Introduction
For those of you who had the unfortunate experience of
playing the poorly programmed Buzz Aldrin’s Race Into Space back in the early 1990’s, Liftoff is the board
game it was based off of. The computer
game never gave much in the way of satisfying results or much fun, courtesy of
a lengthened game, wonky crew capatability rules and an
amazingly bad random number generator.
Liftoff is a surprising antithesis to the computer game and holds the
old adage that the original is usually the best.
The Game
Liftoff is a board game that simulates the race to the moon,
starting in the late 1950’s and going into the 1970’s you could go long if your
game is going very poorly or are playing a historical China. Instead of a two way race to the moon it is a
four faction race, though in practical experience up to six can play the game
and it still be enjoyable. Heck making up
your own chits based off of Australia,
South America, Romans, etc can be fun. The games normal factions are the USA, Europe, Soviet Union and Asia. All factions are the same,
there are no inherent perks or different equipment options. The configuration of missions is all about
weight and usually your method for getting to the moon will dictate what rocket
program(s) you buy and research.
The race to the moon is complicated and serious business and
is done in steps. The start is getting a
satellite in orbit, then a manned suborbital, then a manned orbital, etc. However you have the option of skipping
steps, but that penalizes your safety factors.
What are safety factors, you ask?
Those are the numerical values of your various parts of your space
program (e.g. capsules, lunar modules, mini-shuttle, kicker, rockets, EVA
suits, etc). These are increased via three
ways; research, random events and practical application. As your program progresses each success (even
if you are not the first) gains a budgetary award to buy equipment or research
equipment. As equipment is rolled
against its safety factor it can go up by 1 percent per mission, though that is
usually capped at 98% for most systems and the research maximum is usually a
few less percentage points. Ergo to gain
the maximum safety factors a component of your space program must be used in a
mission. The only caveat to this is if
the mission ends up a catastrophic failure the system that caused the failure
goes to its base safety factor, which can set a player back a few turns and
open a window for another faction.
As mentioned above there are random events in the game. Each random events card has an event and
usually a budget increase or decrease.
Usually the lower your budget is the more likely you will get a budget
increase, if you have a high budget the opposite occurs. In the events you can lose astronauts, take
hits to safety factors, steal or give technology, fortunate accidents or lastly
have mandated missions or political directives (military build up being a bad
thing and a leader’s promise to get to the moon a good one...unless you fail).
Each turn starts with adjusting your budget and collecting
it. Then random event cards are drawn
and the effects noted to your budget, technology or mission planning. The research is bought and rolled for (up to
five six sided dice per turn for a percentage based safety factor). After research is done missions are declared
for the next year (in order of highest budget, so lowest always gets first
crack). After declarations are made for
the next year the current year’s missions are attempted in order of lowest budget,
missions can be rushed, but for each month it costs 1 megabuck and 1 percent
for the safety factors…not counting any penalties from random events or
skipping steps. Then finally,
liftoff! Each mission has different
criteria and must be noted when declaring the mission, simple missions require
few rolls against fewer systems…more complex ones require more rolls against
more systems. To get from the Earth to
the Moon requires more than 25 rolls to succeed…and even if you are playing it
safe and have 98% on average maximum safety factors it is still likely there
might be a misstep. When that happens,
usually your crew gets a saving throw which is based on their experience. Should that fail then it is off to a
cavalcade of charts that get into gritty detail on the failure. Not all is bad when diving into the
charts…sometimes the problem will resolve itself, other times the mission will
be a failure with a chance for the crew to continue home. Oh yeah they can also all die in some
terrible manner.
The Stuff
If you judged Liftoff by the quality of its components you
might come away disappointed. Inside the
box are:
Rule Book
Random
Events Cards (cardstock)
4 Nation’s
Cards (astronauts, equipment, declarations, etc on colored cardstock)
Game Board
(glossy paper)
Dice
The biggest disappointment is the game board which given it
is simply glossy paper and used throughout the course of the game can show wear
and tear very quickly. More so as it has
to fold in half to fit in the box and the crease can wear it down even faster. The cards for the nations and random event
cards hold up alright as they are card stock.
Commentary
Liftoff is obviously an extrapolation of a very complicated subject
and for the most part it gets it right.
The nice touch is there are lots of ways to get to the moon and
accomplish the goals in between. Unlike
the US
space program usually your route to the moon is an early decision in the
game. The staged approach like NASA did
(Mercury then Gemini and lastly Apollo) does not usually work within the game
until you have had success in missions or random event cards that you can
afford to go back and buy secondary systems incase what you met success with
has a catastrophic failure. But with
lots of options in Liftoff from 4 rocket types, 3 lander
types and 4 capsule types and the other sundry technologies there is pleasant
variety and none of which is a guaranteed success as even under optimal
conditions getting to the moon is tough to do…especially if the dice gods are
frowning.
Liftoff favors some risk taking as the rewards for the early
stages of space flight are very rewarding and can kick start a program into a
higher gear. But the tactic of going
with a super expensive and reliable system and biding your time while the other
factions fight it out over first satellite and man in orbit is also a valid
tactic. There is a slight game design
flaw as one of the steps that is easy to skip to in the unmanned lunar
satellite or probe, which negates over half the steps a nation has to
take. That mission obviously has no
astronauts at risk and many of the manned missions can be skipped even if your
country has no manned mission experience.
The saving grace to this design flaw is that usually it is the countries
doing super expensive systems (mini shuttle or mega-capsule) that have to take this
route.
My group has added some house rules to make up for some
deficiencies in Liftoff. Research and
launches are done twice a year, though the same budget is only collected
once. Reentry has an added 5% to the
safety factor. Also we have added new
rewards for the first type of a rocket launch (an Apollo 3 stager is
impressive!), some new missions (first woman in space)
and tweaked the rewards table for 5-7 players instead of the normal 4.
Liftoff is a game I love, given I have been playing it a few
times a year for almost a decade (usually on the anniversaries of the first and
last moon landings). It is also I game I
hate sometimes because my dice rolling is fickle and I have never managed to
win Liftoff.
The nations in Liftoff all being the same might raise the
hackles of some purists or those looking for a slightly deeper game. I think it would have been interesting to
make the Soviet rockets more powerful but their equipment heavier…or their
penalty for catastrophic failures less severe.
The US
could have lighter equipment and slightly better safety margins. The Europeans and Asian factions could have
some mix of the two or they play it straight.
This would make the international mission cooperation more difficult as
sharing equipment might not always work within the weight constraints of
Liftoff.
Summary
Liftoff is a fun and accurate extrapolation of the space
race and worth shopping the used and out of print market if you are interested
in space. Liftoff is also the singularly
most difficult board game I have ever played as winning it is a challenge but
the rules remain accessible to most gamers.