Lift Off! Get Me Off of This Planet! Review
on Sep 17, 2015
I went into Pencil First Gamesâ Lift-Off: Get Me Off of this Planet expecting â and wanting â a Survive! style family game with some mildly cutthroat action to spice up situational cooperation . Featuring a roughly similar high-level concept wherein each player is tasked with evacuating an imminent disaster site, this title delivers all of the above but it is a somewhat more complicated design. The box suggests that it is for ages 13 and up, which puts it more squarely in the hobby zone rather than the family zone, and as such the design comes across as something like an âadvancedâ casual game that may be especially appealing for those wanting Parker Brothers accessibility with more gamer-facing elements.
For my part, Iâm not quite sure how to take Lift-Off. I was instantly drawn to the colorful, fun illustrations and the overall high visual quality of its circular, modular board and its charming alien pawns. And after reading the rulebook I felt like I had a good handle on how to play because the concepts were familiar. You get two movement points to move your alien from out of the core of a planet that is about to explode. They head to the surface via four tunnels and they are trying to reach four escape points. These four sites vary each game, and they are all completely different. Thereâs a rocket ship, a jet pack, a trampoline, a bonfire and a star gate as well as a few others available.
The catch is that each of these can accommodate a set number of aliens and each requires that players discard resource cards (gasoline or screws) to the site in order to mount the platform. And then there is a second cost- paid by the cards discarded to the escape method- that is required for lift-off. Anyone on the platform can add to the pool to pay for it to activate if there isnât enough there from the entry fees. Some of the means of escape also require a die roll to be successful. A number of rounds equal to players are run-through before the planet blows up, and the winner is of course the player with the most escaped aliens.
So right there, I think thereâs a fun game at a base level. Especially because it creates situations where players are kind-of-sort-of working together, promising to move on to a communal platform and help pay the cost if another player pitches in elsewhere. But then there is the jetpack, which one player at a time can pay to go to the platform and immediately leave. It can pay to be completely selfish, or you may get ahead by working with others to get off the planet at a âYou and Me+1â rate.
However, there are two points where Lift-Off sort of loses me. One is that the game is filled with Euroglyphics, those language-independent rebuses that tell you what something does in lieu of text. I havenât yet played a game where I havenât had to go back to the rulebook to sort out what they are. It isnât that they are particularly confusing; itâs that every escape area sort of has its own rules and they really need the text provided in the manual to make sense of them. It makes the game come across as more complicated than it actually is, and it more or less cuts younger children out of the game altogether.
Likewise, there are some additional elements that I think bog down the design, in particular this moon phase concept. Each turn, a moon token advances counter-clockwise around the board. When it is shining over a segment, itâs a âfull moonâ and when it is opposite a segment it is a ânew moonâ. The position of the moon affects the cost to lift off on some platforms and on others it completely forbids it if it is in the wrong phase. Iâve not felt like this part of the game has added any kind of strategic depth to the game, which is what I suspect was the intention. It just makes it somewhat frustrating and it steers the design away from its best qualities- that whole âletâs you and me pay to get off this rockâ¦oops, left you behindâ thing.
Iâm also not particularly sold on the action cards. The game offers a really big stack of cards which are either screws, gasoline or action cards. There has to be a lot of cards because discards go onto these launch platforms, not into a discard pile so thereâs a lower rate of recycling. But this also means that far too often you wind up with these action cards that arenât even particularly much fun because they are too common. Thereâs one that gives you an extra move, thereâs one that moves Gargalore the monster out of the core and blocks a launch pad, a tornado that wipes out everyoneâs hand and so forth. Thatâs all usually fun stuff, but the mix feels off and the surprise of a little take that (which is always very, very welcome in this kind of game) wears off when it happens every round.
I do like, but definitely do not love, this game but I have one more grievance about it even though itâs minor. The Stargate. Not every game will feature it and you can toss it into the trash altogether if you want. But I think the game both needs and does not need it, paradoxically. The rules explicitly state that it is the most powerful of the platforms and for good reason â because it fundamentally alters the game process. When the moon comes around to its starting position, you roll a die that can give all players cards, cause all players to lose all of their cards or activate the Stargate, sending everything on it to safety. Or you can roll a result that causes the entire Stargate segment to break off and be replaced with another piece.
On one hand, itâs wildly unbalanced and unstable. On the other, itâs fun and dramatic. But it also requires that moon phase thing that I donât care for to work. And I donât like that it changes the game so much, increasing card draws and having such a major impact on the game. It also affects those action cards, because it essentially becomes a dumping ground for unwanted ones- thatâs how you pay to put your aliens on it. I find myself alternately wishing that it was mandatory and then thinking that itâs a patch-up design element that just didnât get tested enough.
There are variants included in the rules so you can change up the platforms and action cards for different flavors of game. You can toss out the platforms you donât like, pare down the action cards and work out whatever fixes you like. But to be honest when I see those kinds of âplay it however you wantâ missives I feel like it is evidence that there is not a firm sense of direction or intent in the design. I think there is some good, fun gameplay in Lift-Off, but in the end it is a family-style game made for gamers despite being billed as a âgatewayâ game. Thereâs just a little too much going on to get close to that kind of simple, easy to reach fun that made games like Survive! such enduring classics.