Tag Archive for board game

Review: Dust Tactics from Fantasy Flight Games

At both Origins and Gen Con, it has been my pleasure to interact with the staff of Fantasy Flight Games and their demonstration teams.  Their staff have always treated me well, done a great job explaining their games, and provided suggestions on strategy and replayability. 

I try to make it a point to try out at least one of their games at each convention I attend.  At this year’s Gen Con, I sat down to play Dust Tactics.  (And like many Fantasy Flight titles, it can be hard to get an open seat to sit down and play!)

Dust Tactics is set in an alternate Earth history (during World War II).  In this alternate history, a mysterious ore has been discovered which has enabled the creation of giant, walking weapons of mass destruction.  The Axis powers and the Allies are at war in this alternate history, just as they were during World War II… only now they have "mechs" to battle with.

Dust Tactics - Board and Miniatures
Dust Tactics Core Set Game Board and Miniatures

Although Dust Tactics takes place on a game board, it plays much more like a traditional miniatures game.  Combat takes into account features like cover, armor, weapon types, range, and line-of-sight (features we don’t generally see in board games, which tend to "abstract" these elements out). 

Players move their units around the board, getting them into position where they can attack enemy units to their best advantage.  Infantry units try to avoid armored units until they can get in close enough to destroy them.  Armored units will tend to seek out infantry units to quickly destroy them if possible.  Units will move to take advantage of cover and remove that advantage from their enemies.

Special six-sided dice are used to determine hits, misses, and cover saves.  Four of the six sides are blank.  Two contain a "target" icon.  During the firing phase, target icons represent hits on the enemy unit.  During a cover save, depending on the kind of cover (soft vs. hard), either the blank or the target images determine if the unit takes a hit.  For infantry units, a "hit" represents the loss of a miniature.  For armored units, a "hit" removes one more hit points from the unit’s total.  Remove enough hit points, and the armored unit is destroyed.

The miniatures offered by Fantasy Flight are shipped with a basic primer which is gray for Axis units and green for Allied units.  Fantasy Flight encourages players to paint the units to make them more realistic and unique (again, trending toward typical miniatures gaming rather than board gaming).  The core set includes a small number of units, enough to play a variety of scenarios.  Additional units can be purchased from Fantasy Flight to expand the scope of a scenario or campaign.  Keeping track of the capabilities of a given unit is easy, given the printed card provided with each unit.

Since I enjoy both board games and miniatures games, Dust Tactics was a game that I definitely enjoyed playing.  Given the varying capabilities of the infantry and armored units, I can see where a variety of interesting scenarios could be assembled and a challenging campaign put together from those.  

Since the miniatures arrive "semi-painted" (in addition to the base coat of primer, there are a small number of markings to help differentiate the units), it would be easy to setup and play Dust Tactics without the assembly and painting of a fleet of miniatures.  On the other hand, if you wanted to take the time and effort to personally paint and customize your miniatures, they’re ready to go – already primed. 

A Dust Tactics Unit Reference Card
Dust Tactics Unit Reference Card

With the basic reference info printed on the card with each unit, you could probably play a fairly large battle or campaign without referring a lot to the rule book.  That would make for a much more fun experience overall, and minimize the need for "rules lawyering" that some miniatures games are famous for.

Close-up view of a painted Dust Tactics Miniature
Close-up view of a painted, customized Dust Tactics miniature

Like all the Fantasy Flight titles I’ve played, the production values (materials, artwork, etc.) in Dust Tactics are among the best in the business.  The plastic miniatures look good enough to use as-is, but of course can be improved with a bit of painting work.  The core set is a nice starter collection.

