Review of Android

Review Summary
Capsule Review
Philip Reed
December 17, 2008

Style: 5 (Excellent!)
Substance: 3 (Average)

Fantasy Flight's latest game is a giant, complex event with some original mechanics that should be studied by anyone interested in game design. The game drips with flavor and is something Arkham Horror fans need to try.

Philip Reed has written 20 reviews, with average style of 4.35 and average substance of 3.50. The reviewer's previous review was of World of Warcraft Miniatures Game.

This review has been read 4337 times.

 
Product Summary
Name: Android
Publisher: Fantasy Flight Games
Author: Kevin Wilson
Category: Board/Tactical Game

Year: 2008



REVIEW OF Android
NOTE: While this review discusses game play, and gives an overview of the game’s components and concepts, you will not learn to play the game by reading this review. Instead, consider this a set of thoughts and opinions after a single session and try to use my review as a roadmap to assist you in learning the game. You need to download the rulebook (found here) and study it carefully before attempting to play Android. Please keep in mind that some of the specific game rules descriptions and discussion in this review may be incorrect and I have not fully defined every term that I’ve mentioned. I have done my best to provide as clear an explanation of the game, as I understand it at this point and in the brief time that I had to write this review, but Android is too big for anyone to fully digest in one session. I have no doubt that reviews that follow in a month or two will be more accurate than this one, but I hope that I cover enough here to give you an idea of the game and some of its more unique mechanics.

Kevin Wilson – designer behind Arkham Horror, Descent, Fury of Dracula, and the upcoming Cosmic Encounter – has teamed up with Daniel Clark to bring us the unexpected Android, a game in which the players race to build the most victory points before two weeks pass (game time, not real time) and the game ends. Billed as a dystopian murder mystery, Android is an ambitious design that presents entirely new mechanics – something rare in games – that theoretically help carry the game’s theme: namely finding the murderer.

Unfortunately, during the course of play the game is less about discovering the murderer and more about pinning the blame on one of the suspects. You see, unlike Clue in which there can be only one actual murderer in each session of the game, in Android any one of the suspects can be the killer; the players aren’t so much unraveling a mystery as they are building a lie (or, maybe, a flawed case). When the game ends the players will have identified a suspect as guilty, but there’s no real way in which we know if the guilty party is actually guilty of the crime or if the players merely built enough evidence to convict an innocent suspect of a crime which he did not actually commit. It’s a minor technicality that has no impact on the play of the game, but some players will no doubt be frustrated by this. Despite this particular quirk of the way in which the murder mystery plays out, I feel that there’s enough going on in the game – and that there is enough innovation in the design – that anyone who is a fan of Fantasy Flight’s big box games needs to give Android a chance.

Android: The Influences and Style

The game doesn’t even try to hide its influences, which is just fine with me. Looking a hell of a lot like it is set in the Blade Runner world, Android is a cyberpunk dystopia that is as much noir in attitude as it is classic sci-fi action. I think more than one player is going to appreciate “Heinlein Museum.”

In terms of visual style, the game is beautiful. Art director Zoe Robinson outdid herself on this project and everything – from the computer graphics of the gameboard by Stefan Morrell to the character art by Julie Dillon – is top-quality work. Congratulations, Zoe, for a job well done.

But you’re not here to read about art or influences, so let’s get on with it.

Android: A Lot of Pieces in a Heavy Box

Like the recently released, Battlestar Galactica (which I’ve already reviewed), Android comes packaged in a box that’s almost one-foot square and roughly three-inches deep. The first thing you will notice when you pick up the box is that this is one heavy, massive brick of game. Weighing in at roughly five-and-a-half pounds, Android definitely gives you a lot of bits, including:

In total, there are hundreds of different bits in the box. You definitely get your money’s worth when it comes to components. Now that you know what’s in the box, we’ll continue our review with . . .

Android: A Long Game

Before you sit down to play Android you, and the other players, need to know that this is a commitment. In the first game session yesterday the players took almost two hours just to setup the game and go over the basics of the rules. Granted, this included punching all of the bits but I feel it is vital that everyone knows just what they’re getting themselves into before sitting down to play Android. For your first session I recommend setting aside a day – start at noon and expect to play until seven or eight that night. Later games should go faster, but I don’t have any proof beyond the fact that the second game of the day took roughly three hours to complete the first week, at which point we ran through the end game and declared the game over. We’ll play again, and I expect the next session to go faster, but I do not see how we can play the game in under four or five hours, even after we’ve gained some experience with it. This is in no way negative; Arkham Horror, after all, usually takes us five or six hours and we always have fun playing it. It’s just a statement of fact that Android is a big, involved game that requires time. Those of you who enjoy big games are probably going to have no problems at all with Android but anyone who hates games like Twilight Imperium, Descent, or Arkham Horror should do themselves a favor and skip this release.

