Well, it's been a couple of months since I wrote an analysis post, which makes it high time for another one! And, though the last post I made was also about Eclipse (2nd Edition), I'll be damned if it isn't the best-designed board game I've played in a long time, so here we go again! Last time, I wrote about how game designer Touko Tahkokallio reduced the combat disincentives that often plague similar games. This time, I want to take a look at something else he handled superbly well in Eclipse: passing.
Eclipse, like most board games, is sequential and turn-based. One player takes their turn, then the next, and so on around the table. Each turn taken carries an increasing upkeep cost; a player may instead pass. Once all players have passed, the round ends: combats are resolved, income, upkeep and resource production are calculated, and new technologies become available before the next round begins and play resumes.
This is all standard fare so far, and games that follow this pattern typically treat passing as a simple, functional mechanic: once they've taken as many turns as they want to or can afford, the player declares that they pass, and sits out the remainder of the round until all other players have done the same. This certainly isn't bad per se, and there's a lot to be said for not overcomplicating things unnecessarily, but I'm a huge fan of the systems Mr. Tahkokallio has put in place to turn passing into a complex and interesting decision, as important in a player's strategy as any other aspect of their game.
In Eclipse, passing doesn't bar you from the rest of the round, but neither is it simply a 'no action this turn' option – any further turns taken before the end of the round carry heavy penalties. After passing, a player is restricted on future turns to 'reactions', a severely-limited version of the 'actions' taken normally. As a reaction, the player can only upgrade, build, or move (losing the options to research tech, explore new sectors, or move influence discs), and their upgrade/build/move is less efficient – a player might be able to move two or three ships with a normal action, but as a reaction is restricted to just one. Even worse, these reactions still increase the player's upkeep cost by the full amount, just like any other turn. In a long enough round, a player who played action - action - pass - reaction - pass - pass - reaction would be paying four turns worth of upkeep.
Why, then, would a player pass before being certain they'd done everything they wanted to? Well, normally, you wouldn't. There is, however, a good reason they might pass earlier than is necessary, and one very big reason they might delay passing as long as possible. We'll start with the first one: why pass before you have to? The answer: first-to-pass bonuses.
The first player to pass gains several advantages. First, you immediately receive a small monetary bonus, which could afford you a reaction if you're broke, or (much more efficiently), an extra action in the next round. Second, whoever passes first gets to start the next round, which comes with first pick of any new technologies, and places that player perfectly to eventually be the first to pass in that round as well, reaping these benefits all over again. Of course, you may have spotted already that if you pass first multiple rounds in a row, you've given up much of the benefit of the cash bonus – taking several extra turns down the line is less efficient in terms of upkeep, and a turn taken now gives immediate benefits. On the other hand, an extra turn in the current round will likely hand the first-to-pass bonuses to someone else. Perhaps you could pass early to deny others the bonus, then use the cash to cover the inefficiency of taking two reaction turns to do something that could otherwise be done in one... but even then there are no guarantees the round will last two more turns before everyone has passed. Of course, if you were to play a couple of extra turns this round after others have passed, you'll have less to do next round and will be more easily able to grab the first-to-pass bonus then... you can see how passing strategy becomes important!
As for the reason you might delay passing as long as possible, even with the ever-mounting turn costs – the best time to invade a player is right after they pass. As reactions are only half- or one-third as efficient as actions, you'll be moving twice as many ships as they can scramble in defence, or upgrading your ship designs to exploit their vulnerabilities twice as fast as they can counter-upgrade in response. Of course, this is if you can afford to take all these actions in the first place... perhaps it was worth passing first several times to build up that cash reserve after all?
In most other games, passing mechanics are functional, but unnoteworthy. As with so many elements of Eclipse, designer Touko Tahkokallio has gone the extra mile and turned it into an important, interactive, and rewarding aspect of the game. Absolutely phenomenal design.
Comments are closed.