Having said all that, Dust Tactics isn’t a game I plan to add to my collection.  That’s more a personal matter than a problem with Dust Tactics itself.  Investing $80-100 in the core set and much more to acquire additional units to use in larger battles or campaigns, Dust Tactics could represent a fairly significant gaming investment.  It’s probably a much lower investment than a miniatures game like Warhammer 40K, but far more than I’m willing to invest given the number of times I get to play a game like this outside the game conventions (maybe once or twice a year).  As I say, this isn’t a reflection on Dust Tactics.  It’s also not a criticism of Fantasy Flight’s pricing (which is competitive with many miniatures games).  It’s just a decision on my part to invest in games I would expect to play more often.

Fantasy Flight's Dust Tactics Demonstration Table at Gen Con
Fantasy Flight’s Gen Con Exhibit Hall Demonstration Table for Dust Tactics

I definitely recommend checking out Dust Tactics if you get a chance.  It’s a nice cross between a traditional board game and a more mainstream miniatures game.

Amazon currently offers the Dust Tactics Core Set for $81.87, which is well below the MSRP of $99.99.  They also offer many (if not all) of the additional miniatures and materials to go with it, most of which are similarly discounted.

Review: Cargo Noir from Days of Wonder

Days of Wonder’s Cargo Noir is described on their web site as "a game of illicit trading in which players run ‘families’ who traffic in smuggled goods" in a setting of 1950′s film noir. 

Cargo Noir takes place on a multi-piece board, where each piece represents a port.  Each port offers a number of randomly-selected cargos.  The largest port, Macao, is home to a cargo exchange and casino.  Players compete to collect cargos which can be sold for points, which count toward their final score.

At the start of the game, cargos are randomly selected and placed in each slot in each port.  A player is chosen to go first.  Play then goes sequentially through the remaining players. 

Cargo Noir Game Board - Game in Progress

On the initial turn, each player sends ships out to locations on the board.  Sending a ship to a port, combined with one or more coins, represents making a bid to purchase the cargo in that port.  Sending a ship to the black market offers the player the opportunity to trade a cargo in their warehouse for one of the cargos found in the black market or to randomly draw a cargo from the "sack".  Sending a ship to the casino allows the player to collect two coins from the pool.

Cargo Noir Player's Warehouse Card

On each subsequent turn, the player "resolves their ships" first.  For ships at a port where no other player’s ships have a bid, the player collects the cargo at that port and discards their coins in the casino pool.  For ships where another player has placed a bid, the player must decide to either raise the bid or back out.  If the player backs out, they retrieve their coins and ship (to be used later).

After ships are resolved, the player will examine the cargo in his or her warehouse (hand).  If the player has more cargo than will fit in the warehouse, the player must trade or discard the excess.  Trading the cargo in will generate points that can count toward victory.  To trade in cargo, a player must build a "set" which is worth a certain number of points.  For example, a set of five unique cargo tokens will reward the player with 15 points.  A set of five identical cargo tokens will pay 25 points.  Therefore, it’s generally better to collect a large set of identical cargo tokens than a set of unique ones.  However, the number of cargo tokens of a specific type is limited, so collecting them can prove difficult in the later turns.  When a player trades in cargo, he or she receives a card which represents the points they have earned and in some cases provides additional benefits (such as an extra ship or more warehouse slots). 

Once the player has traded or discarded cargo, any ships in their hand may be sent to the black market (where a cargo in their warehouse can be traded for any visible cargo in the market, or a random cargo can be drawn from the sack), the casino (where two coins are earned per ship), or out to any of the ports along with a bid.

When play revolves around to the initial player, the turn counter is advanced.  When the tenth turn is reached, a four or five player game ends.  For larger groups, play continues to the eleventh turn.  At the end of the game, each player’s score is tallied by adding up the blue values printed on each card they have purchased.  The highest total score wins.

That’s really all there is to the mechanics of Cargo Noir.  However, there is a great deal of strategy and thought required to actually play it.  For example, if you’re sitting on a bunch of uranium tokens, is it better to turn them in or try to collect more?  That depends on how many more are out there and on how far behind you may be in the scoring.  Should you spend your points on an extra cargo ship (which may allow you to bid on more cargo or collect more coins, but which is worth fewer victory points at end-game) or on a Villa (which is worth more victory points but doesn’t help you any other way)?

