I believe that the secrecy in the system make it difficult to determine who IS the leader and it makes it hard for players to ally with one another because the disposition of fleets is not readily apparent by looking at the board. The playing time on the box is listed at 30mins to 2 hours. Our game wrapped up at 9:30pm making it a total playing time of 5 hours. And we really didn't technically FINISH the game. The red player and I were basicaly out of it and the other two decided that the galaxy was big enough for the two of them. However, this was our FIRST game and an allowance must be made for that. I fully expect to play J.U.M.P. again soon. Overall a very enjoyable night of gaming. K.P.R.