Eclipse: Second Dawn for the Galaxy Review
There’s plenty of choice when it comes to space games to occupy your table and free time. I reviewed Beyond The Sun and the phenomenal Voidfall here before, and there are others like the 4X superstar Twilight Imperium, Euro favourite Pulsar 2849 (which I will finally review here sometime soon), Spacecorp 2025-2300, or even the rethemed Mombasa – Skymines. Making a dent in the radiation shielding around the core of space-based board games is hard, but one game not only made a dent, it punctured right through, latched onto the face of all inside, and laid its own 4X eggs in the hearts and minds of players everywhere. That game was Eclipse, and now here in its second iteration – Eclipse: Second Dawn for the Galaxy – it seeks to wrest the crown from the others. Largely, it does exactly this. It promises exploration, technology, and laser battles in space, and it does a brilliant job of it, which is why I find myself conflicted when I write that I’m not sure I ever want to play it again.
Star wars
The overall premise of Eclipse is pretty simple. Explore the space around you, adding more tiles as you go, building the shared galaxy. If the new system has resources you can gather them as ongoing income. If it has aliens in it, you can fight them for glory and riches. If two players come into conflict, they can fight one another by rolling dice. Pretty much exactly what you might expect. How it does it all is really clever, really engaging, and a lot of fun for the most part.
You can take as many turns as you like in each round by moving a disc from your Influence Track to your action track. Why wouldn’t you take ten actions instead of three? Each action you take increases the amount you need to pay at the end of the round as upkeep, so you need to be careful you don’t go beyond your means. It’s a clever system that introduces a nice level of balance. Sure, you can go out to produce as much money as possible to take loads of actions, but without materials or science (the other two of the game’s three currencies), all of those actions might be worthless.
It’s a simple balance which is made lop-sided by the variety of different alien races available and leaning into their unique, asymmetric abilities and differences. The Planta for instance are interesting to play as their strategy relies on exploring more than the other races, controlling lots of systems, so you might well find the Planta’s player exploring backwards, away from the conflict.
One of my favourite things about the game is the fact that although each player has the same class of ships available to build. the components and technology are completely customisable. You want a finely balanced ship with computers, shields, guns, and engines? Great, go for it. You want to create a glass cannon ship which is essentially a load of cannons duct-taped together with an engine stapled to it? Fill your boots. It’s a cool system which makes the game more engaging, as you need to know what you’re getting yourself into when it comes to PvP combat.
You’re actively encouraged to spread your wings and explore, because exploring means more resources, and often grabbing an exploration tile at the same time. The tiles give you a minimum of 2VPs, but often have some great bonuses such as free ships for your fleet, or unique, powerful techs to employ. The spreading tendrils of your empires eventually intertwine, and that’s where the interaction begins. The interaction is what drives Eclipse and makes it as much fun as it is.
In space, everyone can hear you scream. And cheer. And groan.
It should go without saying that Eclipse is a very interactive game. Player interaction is baked into its very core. It’s not a case of if players are going to fight one another, it’s a case of when, and who will fight. There’s a potentially overlooked piece of the game’s production that reinforces the interaction, and that’s the tech tray. Each round a new batch of the universe’s hottest new tech becomes available and gets added to the tray, and the first turns of each round often turn into a bun-fight for who manages to get their sticky mitts on which new tech first. In practical terms, the tray gets handed around the table like a box of chocolates, and in two of the different groups I’ve played Eclipse with it’s been referred to as the chocolate box. It’s a communal activity that gets eyes up from the player boards and boring holes into the souls of the other players, using every ounce of psychic energy to defy them from choosing the tile you wa… oh, you bastard, you took the one I wanted.
Get used to that.
The techs that become available are drawn from a bag each round, which means sometimes you’ll not see new weapons appear for the first half of the game, for instance. Once they do, the competition for them is fierce, and the lucky person who gets their hand on a powerful new tech quickly becomes a force to be reckoned with. It’s a decent way for the game to evolve, but it can be almost painful to be the last person to pick once all the good stuff has gone. If you plan your game around destroying anything stupid enough to wander into your crosshairs and you’re left with the puny “does one damage on a 6 rolled on a D6” guns, it sucks. Plain and simple. Especially if you’re the player to the right of the first player in a 6-player game, as five players get to pick before you. This is fixed with a turn order variant which I would recommend always playing with, but the out-of-the-box experience is a pain in the backside.
One of the thickest, twangiest strings to the Eclipse bow is how different every game is. The techs come out in different order, the space tiles are always somewhere different than the last time you played, and the races around the table start out in different proximity to one another. You can try to play the same way again and again, but fate (and the tech tile bag) will simply kick you in the balls and laugh at you, delivering upgraded drives instead of the plasma cannons you had on your Christmas list.
It’s clear that a ton of development has gone into Eclipse. The interlocking systems are so finely tuned that it feels like a polished Euro game. I love a Euro with complex, interlocking systems. The biggest difference between Eclipse and a Euro though, is the sandpit nature of the game. It ought to be its biggest strength, but as often as not, it’s its biggest problem. With the loose reins that the players are on when running headlong into this sandpit, it’s easy to trip and find yourself trying to stand back up for the rest of the game.
We will rebuild! Or at least, we’ll try to.
