Review

 

Fight the cloud militia ...

 

CloudAge

 

... for a better future!

 

Fifteen years have passed since the mysterious secret CLOUD group has burnt oil plants and forests and maneuvered the whole planet into a dreadful environmental catastrophe with devastating consequences. Few are left, landscapes are dry and desiccated and all hope rests on the captains of the airships.  

 

The post-apocalyptic situation at the beginning can be handled either as a campaign in seven chapters, or independently, in three scenarios. After the slightly varied set-up for our selection, we start our airships which, in each round, carry us into one, or better said, over one of the cloud-covered cities, from where we collect resources and project cards, and also, as an option, but one that is usually chosen, fight cloud militia. Water, metal, and energy, which can also generated during flight movement vial photovoltaic installations on our airship (very commendable) must be collected by using drones in an innovative, nice, chance-reducing mechanism which projects a flair of Entdecker: One of three city cards is selected and you define the resource of your choice. The available amount of that resource is shown on the card, which, however, is for the best covered in a transparent sleeve, carrying cloud images - a very atmospheric and impressive detail. Players are also involved in the collecting action, in which each player receives something different. Metal is first and foremost needed for upgrading and expanding your airship - more propellers provide a grater range which is important on the one hand because of the seemingly mor interesting cities further away from the starting point, and, on the other hand, due to the opportunity to better be able to access and thereby use alternate sources of resources. Furthermore, there is the limitation that each city can only be accessed one by every player - movement on the board is therefore predetermined.  Energy is only necessary indirectly in this case, as you need it mostly for producing water and resolving of conflicts, but only when your ship’s armament is not sufficient. You can achieve suitable armament by constructing on-board cannons or by implementing weapon project cards, for instance EMP blasters. Both options provide - besides a plus in combat strength which enables us to accrue city bonuses more easily - also victory points, which are the intrinsic purpose here.

 

Project cards are the bee’s knees

Other project cards, like cooling systems, solar panels, or secret tunnels, should be installed, too - needing varying amounts of water and use of a building actions, which can only be resolved as an alternative to a city action, but can be resolved twice. A dilemma, as building costs resources which then cannot be collected. At least, you can also build in building actions of the opponents and - at the end of the game - twofold, which should definitely be considered in your plans. The range of available cards awaiting us changes with the chapters - for instance, there are capacitors, parrots, and, from chapter three, a biology textbook, a green market, or rare plants. The planting of seedlings expands the game by a thrilling and challenging facet, which is also provided by the replacement or, better, covering up of some cases by special tiles in the legacy mode.

 

Thus, rebellion against the cloud militia remains alluring in the long run and the harmonious, felicitous mechanisms create a positive all-over impression, even if one does not win at the end! Congratulations!

 

CloudAge is a challenging development and collecting game game with little interaction, intended for well-versed gaming expert from teenage age on, but rather for adults, featuring a moderate element of chance. The design is very appealing and has a convincing flair; the many scenarios and story elements, together with the optional legacy mode, guarantee long-lasting fun to play. You will need an introductory game, but that will prove to be worthwhile.

 

Thomas Bareder

 

Players: 1-4

Age: 10+

Time: 100

Designer: Alexander Pfister, Arno Steinwender

Artist: Christian Opperer

Price: ca. 50 Euro

Publisher: Nanox Games / dlp games 2020

Web: www.dlp-games.de

Genre: dystopic, development

Users: For experts

Special: 1 player

Version: de

Rules: de en

In-game text: yes

 

Comments:

Harmonious design

Not much interaction

Little chance

Optional legacy mode

 

Compares to:

Dystopic development games

 

Other editions:

Capstone Games (en), dlp (en)

 

My rating: 6

 

Thomas Bareder:

A clever mix of optional legacy mode and story elements, albeit not easy to access - your first game will be an introductory get-to-know game!

 

Chance (pink): 1

Tactic (turquoise): 2

Strategy (blue): 2

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 0

Interaction (brown): 1

Dexterity (green): 0

Action (dark green): 0