Background:
Long hampered by cost and beset by international problems, real space exploration did not seem possible for humanity. Amazing technological breakthroughs would change all of that in the year 2112. The invention of the Near Faster Than Light (NFTL) drive would make it possible for large ships to move easily in and out of a planet's gravity well, and to travel quickly within the confines of a solar system. Ten years later, the perfecting of Faster Than Light (FTL) drive would turn the galaxy into an open canvas. United by a common purpose, the newly formed Terran Confederation began to paint their picture.
Expansion led to colonies, research stations, and even more technological discoveries, but it also led to the realization that they were not alone. Although no sentient alien species had been encountered, long range scanners had picked up the distinctive signatures of FTL drives. Sentient races must exist... and they must be space faring. Terran expansion stopped.
Not knowing what to expect, a period of consolidation followed which emphasized defensive technologies and fleet building. First contact was made by the people of Earth with this unknown race in 2227. Over time, they would eventually call these other-worlders the Talon. It was a shortening of the alien sounds that made up their name but it was also oddly prophetic-the Talon Empire swooped in very much like a raptor upon the fledgling Terran Confederation.
Game Scale:
Units: Individual capital ships and fighters
Time: Individual fleet battles
Players: 2 to 6
Map: Each hex represents a region of space that normally holds only one ship
Solitaire Suitability: there is no hidden information and no simultaneous action
Welcome to the Talonverse.....
Talon is a game of tactical space combat set in a growing universe with its own history and back story. This game introduces battles during the First Talon War between the Terran Confederation and the Talon Empire.
This is a Fleet Combat game. Battles with individual ships can be fought, but the game easily and quickly simulates combat with fleets of 3-10 ships. These are fleets of Capital Ships. This is NOT a game about fighter combat in space. Most ships in the game are large and you must balance your ships' power output between shields, weapons, sensors and maneuverability - you are not just doing an Immelman. Each faction has unique abilities and each ship has unique features. Proper strategy involves assessing the different abilities of your ships and the enemy's.
This is an Accessible game. The complexity of managing fleets of capital ships has been baked into the game system, leaving the player free to make interesting decisions. It is also a Fast Paced game. Small fleet scenarios can be played in one hour, larger ones in under two. This makes the game thematically rich and full of quick but meaningful choices.
How can the game do all this? All a ship's energy use is integrated into something called a Power Curve. All a player has to do is adjust the speed of the ship. A ship's speed determines how much Available Power it gets to charge weapons faster, reinforce shields, tighten turns... but there will never be enough of it. The game is fought on a Map - distances moved, firing arcs, shield arcs are distinct and easily resolved. The game uses Very Large, Laminated Counters. All of a ship's systems are displayed directly on the counter and lamination allows you to mark damage and other ship info with a dry erase marker. All of the important information is at your fingertips, at-a-glance, on the map. Being able to see the battle unfold on map allows the game system to handle a much larger number of ships without confusion and effort.
Game Features
Terran Fleet (10 different ship classes)
Talon Fleet (9 different ship classes)
Ships with 4 Shield Arcs
Fighter Squadrons
Bases, Transports
Unique Abilities for each faction
Asteroids, Planets, Nebulae
Black Holes, Worm Holes
6 Different Weapon Systems including Missiles that track on the board
NFTL and FTL Drives
12 Scenarios following the story of the First Talon War
Mission Variety: Escort missions, planetary invasions, base assaults...
Lifetime Score tracking
Empire War campaign game with dynamic, strategic-level decisions
Point System for Purchasing Ships and Design-Your-Own Scenarios
A tie in with Space Empires 4x
Update:From the GMT Talon Reprint page: "Solitaire: - The Talon system plays extremely well solitaire for two reasons:
1. There is no hidden information.
2. There are no simultaneous decisions. Each decision happens sequentially.
However, a dedicated Solitaire System is being released with Talon 1000. See the (GMT) Talon 1000 page for more information."
BGG listing for Talon 1000.
Designer: Jim Krohn, Developer: Bob Seifert
- Interesting multi-action dynamic with constant interactivity
- Decent length for a 4-player game
Mechanics (from transcript analysis)
- card action duality — Each card has two halves; one side for the single player and the other for the rest of players; a central always-on action exists on every card
- shared turn flow — On each turn, the active player picks a card and everyone else executes the other side of their card in turn order
Video topics + discussion points
Quotes (from this video)
- "this is a worker placement game"
- "the main economy of the game is money"
- "a simple full drafting combo-tastic style game"
- "engine-building, combo-tastic style game"
- "we solved the puzzles"
References (from this video)
- Should be limited
Mechanics (from transcript analysis)
- Permanent — I also think talent should be limited.
Video topics + discussion points
Quotes (from this video)
- So, it's one of those things. If there's a mistake
- this could be any from the cycle except for Street Wise.
- They're all they're all kind of just like there and make your deck better for including them no matter what it is that you were trying to do.
- And also cuz it's so cheap now. It's not they don't cost anything anymore for Taboo. Basically.