If you’re doing well in Eclipse you feel powerful. It’s a really fun experience to just keep adding more and more guns to your unstoppable war machine and clash head-on with someone else doing the same thing. If, however, you stumble early, it can be a lonely, demoralising experience. My most recent experience (and the trigger for me writing this review) saw me fall victim to the dice. Not once. Not even twice. Three times in a row. Combat in Eclipse isn’t deterministic as it is in Voidfall. All you can do is give yourself the best chance you can when it comes to combat. Add more guns to your ships, giving you more dice to roll per ship, then send a bunch into combat. From there you hope the law of averages works out. Lady luck is fickle though, and when you lose fights you should have won on average, it’s so painful. Going in with 60/40 odds in your favour won’t cut it. You want to be going in with at least 85% likelihood of winning to be sure.
When your ships are destroyed, all you can do is rebuild. Rebuilding takes resources, and more often than not you need to wait until the next income turn to get the resources you need, not to mention the actions, which as we learned before, cost money. The money you get from income rounds. Every round you spend rebuilding is another round your rivals are making their armada bigger and stronger, and experienced players can start snowballing in power. I realise I probably sound like I’m moaning about nothing here. It’s a 4X game, right? You take a gamble, it might not pay off. You take your licks and start again. In other games, it doesn’t feel as downright punishing. There’s a sweetener in that you get to take something out of the VP tile bag just for taking part in a battle, which is a genuinely great thing when war is foisted upon you by another player, but it’s no real compensation for losing everything you had in one fell swoop.
To make it clear, we’re talking about finding yourself potentially two rounds wasted (of eight in total) just because the dice you thought you’d swung in your favour didn’t work out. Honestly, I’m not sure what could be done to change it – the dice, combat system, and tech upgrades are so integral to the system now.
The same is true of getting cornered, which sounds like a ridiculous thing to say in a game about exploring space. if your neighbours align their explored tiles in such a way that you can’t join yours to them, sometimes your only choice is to explore away from the middle, taking the lower-value zone 3 tiles, or to push towards the middle of the board, into a skirmish you know you can’t win. Woe betide you if someone notices your bottleneck and forces their way down it.
Regardless, for all my moaning, people like Eclipse. Correction – people LOVE Eclipse, and why shouldn’t they? It does everything it sets out to and more. Overall it’s a very, very good game. My problem is with the sharp edges left in the cosmic sandbox.
Final thoughts
This is an odd review for me to write. I think Eclipse: Second Dawn for the Galaxy is a fantastic game that scales well from all counts from two to six. It sets out to do something specific and it does it. So why, at the top of the review did I say I’m not sure I ever want to play it again? Unless you’re very good at the game (and I am not), realising you don’t have a hope of winning with two more hours to play can feel soul-destroying. Eclipse needs a specific group to get the most from it. Friends who want to get together and enjoy an evening of games, snacks, drinks, and banter. You can end up in situations where one or more players are basically out of the game, or playing as a race which doesn’t quite work. If someone doesn’t know how to really lean on their race’s abilities, they’re screwed. make sure you do some hand-holding once you start playing with non-Terran races.
In the game I referenced above I had to rebuild my ships three separate times, and each time I did it I wasn’t advancing. I wasn’t challenging the other players. I was stuck in a narrow band of space I had no sideways escape from, my only option was to head to the middle of the map, straight into the arms of a waiting war machine. I enjoyed the evening, and I had fun with my friends, but two-and-a-half hours of not being able to compete or interact with anyone else isn’t much of a gaming experience for anyone. Honestly I suspect that some, if not most of that was down to the way I played. Choices I made, mistakes I made, but that’s my point. When you’re learning the game your bike can be very wobbly, while other players are off doing somersaults over ramps. Stabilisers are the way to go. What makes Eclipse sing is the group you play with. Ease them into their first few games, and you’ll have more players who love the experience. Steamroll them and I wouldn’t expect to see them at the next game.
Take it as a warning more than anything else. You’ll have amazing battles, you’ll be telling the stories of “Remember that game when all that stuff happened” for ages and be making great memories, but some people may have a thoroughly demoralising time. It may mean that more experienced players have to make sub-optimal plays just to keep the game flowing and keep everyone involved, or at least help them make good choices. Or not. Maybe you love a game where you get to trip someone over and then steal their lunch money. If you do, Eclipse is perfect.
Eclipse is an experience in a box. If you enjoy it, you’ll play it 20, 40, a hundred times and still love every minute, and it’ll be more than worth its £120+ price point. Just make sure it’s right for you and yours before you spend. If you want to get an idea of what it’s like before you spend, check out the excellent TTS scripted mod. It’s quick and easy to use, and I managed to get three online games played in addition to the two real-life plays. I still prefer Voidfall, but there’s no denying that Eclipse: Second Dawn for thee Galaxy is a fantastic game.
Eclipse: Second Dawn For The Galaxy (2020)
Design: Touko Tahkokallio
Publisher: Lautapelit.fi
Art: Noah Adelman, Jere Kasanen, Jukka Rajaniemi, Sampo Sikiö
Players: 2-6
Playing time: 60-200 mins
Eclipse is a fantastic game. But you need the players for abd the playing time is long.
We found the 4x Sci fi game “Intervention – Reach for the stars” shortly. A much more simpler and easier game in a “Master of Orion” style. An every game changing modular board of tiles, 4 races, explore, colonize, conquer and fight through the game.
The graphical design is questionable, the fun with the game is not. Two player finish in 60 minutes.
Thanks for the advice, I’ll keep an eye out for it 🙂