There’s a psychological aspect of play as well.  Should you bid a single coin on a desired cargo and hope no one outbids you, or should you bid high and scare off opponents?  If you bid high, you may overpay and have to send ships to the casino sooner.  Bid too low, and you will tie your ship up at the port longer (as you have to wait for other players to put their bids in and play to return to you). 

The randomness of cargo selection, combined with the psychological and mechanical aspects of gameplay, make for a title that should have quite a lot of replayability.  You’ll want to explore strategies like "turn over lots of small sets early on to build a fleet of ships and a large warehouse" and "go for points early on and don’t worry about more ships". 

The quality of the artwork in the game is excellent (as you can see in the photos), as I’ve come to expect for a Days of Wonder title.  The game board is a sturdy cardboard, with a very high production quality.  The plastic pieces are as well made as any I’ve seen.  The rulebook is printed in full color from cover to cover.  It looks and feels as good as any game I’ve seen from any manufacturer.

CargoNoir-Manual

If you get the opportunity to play Cargo Noir, I definitely recommend it.  If you find that you enjoy it as much as I did, you may want to purchase it.  As of this writing, Amazon.com has it available for approximately $37.  That’s well below Days of Wonder’s $50 list price and even below my convention coupon discount of $45.

Days of Wonder Previewing Small World Underground

swu_home_picture1Days of Wonder has posted a long list of locations and dates where they are previewing their newest title, Small World Underground.  The game goes on sale July 6, 2011.  They’re hosting over 100 events around the United States to celebrate the release of the title. 

Small World Underground is a stand-alone game set beneath the surface of “the same fun, light-hearted Small World universe of epic conquests and fallen empires”.  It features all-new races and special powers, and introduces monster-occupied area that protect relics and places of power.  It can be played on its own or in combination with other Small World game elements.

Stronghold Releases Confusion Video

Confusion: Espionage and Deception in the Cold War – PREORDERStronghold Games is currently taking pre-orders for their Confusion board game.  They’ve posted a high-definition (HD) video on their web site of the components of the game.

Confusion is a game of espionage and deception in the Cold War era.  Each player is tasked with gathering Top Secret information that will ensure their country’s safety and supremacy.  Your spies are difficult to control, and one of them is a double agent. 

This two-player game can be pre-ordered from Stronghold Games now for the price of $38.97 (as of this writing).

Knight Works Kickstarting Dark Horse

Photo-fullKnight Works has launched a Kickstarter project to create a new board game called Dark Horse

Dark Horse is a board game set in the Wild West. It puts 1-4 players in the role of a mayor in charge of a territory.  Each player collects and uses various resources to build towns, cities, and rails to grow their territories.  The objective is to earn the most points by expanding your territory, collecting gold, and obtaining influence points by taking certain game actions.

Eagle Games Taking Reverse Charades Pre-Orders

Eagle Games is taking pre-orders for Reverse Charades, which features an interesting take on the classic game.  In Reverse Charades, the entire team has 60 seconds to act out as many words as one team member can guess.

Stratus Games will Erupt in October

Stratus Games announced that its Eruption™ board game will be available in October 2011.

Eruption has players taking on the roles of the inhabitants of a small village on an island with a suddenly active volcano.   They race to do what they can to protect their homes from the oncoming rush of lava.

Minion Games Kickstarting Venture Forth

Minion Games will be releasing four new games at Origins 2011.  They have also posted a page on Kickstarter to secure funding for Venture Forth, an adventure board game. 

In Venture Forth, players control a party of adventurers who each have a personal ambition.  These ambitions drive the player to venture out to see points which can level their adventurer up.  A combination of resource management, path planning, and timing will help the player to be successful. 

