I don’t recall where exactly I first heard of
Space Marine Adventures: Labyrinth of the Necrons, but
the concept of introductory solitaire and cooperative play grabbed my
attention. I’m not a huge fan of Warhammer 40k, though in my
distant past I dabbled with Warhammer Fantasy Roleplay (second
edition) and found a used edition of the fantasy miniatures rules,
more out of curiosity than any other motive. I have a vague awareness
of what Space Marines are and that they apparently spend much of
their time fanatically blasting things. So I’m in no way invested
in the Warhammer 40k universe, but knowledgeable enough about
its basics to enjoy an entertaining solo/coop game experience with
high production values and good replay possibilities.
I’ll admit I took a risk given the game’s
price point of $40. But I had a decent coupon for Barnes & Noble
(which stocks the game along with Target and a few other mainstream
stores), so the price dropped to something more reasonable. I also
did my research, checking out a few reviews and one play-through
video. What initially attracted me to the game? What looked like
high-quality components. Multiple game boards. Nice, easy-to-assemble
Space Marine miniatures (no glue required). And with a system that
seemed to handle the Necron adversaries well enough for solo or
cooperative play and I was sorely tempted by this introduction to the
Warhammer 40k game universe.
The solid game box holds components with excellent
production values. The full-color tokens and double-sided maps come
on durable cardstock. Several “labyrinth” decks contain cards for
escalating encounters during each of the three levels. Oversized
cards include stats for the Space Marines and their necron
adversaries, additional equipment or other benefits they can use, and
activation cards to randomly determine when each side (and which
individual space marine) acts during a round of play. The Space
Marine model components snap off the sprues decently enough – I
couldn’t help but use a knife to clip them off and smooth the burrs
– and they fit together with pegs and holes snugly (though a few of
the interchangeable heads were a little loose) thanks to clear visual
instructions and numbering. Even after punching and assembling all
the components fit into the plastic insert that holds everything in
tidy compartments; though the space marine miniatures could have used
some molded bits to hold them in more securely than the square space
they occupy.
The full-color rulebook walks readers through the
game components, then explains the turn sequence, with sections on
the actions Space Marine players can take and what happens on a
Necron turn. Each rule includes a clear example illustrated by a
diagram featuring top-down views of the game components. While the
Space Marines use actions to maneuver through the labyrinth and blow
away Necrons, the enemies simply spawn at various points on the map,
blocking the way to the objective and the exit to the next level. At
first this sounds pretty tame; the Necrons don’t get any attack or
move, they just stand in the way. But when Space Marines stand on or
near a spawning point, they run the risk that cards from the
labyrinth decks could spawn a Necron nearby...wounding the Space
Marine if he’s on that spawn point or near an occupied one around
which other Necrons spawn. It almost seems too simple – avoid the
Necron spawn points, find the exit, and advance to the next level –
but the card-driven system determining who goes within the round adds
a huge level of uncertainty. Can you move marines past the spawn
point before a card comes up and spawns more Necrons? If wounded will
your card come up so you can use a medkit (or whatever they call it
in the Warhammer 40k universe) before more Necrons approach?
The Space Marines have a host of advantages. Each
one has a special ability to use any time it’s their turn as a free
action, from bonuses to ranged or close attacks to flamethrower
effects. Before the game each also gets to select one of a set of
randomly drawn benefits, including extra equipment or special
devotional powers further modifying their abilities and attacks,
though they can only use these once during the game. The Necrons,
however, can easily overwhelm the space marines. Labyrinth cards call
for one, two, or sometime three Necrons to spawn: if the space still
has a Necron, new ones spawn in all available adjacent spaces!
Some cards boost their defense for a turn, while others force the
next Space Marine to lose a turn.
Although I’ve not yet had a chance to play it
cooperatively with my son, I gave the game a test in solitaire play.
It’s easy to see how the Necrons pile up, limiting movement in the
labyrinth; while Space Marines can move “through” each other,
they must have sufficient actions for the two moves necessary for the
maneuver, further complicating an already cramped environment. I
managed to activate the control panel and reveal the exit, but one of
my marines – already wounded and hoping for the chance to use his
medkit – strayed too near a spawn point when more Necrons appeared,
hence inflicting another wound and knocking him out of the game.
It’s a good little game for solitaire and
cooperative play, but one which might lose its appeal after a few
games of intense play. The rules provide for a campaign mode for more
challenging play, as well as advanced cards to add depth to the
labyrinth decks and challenge cards to add extra objectives to each
mission. Die-hard players may find the overall mechanics easy to
modify by adding new map boards, adjusting the mechanics for more
aggressive foes, and integrating other Warhammer 40k opponents
with different mechanics for threats (something folks over at
BoardGameGeek.com have already done).
The game has wonderful potential for modification,
expansion, and adaptation to other themes. Apparently there’s a
recon mission pack expansion with three new Space Marines and a new
mission to play. I’ve heard rumors they might introduce Warhammer
40k orks into the mix. I was surprised they didn’t use
Genestealers, an adequate substitute for the xenomorphs of the Aliens
film franchise and adversaries of the cult classic Space Hulk
game; knowing little about them myself, I suppose fans could easily
work them into the game with some adjustments. I’d love for Games
Workshop to develop a Warhammer Fantasy version, something
like the old HeroQuest game but without the need for another
player to run the monsters.
The mechanics seem easily adaptable and
expandable. The players’ heroes each have a stat for the range of
their attacks and the number of actions they can take during their
turn; in more interactive combat they could use a “Resilience”
number (the target number an attacker must equal or exceed on a d6
roll to hit, adjusted by modifiers). Adversaries, who already have a
Resilience number, could also use a range limit for attacks. Cards
still work best to summarize hero and enemy stats and determine which
hero takes a turn – or whether the enemy goes – but I could see
where a specific table replaces cards for generating random enemy
actions (spawn, attack, advance) within the mission parameters. I’m
already considering using the base mechanics for a solitaire or
cooperative historically themed game for kids and newcomers to the
wargaming hobby...I have some Armies in Plastic Rangers and Indians
for the French Indian War that might add some visual appeal to such a
game.
Some might dismiss Space Marine Adventures:
Labyrinth of the Necrons as a one-shot filler game for gatherings
when folks seek something light but tactically satisfying. I think
it’s a wonderful introduction to wargaming – or at least more
complex board gaming – for kids and newcomers, especially with the
cooperative play aspect. It’s ideal for official or unofficial
expansion and modification or even adaptation to other themes for
those willing to invest a little time tinkering with the mechanics.
I’d love to see Games Workshop continue producing expansions and
even additional games geared toward drawing new people into the
hobby; Space Marine Adventures: Labyrinth of the Necrons
certainly stands as an admirable foundation in that effort.
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