Infiltration by Donald X. Vaccarino
Preface
The name of the designer for this game should be familiar to anyone who has any semblance of a hobby with board games. Donald X. Vaccarino is the famous designer of the ever-popular card game, Dominion, as well as Kingdom Builder. Infiltration is, however, a game that in no way, shape, or form intended to play like Dominion. Anyone who has gone into a game of
Infiltration with the expectation of a Dominion-like experience has been nothing but disappointed; so please, look at
Infiltration as an entity completely void of correlation to Dominion - despite the same designer.*NOTE* I will, from this point forth, implement a system for game reviews that I quite simplistically call the 5C's. Each category will highlight a specific part of the game that I feel is necessary and paramount to a great game. Each category will get a rating on a scale of 1 to 10, equaling an overall score out of 40.
Comprehensiveness of Rule Book
Arguably the most important part of any game is a well-written rule book. As I approach a new game, I spend 90% of my time with my nose buried in the crease of a rule book as I try to commit each and every rule to memory for the sake of those to whom I wish to teach the game. In so doing, a rule book that is well-organized and well-written is a necessity that cannot be overlooked!The rule book for Infiltration certainly is one of the smaller, more concise rule books I've experienced. The rules are more-or-less sufficient for the lack of complexity in game play that exists in Infiltration though, a lot of the rule book is dedicated to depictions of the Android: Infiltration world.
The base rules, from my experience, were too dry and laymen for my taste as well as the taste of my gaming collective. The consensus was that the rules proper felt ideal for players younger than 8 years of age; since the youngest in my group is 22, that doesn't quite fit well with us. Instinctively we have implemented a house rule that almost all of the "variable rules" are now to be considered the base rules.
The enjoyment of the rule book is that these variants ARE at a group's disposal should they feel the game is too easy, simplistic, or anything else that would make a game less appealing.
Comprehensiveness of Rule Book: 7 of 10
Components
There's not much to mention here, honestly, this game is typical FFG fare. All cards are of above average quality with a linen coating. The room cards are quite large, picture two standard playing cards next to one another, while the item cards are FFG's ever-so-annoying favorite of the miniature cards (roughly the size of a matchbox).
I quite honestly don't know why FFG insists on using such small cards, for normal Euro-sized playing cards would work quite well with this game. Perhaps the miniature cards cut down on materials cost, or speed up production, but I HATE games with such small cards.
My personal tastes aside, the quality of the components is great and they will withstand quite a lot of wear.
Components: 8.5 of 10.
Cohesion of Theme
| Layout of a Game of Infiltration |
I cannot say that I have played any other games that are submerged in the Android world, but the theme of Infiltration caught my eye from the first day I read of the game. The ONLY way that the theme stays cohesive with this game is if, and only if, the operative-specific items are assigned. This gives a feel that every operative brings a unique set of skills to the facility and has ways of being better, and conversely worse, than other operatives when fraught with certain challenges.
The items themselves, fit with the theme of being futuristic, but their utility seems 2-dimensional. Either the item helps you get to data file (DF) tokens quicker, or it helps you hinder the progress of your opponents. There are parts where the theme works incredibly well with certain items and situations and other times where the theme appears to be pasted on through an item that really doesn't make sense (a gun that can be used to kill lab workers, but not to wound other opponents...really?).
As a whole, I don't think that the lack of cohesive theme ruins the game completely, but it does detract from my overall appreciation for the Android: Infiltration world.
Cohesion of Theme: 5 of 10
Compatibility of Mechanics
Well, the mechanics of movement and game interaction could not be any more simple: move forward, move backward, interact with the room, and collect DF tokens. In addition to the basic action cards (broken up into 5 different cards of: advance, retreat, interface, and download or extract) there are item cards that are distributed to players dependent on what rule set has been implemented.Each item is unique, but after 6 plays, no bizarre interactions of items were encountered. That is to say that we did not encounter a few items during our plays, but since all item uses are solved in turn order, no two items are resolved simultaneously, interactions are not complicated and turn phases progress rather rapidly.
Compatibility of Mechanics: 10 of 10
Conclusion
As a whole,
Infiltration is not a very beefy game in any respect. The game plays quickly, easily, and does not involve too deep of decisions so groups plagued by analysis paralysis (AP) shouldn't have too much difficulty. The average game length is 15-30 minutes for 4 players, and solution of who wins is quite easy - the player with the most DF tokens when an end game criteria is met wins. Should the value of DF tokens be shared by more than one player, those players share in victory.Infiltration should never be the center piece of a game night, but it is a great wind-down game or a filler game. For a fast-paced, somewhat Android-themed card game, Infiltration fits the bill.
Overall Score: 30.5 of 40
Grade: C