If they’re able to secure the funding, Minion Games plans to have Venture Forth ready in time for Gen Con 2011 and/or Essen ’11 in Germany.  Games ordered via Kickstarter will include an exclusive promotional card not found in the retail copies.

Mayfair Settlers of America Nominated for Award

Settlers of America - Trails to RailsMayfair Games’ Settlers of America board game has been nominated for a 2011 Origins Award.  The Origins Awards are given out each year to recognize outstanding achievement in the design and production of games and game related products.   Attendees at Origins will be eligible to vote at the convention.  Winners receive a statue and recognition.

Settlers of America is a Catan Histories title.   Players send settlers west to found cities and develop the country’s railway network.  Players collect and trade resources in order to purchase and move settlers, build cities, create railroads, and buy trains.  The first player to deliver 8 goods to their opponents’ cities wins the game and is considered the greatest pioneer of his or her era.   Settlers of America uses the same hex-tile grid that was popularized by the Settlers of Catan game. 

Jump Gate Deal for Game Stores

Box top artwork for 2nd Edition of "Jump Gate"Matt Worden Games has announced a Spring Special until the end of May on the Jump Gate board game for game stores.  Brick-and-mortar (not online-only) game stores will receive a free game with the first 5 they order, and receive free shipping.  See the web site and contact Matt for details.

Ghenos Games releases Pamplona

Ghenos Games has released Pamplona, a board game based on the famous "running of the bulls" event in Pamplona, Spain.  Each player controls a runner, a bull, and an ox.  Runners try to complete the four track sections, with the bulls and oxen earning points by running down opponents.  It’s designed for 2 to 4 players aged 8 and above, requiring 45+ minutes to play.  It ships with rules in Italian, English, French, German, and Spanish, and retails for 34.95 Euros.

Fantasy Flight Previews Deadwood Board Game

Fantasy Flight Games posted a preview of their upcoming cowboy-themed board game "Deadwood" on their site.  Deadwood is planned for release in the third quarter of 2011. 

In Deadwood, players represent rival gangs out to take control of the town.  This is done by taking control of businesses and collecting money.  The player with the most cash at the end of the game is the winner.  The game promises shootouts, saloons, a Sheriff, and all the usual western accoutrements.

Impressions of “Battlestar Galactica – The Board Game” by FFG

Last year at Gencon Indy, Fantasy Flight Games demonstrated their upcoming board game based on the Battlestar Galactica television series. The tables running the game seemed to be incredibly busy, and the players seated around those tables clearly were enjoying what they were doing. Unfortunately, I never got to play the game – until last night, that is…

I signed up for a session of Battlestar Galactica: The Board Game at Origins. It was only of only two games I took part in that actually had to turn people away who tried to use generic tickets, showing that it’s still a very popular title. After playing the game, I understand why people like it.

cover art

For those who aren’t familiar with the television series, here’s a quick primer. Humans created mechanical robots called Cylons to assist in a variety of tasks. The Cylons staged a revolution and fought for their freedom. The humans defeated them and negotiated a truce. In secret, the very mechanical-looking Cylons began perfecting a version of themselves which could easily pass for human. These human-form Cylons infiltrated the various human colonies and worked together to weaken the human defenses, allowing a full-scale surprise attack to take place. Mankind was decimated, and few tens of thousands of humans escaped to space. The heart of this fleet of fugitives was the Battlestar Galactica, a massive military ship that was so old that it was about to be decommissioned. The humans in the fleet decided to head for a mysterious planet known as “Earth” in their old religious texts. A certain number of the human-form Cylons managed to slip into the fleet with the humans, working behind the scenes to sabotage their efforts. For quite a while in the show, no one (in the audience or a character on the show) really knew who was or wasn’t a Cylon. This is the period of time in which the show is set.

