Review
Fleet Commander: 1 – Ignition
Fleet Commander: 1 – Ignition has a clever dice core and enough miniature-fleet presence to earn a place on the table. The expansions add welcome depth, but the retail price remains an awkward thing to defend.
- Published
- 2014
- Designer
- Elwin Charpentier, Didier Dincher
- Publisher
- Capsicum Games
- Players
- 2
- Playing time
- 60 min
Fleet Commander: 1 – Ignition is the sort of box you buy convinced that one evening you will become the person who puts tiny space fleets on a table. Then it sits on the shelf for years, until it happens to fit the need for a thoughtful two-player game with some dice, miniatures, and rules that do not require a second career to learn. On an ordinary Tuesday after work, that promise matters rather more than I like to admit.
At its centre is a roll-and-keep dice system: you roll, keep the results that serve you, and make your moves from that choice. It does not reinvent the genre, but it is clever enough to give the game a distinct footing among space-combat games.
It does not reinvent the genre, but it is clever enough to give the game a distinct footing among space-combat games.
WhiteColarGamer
The experience stays focused on two players and on making the most of the choices those dice offer, without turning the rules into a burden. The expansions bring depth and replay value, making the base game feel like a beginning rather than the whole story; that is welcome, provided you are already committed to the setting.
It did not astonish me, but it did not disappoint either: this is a solid, quietly good two-player game with a mechanism strong enough to stay with you. Its retail price, however, was and remains at a level that makes the whole package very hard to justify.
Its retail price, however, was and remains at a level that makes the whole package very hard to justify.
WhiteColarGamer
Source: BoardGameGeek
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