Thursday, May 31, 2018

The hunt begins...for a better set of rules


Alien vs Predator: the Hunt Begins by Prodos Games began life as a very troubled Kickstarter campaign, followed by a high-priced retail boxed set, and despite being a massive fan of the Alien and Predator franchises, this kept me from showing much interest in the game. However, the release of a much more reasonably priced second edition, combined with my interest in the emerging category of skirmish/board game hybrids such as Conan and Mythic Battles, prompted me to take another look.

The components are, for the most part, very high quality. The miniatures look great, and the game's three factions are cast in different colors so you can start playing right away without struggling to tell who is who. The interlocking tiles that make up the board are quite nice too, with artwork that evokes the industrial look of the first two Alien films. The cards and counters leave a bit to be desired, but more on that later.

I wish I could say that the game lives up to the quality of its components, but unfortunately it is marred by convoluted rules, as well as some ill-considered graphic design that makes the rules, cards and tokens very difficult to read.

The basic structure of the game isn't bad at all. The board is constructed from the tiles based on the scenario being played, and as I already mentioned, it all looks great on the table. Players take control of either a large group of Aliens, a small group of human Marines, or 1-2 Predators, and from there it's a pretty straightforward move-and-shoot tactical game. However, the rules governing the moving and shooting are very obtuse and difficult to follow, with tons of modifiers and exceptions to keep track of.

One feature of the rules that seems like an interesting idea in theory is the use of what the game calls "ping" tokens. The idea is that at the start of the game, players don't know anything about their opponent's forces, so figures are represented by face-down tokens until the move into view of another player's team, at which time the token is revealed and replaced with a miniature. This semi-hidden movement seems quite thematic, evoking the tension-filled motion tracker scenes in the Alien films, but in practice it means that you're playing a fair amount of the game with flat cardboard disks instead of awesome-looking miniatures.

The stat cards for the figures are another problem, with very small white-on-black text that is impossible to read, and a system of symbols that is too involved to memorize, prompting constant referral to the rule book just to translate what's on your card.

A game element  that I do quite like is the addition of a deck of strategy cards for each player, themed for each faction. Cards such as Cloaking Field for the Predators, Covering Fire for the marines, and Acid Blood Splash for the Aliens allow players to introduce unpredictable elements into the game. There is also a deck of environmental cards that are drawn at the end of each round, creating effects that all players must work around. 7TV does something similar with its Gadget and Countdown decks.

Ultimately, I am a narrative gamer: what I want out of a miniatures game is a conduit into whatever world the game takes place in. The rules are there to provide a structure for that, and then get out of the way. The complicated rules system for AVP: The Hunt Begins seems aimed at tournament-level play, where being able to manipulate the rules to your advantage is more important than enjoying the theme and setting.

The miniatures and tiles are so good, though, that I'm really interested in finding another rules system I can use them for. There's a fan-created set of cards for 7TV detailing the Aliens, Predators and Marines, and a thread on BoardGameGeek dedicated to expanding the rules for the excellent Aliens board game published by Leading Edge Games in 1989. I've even thought of adapting the Aliens Predator CCG to include miniatures and more tactical movement.

Rating: 2 (out of 5) I'm reluctant to give this game a rating at all since the tactile components are so out of line with the game itself, but ultimately it fails to deliver a satisfying game experience.