- Or other kinds of cards like that that ask you to build a deck in a way that it doesn't do anything without the asset in play.
- I'd judge you if you brought a sharpshooter deck.
- Like uh like Trick to the Plan. I think that card is cool.
- stick to the plan I think is an example of a worth the 6P but not really
- Like an example of I think of a bad permanent recently is that one that came out in Hemlockk that's just gives you an extra slot for a blessed or curse thing.
- I too think charisma and relic hunter are bad cards.
- It gives a hand slot, which I feel like is like just kind of over the top for the permanent position.
- I also think talent should be limited.
- Honestly, that would be a great parallel Bob. Like that would actually be hype as hell.
- your items cost one less for each item in play that has the same name.
- the big big things that were good they added was the right of seeking 2.
- Lockpicks was a great thing for uh Rogue.
- That's a it's a cool like engine piece that uh
- And I even like the upgraded emergency cache.
- it kind of feels a little bit like like prepare for the worst. Sorry, not I've had worse four for the guardians. It's like give us number give us level two. Give us the level two version high.
- Alcon 3 still blows my mind like this. Like has anyone I I kind of don't believe that anyone's played with that card and been like this is worth it.
References (from this video)
- Sounded interesting
- Never got a chance to play it
- ship-to-ship combat
Mechanics (from transcript analysis)
- ship-to-ship combat — Described as a "ship-to-ship combat game".
Video topics + discussion points
Quotes (from this video)
- Secrets. This is a Bruno Faidutti Eric Lang game. It's kind of like a social deduction game where each It has some of these nice poker chips. You're on different things, taking things. It works well. It's not great, but I think it was a solid little game.
- Tapple's one of these games that I'm always I'm It's just It still sold very well. It's mass market, but it works incredibly well.
- I just really didn't like it at all. And I like Isle of Cats. I think it's fun. I didn't I this was a great follow up.
- Wow, I love the look of this game. So many neat things you're going through and as the the the character here and just rolling dice up, it's just very lucky. It's a big choose your own adventure game that's very lucky. I wish I liked it more.
- FunkoVerse Strategy Game. Eight out of 10 for me. I really like the FunkoVerse Strategy Game.
- This is basically just giant sandworms coming and you're jumping cars and shooting them. It has all the silliness of the series of movies and I think it's it's one of those movies that could have been an IP, but but isn't.
- Manhattan Project 2. No, I thought the newest one was okay. But this one I actively disliked.
- Curse Court's a great game. I've played Curse Court I think two or three times this year already, which is a lot considering I have to I play lots of new games.
- Well, it's kind of weird. I I mean, on one hand, my favorite is Curse Court, the one I just mentioned. But, also Kids Chronicles: Quest for the Moonstones is a pretty fantastic kids game. So, I have a lot of respect for that.
References (from this video)
- great science fiction space combat game
- easy setup
- easy game to play
- fun
- still in collection
- haven't played it in a while
- science fiction space combat
- space
- Space Empires: 4X
- Star Wars: Armada
Mechanics (from transcript analysis)
- dry erase marker writing — Players write on the ship boards with dry erase markers to create power curves.
- hex-and-counter — It's like a hex and counter game, with spaceships taking up whole hexes.
- impulse system — An impulse system where different aspects activate as you use them.
- initiative stealing — Players try to steal initiative from opponents.
- shield and armor combat — Attacking involves getting through shields and armor.
Video topics + discussion points
Quotes (from this video)
- I once had a girlfriend who borrowed $100 from me. A few years later, she returned exactly $100. I lost interest in that relationship.
- I remember this one hurt. Uh I uh when I moved to Texas, I gave it away. Uh this one hurt. I I I I really like the game, but yeah, I just I couldn't take everything with me.
- This is one of those games that seems it almost kind of transcends being a game and becomes just this magical experience, as stupid as that sounds. That's what it feels like.
References (from this video)
- Tight sci-fi naval combat feel
- Simple to set up relative to its depth and scope
- Expansions add variety without breaking core balance
- Can feel abstract for players seeking heavy Euro-style mechanisms
- Balance unknowns with various ship loadouts can be tricky
- space warfare with strategic command
- futuristic sci-fi fleet engagements
- hex-based, ship-scale combat with impulse-driven actions
- Star Wars Rebellion (for thematic feel) and Armada-style space games
Mechanics (from transcript analysis)
- dry-erase ship boards — track power and shield values with writable overlays
- fog of war and hidden information — combat reveals units progressively, adding tension
- impulse-based movement — ships act in an impulse sequence determined by a power curve
Video topics + discussion points
Quotes (from this video)
- I love, love, love Twilight Struggle.
- Space Empires 4X, if I recall correctly, was the very first game the GMT game sent me to review.
- Twilight Struggle is a Jason Matthews masterpiece.
- This is Prime Minister... it's a great game of political backstabbing and clawing your way to the top.
- I absolutely fell in love with Cuba Libre.