21st June 2022 Tuesday is here and we're at The Sovereigns with the Woking Board Gaming Club. Terminator: Dark Fate The Card Game is a cooperative deck-builder based on the film of the same name. In this game, players try to avoid or engage a pursuing terminator in a battle... to the death! First apologies in advance; this is a card game about Arnie and terminators, therefore must have the requisite Arnie quotes. Does this game make you want to 'come with me if you want to play?' 'I'll be back?' No, not likely, more like 'hasta la vista'! What's in a game?
It's a minor quibble but the acrylic tokens used to track damage are a little strange and seem a bit like some generic components cobbled together and sourced elsewhere for the game, I guess the 5 point damage tokens could interpreted as being mangled steel? Not so sure about the red gems though. The cards are a pretty standard quality and what you'd expect from a modern game. In terms of presentation, the game mixes a little original artwork with for the most part photos from the film. I've said this before and I'll say it again, using photos that may well have been taken from a press or promotional pack provided by the distributor always looks cheap. This is no different. The small amount of artwork used is fine and does its job. Most of the game's information is relayed via text, there are only a couple of easily learned icons in the game which won't provide any obstacles. How's it play? Setup
On to play Terminator: Dark Fate follows the typical turn structure for a deck-builder. The active player plays as many cards as they are able to and resolves them, then all cards (Except skill cards.), including un-played cards are discard. The active player then draws 5 new cards. There are 3 phases to each player's turn.
Endgame Play continues until the Rev-9 is destroyed, in which case the players collectively win or until the any of the players are defeated by the Rev-9, in which case they collectively lose. Alternatively, if the wound deck is depleted and a player needs to draw a wound card, the players lose. Overall
There's definitely some things to like about Terminator: Dark Fate. I like that it's a cooperative deck-builder, which is pretty rare. I also like how the game's mechanics captures the theme of being chased - something that occurs throughout the terminator films. A lot of the cards that appear in the game do a good job of reinforcing this. How the terminator lurks in the in the fate deck until it appears and starts causing trouble and how the players can then can damage and push the terminator back into the deck to get some breathing space until it reappears. I like how the Rev-9 hunts, activating hostile cards and also trashing the deck, it adds a natural countdown to the game. Often players will need to make the choice between buying cards and damaging the terminator, it's quite hard to do both. Players will also need to judge if it's beneficial to flee or sometimes rest - getting wound cards out of your hand/deck can be vital Having said all of that, it brings me to a couple of issues with the game. Firstly, is the game's currencies. There are essentially 2 currencies to manage, supply to buy cards and combat to damage the terminator. It felt rare to have what you need in your hand when you need it. There were frequent times that players would have a lot of combat orientated card in their hands but no Rev-9 card to fight as it was somewhere in the deck. - This probably also meant that since they had combat cards, they had little to no supply cards to buy more cards. Conversely, they were times players were sitting there with supply cards and no way of fighting or fleeing the terminator. Secondly and by far my biggest gripe is reserved for the errr, reserve rules: To put bluntly, I feel the reserve is too small. Most deck-builders give players a choice of 10 cards to acquire, in Terminator: Dark Fate players will generally have a choice of 5, this will be worsened by the presence of hostile cards which will further reduce the choices. This can be bad in the early game if expensive cards appear, players may frequently find themselves unable to buy any and just passing or resting. Yes players can choose to add more cards but quite often this felt too risky. Increasing the risk of drawing hostile cards or revealing the terminator if it's not out. I'm not sure there's an easy to fix it though, a bigger reserve would risk more hostile cards appearing, this would be bad in the early game as players would have less ways to manage those cards. Perhaps there needs to be a way of wiping and refilling the reserve? Or having a separate supply of cheap low value cards that are always available to purchase - as found in some other deck-builders. We also found the game a bit harder than we liked. I know that luck always plays a role in any cooperative game but when you get a choice of 4 cards that you can't afford, it feels pretty futile. I think perhaps, in earlier games that we didn't use the flee or rest actions quite enough, but honestly they felt a little counterintuitive; scrubbing all the damage on a Rev-9 to flee didn't seem to sit well with people, neither did resting. It didn't help that the 'easy' starting Rev-9 card forces players to flee if they stagger it, meaning that to destroy it they will need to do a minimum of 11-15 damage in a single turn to defeat it, or to do 5 damage and and then have a card which defeats staggered Rev-9s. The best strategy it seems, is to damage and constantly flee the Rev-9 until enough resources can be gathered to defeat it. It feels appropriate for a terminator game but also perhaps felt like it made the game a little too overlong. The game all felt a little frustrating and futile, especially with frequent turns where players had nothing to do. It's a shame really, because there's the DNA of a good deck-building game somewhere in there that could really do with some balancing.
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