It's been almost one hundred years since the Scorpius system was settled. Over the decades, the Government has taken control of everything. Tens of billions of Sentients live in Scorpius with no hope of advancement, no hope of escape — except that not everyone in the Government toes the line.
Some still believe in freedom. A few bold freighter captains use the system against itself, handling their sanctioned job duties...as well as a lot of extracurricular activities like smuggling restricted medicines, passing censored information, and facilitating transactions below the Government radar. They are fueling the revolution.
And the revolution is coming.
In Scorpius Freighter, you are a rebellious freighter captain smuggling goods and information to thwart the oppressive government.
Recruit crew: From the back alley brute to the elite educated, they are the best at what they do.
Customize ships: Outfit your standard sanctioned freighter with hidden holds and an upgraded cockpit.
Smuggle goods: Conduct illegal transactions while dodging the authorities.
- Interesting crew mechanic for moving ships.
- Enjoyable engine building aspect.
- Neat tile placement mechanic.
- Vibrant board colors.
- Actions are clearly spelled out on the board.
- Felt like it went too quick.
- Not as strong as other AEG games like Istanbul.
- May not replace existing Pandemic games for fans.
- Controlling a freighter and fulfilling contracts
- Istanbul
- Thunderstorm Quest
- Space Base
Mechanics (from transcript analysis)
- action selection — Players deploy crew members to move ships to action selection spots.
- Engine Building — Players build up their ship's capabilities to perform more efficient actions.
- Set Collection — Players collect cargo cubes to fulfill contracts for victory points.
- Tile Placement — Players place tiles on their ship, which affects how cargo can be loaded and equipment can be added.
Video topics + discussion points
Quotes (from this video)
- Happy New Year y'all it's time for rolling dice and taking names first episode of 2019 and they kicked this year off by reviewing pandemic fall of Rome Black Orchestra and Scorpius freighter.
- YouTube is such a flipping rabbit hot.
- The whole goal is to build an engine that will be very efficient and allow me various actions later in the game.
- The theme of the history all of that that's built in there I'm loving this game.
- The board is gorgeous the art reminds me of the history of the world.
- The interrogation mechanic, where you draw that interrogation card, you are given options on this card you read the card silently don't even move your mouth just read it silently and you have a choice on this card and these choices aren't good choices.
- We've got a lot of big things going on this year but the first big event like we mentioned earlier we got our squirrlio awards coming up.
References (from this video)
- Fresh rondelle-based engine design
- Deep crew powers and advanced variant options
- Strong potential for depth and replay with variants
- Rule teaching can be time-consuming; learning curve
- Can be complex for casual players
- space freight and contracts
Mechanics (from transcript analysis)
- card-driven actions with universal powers — Crew cards give powers; flipping crew grants access to powers that are universal across the board.
- rundelle engine and crew powers — Three rondelles drive engine building; workers/crew provide powers; tiles can be activated to perform actions.
- tile/engine on freighter board — Players place tiles to increase storage and equip ship systems; cubes are stored and later cashed in for points.
Video topics + discussion points
Quotes (from this video)
- I think this is a really great design from any dice drafting perspective it's very clean.
- this game was an absolute blast to play and I don't think I ever want to play it again
- I would like to have this one in my collection
- the central neutral airship that is effectively flying around a small planet
References (from this video)
- cool engine-building rondelle-based sci-fi game
- interesting card activation mechanic
- Earth Under Siege
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's 12 years old and i was just i remember uh playing this game feeling like how are more people not talking about this game this game is so neat
- i decided to play it again and i really enjoyed it
- i can't give you a good answer on that because like most games that i make videos for i never really actually played it
- i'm a big champion for pioneers i think that game is really cutthroat and lovely
- abstract recommendation is home world it's a fantastic game with a mix of tactics and strategy
References (from this video)
- rich interaction between multiple rondelles
- interesting engine-building and payout dynamics
- card-driven aspect adds cognitive load
- New York Zoo
- Murano
Mechanics (from transcript analysis)
- Card-driven rondelle development — Movement around rondelles is dictated by cards in front of players; cards exhaust and reset after use.
- Push-pull card economy — Using cards to move changes the payout and requires planning around activated/exhausted cards.
- Three middle rondelles with neutral pawns — Each rondelle has a token; players move around to build a tile-laying engine on their ship.
Video topics + discussion points
Quotes (from this video)
- I'm using pretty loose definitions of rondelle
- I cluster New York Zoo, Murano, and Scorpius Freighter because all of these have neutral pawns
- this is a mancala style game
- there are modular boards and looping action tracks
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's been a few months since we played it and i still love that game it is so good
- arc nova is a game that i really like it's it's honestly one of the best games to come out last year
- spoiler alert i loved space station phoenix i can't wait to play that game more
- i was pretty frustrated playing unfathomable
References (from this video)
- flowing engine with strong combinatorial possibilities
- high variability due to crew decks and cockpits
- deep strategic play with multiple viable strategies
- rules can be dense; recommended with prior plays or a good teach
- setup and component management can be heavy for new players
- cargo, contracts, and engine-building aboard a ship
- spacefaring traders in a sci-fi setting; galactic trade and exploration
- engine-building centered on a circular rondelle flow with modular crew and upgrades
Mechanics (from transcript analysis)
- communal rondelles — three interconnected rondelles determine actions; crew tokens can be upgraded for stronger effects
- deck/crew drafting — players select from predefined crews or draft from a broader pool to customize engines
- upgradable equipment and storage — equipment cards and storage modules enable chain reactions for resource generation and point scoring
Video topics + discussion points
Quotes (from this video)
- the asymmetries which are really wonderful
- every turn is the main engine; you're trying to build up these combos
- this game is a big winner
- holy cow this is amazing
References (from this video)
- Game's moment has passed
- No ongoing discussion about it
- Economic simulation
- Space cargo
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
- this is mostly work like this is just a backload of things I probably should get to
- people will still be looking for it
- it doesn't matter if the game is like 20 years old people will still be looking for it
- I've painted this one and I spent a lot of time doing it
- there's no point putting them on the channel I think both of them have been out of print for like a decade
- one of the worst kickstarters by one of the worst studios in board gaming history
- Golden Bell Studios did everything wrong you could possibly think of
- purely toxic company run by incredibly terrible people
- it would be kind of a joke that I'd be able to do a three minute video of feudum
- this game has a tutorial video online that's like 40 minutes long
- The Rose explanation video feels like a parody but it's actually how the game is played
- nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
- stop making me spend hours assembling your damn games
- this is an uncontrollable mess right now
- I'm a full-time dad and I'm really doing this in the evenings
- I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
- I'm going to do a big cull
- I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
- I am a sucker for cute animal games like I really am