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Gaming Blog

Jump Drive

6/10/2021

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5th October 2021

Tuesday night is here and the Woking Gaming Club is at The Sovereigns in Woking.

The first game of the evening was Jump Drive, whisk through the Galaxy instead of racing through it!
Jump Drive is a streamlined version of the great Race for the Galaxy and like it, shares a setting with games New Frontiers and Roll for the Galaxy.

What's in a game?
Jump Drive uses 2 different types of cards which will be familiar to players of Race for the Galaxy. All cards have a cost and may also have icons for exploring, genetics or military, they may also powers, victory points or income.
  • Developments: Developments are recognisable from the diamonds in the top left corner which also contain the card's cost, these cards represent technological, scientific or other kinds of advancement.
    Survey team: This is a special type of development card, more is explained below.
  • Settlements: These are marked out by circles around the cost.
    Like Race for the Galaxy, settlements come in 4 types, blue (Novelty.), tan (Rare elements.), green (Genes) and yellow (Alien tech.), as well as neutral grey.
    Military worlds: If the circle and the cost are outlined in red, it means the settlement is a military world.
  • Exploration tokens: These square tokens are used when performing exploration actions.
  • Victory point tokens: These hexagonal tokens will be very familiar to players of any of the games in this setting.
That's it for the components, their quality is pretty good as you'd expect. The cards ae well made and the tokens are suitability thick.
Jump Drive's art style matches that of the other games in the series and at least some of the artwork is recycled and as I've said before, it's not a bad thing as it lends them all a consistent look.
The game's iconography is for the most part straightforward and certainly less intimidating than Race for the Galaxy. 


How's it play
Setup
  • Survey teams: Set out a number of Survey Team cards face-up equal to the number of players. Each player may only have 1 survey team card in a game.
  • Player hands: Shuffle the cards into a face-down deck and deal 7 to each player. Then all players must discard 2 cards each.
Play is now ready to begin.

On to play
Rounds in Jump Drive are played out simultaneously over 3 phases and players have choice from 3 actions, 2 of which can be completed in 1 turn.
  • Action phase: In this 1st phase, payers make take one of the 3 actions, alternatively they may take the develop and settle action in the same turn - with a proviso of course.
    Choose: Players privately choose which action(s) to perform. If they want to explore they take an exploration token. If they want to develop, they play a development card face-down, to settle a settlement card must also be played face-down. Finally, if playing both develop and settle, one card of each must be played face-down.
    Reveal: Once all players have chosen, all cards are revealed simultaneously and the 3 actions are played out in the order below. Any cost that must be payed is paid with cards from the acting player's hand. As with Race for the Galaxy, a player's hand is also their currency in Jump Drive. 
  • Explore: When performing the explore action, the player takes an exploration token. This allows them to draw 5+ cards from the deck and keep 2, the more explore symbols they have in their tableau, the more they can draw.
  • Develop: This action allows players to put development cards into play. If a player is only performing the develop action, then they have -1 to the cost. They do not receive this benefit if also playing the settle action.
    Survey team: Interestingly, as their only action, a player is guaranteed getting a survey team card, which means they'll get an income of 1 no matter what.
  • Settle: As you'd imagine, this allows players to put settlement cards into play. If the player is only performing the settle action; once they've paid the cost of the card, they can draw a card from the deck. They do not receive this benefit if they performed the develop action.
    Military worlds: These worlds cannot be bought and must be conquered. A player can only put a military world into play if their military score is equal or higher than the cost of the card. The upside is that there's no other cost to putting a military world into play.
  • Victory point phase: During this phase, all players count all the victory points their cards are currently generating and increase their victory point total by that amount. Cards are scored every round after they've been played.
    You'll notice that this will increase players' scores exponentially, e.g., having a 1 VP in round 1 grants 1 VP, adding a 2 VP card in round grants 3 VP and so on.
  • Income phase: In this phase, players draw cards into their hands; mechanically, this works identically to accruing VPs with the same exponential increase occurring.
    Hand size: At the end of the round, all players must have no more than 10 cards in their hand, discarding any excess. This may sound like a reasonable amount but when you're drawing 15+ cards a round, it involves a lot of decision making and deck shuffling.

Endgame
When any player's score reaches 50+ VPs, then the game will end with the current round.
All players should calculate their VP total.
Points are tallied, highest score wins.

Picture
My tableau at game end.

Overall
Jump Drive plays very quickly and the game can be over in a handful of turns; at the start  50 victory points may seem like a lot but thanks to the exponentially increasing scores, players will suddenly find themselves hitting the endgame.
They cannot afford the luxury of meandering in their decisions or make frivolous choices.
Players must learn to be ruthless with spending their hand of cards, keeping more than 1 or 2 cards back will really slow them down, this is even more true in Jump Drive than Race for the Galaxy as Jump Drive provides players the choice to put down 2 cards a time and that double cost can easily empty a players hand.
Sure, it's fine and prudent to play one card at a time but if opponents are putting down 2 at a time instead, they risk streaking ahead and it may be necessary to keep up with them!
Jump Drive is not only about engine building, it's about optimisation, players have try an exploit the opportunities given to them instead of searching too hard for them.

It's also impressive how Jump Drive manages to distil so much of Race for the Galaxy into a streamlined, more accessible and quicker iteration. Pretty much everything that makes Race for the Galaxy a good game is is present here: The hand of cards as currency, hidden choices, engine building and synergy and so on.

Jump Drive is an enjoyable experience, reasonably easy to learn with a quick set up and play time that provides players with meaningful choices, a game well worth trying: If you like Race for the Galaxy, you'll find a lot to like here.
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  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
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    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
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