Android: Playing the Game

In his Fortress Ameritrash post discussing his first impressions about the game, game critic Michael Barnes writes: “Good god. I played a couple of sample turns and my early impression is that it is an adventure game, it's a Kevin Wilson adventure game, but it's really pushing the envelope in a lot of ways.”

Saying that it’s a “Kevin Wilson adventure game” is quite accurate. If there’s one thing that Kevin Wilson does well it’s that he builds large games that have a lot going on – both mechanically and in terms of theme and story. Android is no exception and it’s going to be easier on everyone if you just accept the fact that you’re going to get something wrong – maybe lots of things wrong – the first few rounds and maybe even the first few games. Knowing how to accept this and just play the game is one of the keys to learning and enjoying one of these big games. Trust me, everyone will have more fun if they relax, don’t stress about making mistakes, and just work their way through the rules as best they can.

Hunches

When the game starts each player is dealt two “hunch” cards: one guilty hunch and one innocent hunch. These hunch cards are kept secret and are used through the course of the game as you place evidence tokens on suspects (see below). In the “Murder 101” article at the Fantasy Flight Games website, designer Kevin Wilson gives an excellent description (and example) of hunch cards:

“These cards represent your hunches about the case, and for each of your hunches that turns out to be correct, you’ll receive some points at the end of the game. So, for example, you might receive Mark Henry’s innocent hunch and Vinnie the Strangler’s guilty hunch. If Mark Henry turns out to be innocent, you’ll receive 5 VP. If Vinnie the Strangler turns out to be guilty, you’ll receive 15 VP.”

As you play the game you want to try to push the evidence tokens to the point where the guilty suspect matches your hunch. See “Follow a lead,” below, for an overview of how evidence tokens are used. You can also check p. 20 of the rulebook (you did download the PDF, right?) for the game’s actual rules for evidence tokens.

The hunch cards are neat, but they don’t do anything except give each player secret goals and a roadmap to winning the game. But I’ll cover that more as we dig deeper into the game . . .

Turns, Days, and Time

Android is played across twelve turns, each one of which represents a single day of game time. (Why the game world has six day weeks is unclear to me, but since it’s just a game we can let go of that little oddity and move on.) On each day, every player – in turn – may spend time (basically action points) to explore and interact with the world. Time is tracked with its own play sheet and can be used to:

Ending the Day

As soon as each player has taken a turn then the day marker advances one step and the players perform the “End of Day” steps described on p. 15 of the rulebook. It is at this point that the first player token may change hands (as discussed above) and, during some days, when a “General Event” is played or a “Plot” is resolved.

Another day now starts. At the end of the twelfth day the game ends and everything is scored. The article “Murder 101” on the Fantasy Flight Games website gives a good overview of the scoring mechanic of suspects, and I’ve already given a little information on scoring the conspiracy at the end of the game, so rather than go through the step-by-step process of scoring I’m going to wrap up this (long) review with my final thoughts on the game after a single session.

Android: The Game is Amazing and Frustrating all at the Same Time

I think I’ve mentioned it a few times already (okay, I know I’ve mentioned it), but Android is a massive game, not just to design (I can’t begin to imagine how many man-hours of time went into designing and playtesting the game) but also to learn and play. Expect to spend anywhere from five to ten hours playing through your first session, and expect that you’ll do something very wrong and not even realize it.

Amazing

Android is an amazing game for a number of reasons, including:

Frustrating

Why is the game frustrating? There are a few key reasons, which are:

I know this review doesn’t properly cover everything that can be found in the box – or in the rulebook, for that matter – but I hope that you at least have a feel for how the game works and some idea as to what to watch for when sitting down to play. There is no doubt in my mind that this is a unique new design and one that Kevin, Daniel, and the crew at Fantasy Flight should be proud of. I don’t ever see this becoming one of my favorite games but, as with Arkham Horror, I can see this becoming one of those games that we drag out two or three times a year for a marathon session.

If you have any questions at all about the game please ask. I’ll do my best to answer questions but, as with any reviewer, I only have so much knowledge about the game and there’s an excellent chance that someone more knowledgeable will step up and give a better answer.

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