At the start of the game, each player picks a character from the series to play. Each character has certain abilities and benefits. Players are also handed a “loyalty” card which tells them if they’re human or Cylon. The human players try to get the fleet to Earth by completing hyperspace “jumps” to new planets. The Cylon players, naturally, try to prevent this from happening without being discovered. The sequence of play goes something like this:

  • At the start of your turn, you draw “skill cards” of colors matching the main skills of your character. These can be used to take specific actions, or as part of a “skill check” described later.
  • Your character may take two actions. These can include moving to another part of the ship where you can do something such as firing on a Cylon ship, launching Viper fighters, or sending a suspected Cylon to the brig.
  • After you take your two actions, you choose a “Crisis Card” and resolve it. These cards generally take one of three forms. They may require one of the players to make a decision (e.g., “lose 1 fuel or lose 1 morale point”). They may cause a group of Cylon ships to appear around the Galactica. They may also require the players to do a “skill check” to resolve the crisis. These skill checks are resolved by each player submitting colored “skill cards” into a pool. At resolution time, the cards of the appropriate colors are counted toward the total skill needed, while cards of other colors are counted against the total. This is one area where Cylon players can actively sabotage the humans with minimal risk of detection.

On the fourth turn, a second set of loyalty cards is handed out. When this happens, some human players may learn that they are actually “sleeper agents” for the Cylons. These players will now actively attempt to sabotage the game for the humans. Other players may receive “sympathizer” cards, which cause them to act in favor of the other side. Some will remain human. The game generally starts to go badly for the humans at this point.

After resolving certain crises, a “jump counter” is advanced. When the counter reaches an appropriate mark, Galactica can make a jump to a new planet, taking it closer to Earth. The card describing the new planet is tagged with certain actions the players must take (e.g., lose 1 morale), and a number indicating its “distance”. When the ship has jumped a total of 8 units of distance, the humans win.

Sometimes, a Cylon warrior (the mechanical variety) will board the ship as part of a crisis. This warrior will attempt to make its way through the ship to destroy it. Each time a certain type of Cylon ship is activated (used), the warrior advances another step. If the warrior counter reaches the end of the line, Galactica is destroyed and the humans lose. The boarder can only be stopped by moving a character to the armory and making a roll of 7 or 8 on an 8-sided die.

There are also four dials the count the number of different resources the ship has. These include food, fuel, morale, and population. If any of these reaches zero, the crew dies and the Cylons win. Resources are lost (and sometimes gained) as part of crisis resolution.

Cylon players have the option of revealing themselves. When they do so, they have to leave the ship. On their way out, they may have the option of performing some acts of sabotage. This can cripple the Galactica at a critical time.

According to “Kevin” our game master, the humans generally do not win the game. At least 80% of the time, the Cylons do. I think there are some pretty obvious reasons for this. First, in our game of 7 players, two were Cylons at the start. After the fourth round, one became a Cylon sympathizer and another became an awakened sleeper Cylon. This effectively meant that the Cylons outnumbered the humans at the table. Add to this the fact that the board is heavily stacked against the humans anyway (e.g., population can be lost be generally not regained, Cylon boarders are nearly impossible to repel, etc.), and the proverbial deck is very much stacked against a human victory.

When I played, I chose Admiral William Adama as my character. I was also given a loyalty card telling me I was a human. Soon after the game started, someone played a “martial law” card which made me not just the Admiral of the fleet but also the President. I found myself having to make a LOT of the crisis decisions. I think I did pretty well because the GM told us the humans were in great shape at the start of the fourth turn. At this point, I received a new loyalty card indicating I was now a Cylon. This was very bad news for the human players, as it meant they had a Cylon in charge of the military and the government, but they didn’t know it. Now, I had to start taking actions to sabotage the game for the humans while trying not to do anything so obvious that they caught on. I must have done well enough, because I actually remained undiscovered until the game was over (and we, the Cylons, won).

Fantasy Flight Games has done the Battlestar Galactica name proud with this game. It definitely incorporates elements of the television series in a meaningful and appropriate way. It takes a little while to learn, but once you learn it there’s a lot of replay potential given the wide variety of characters and the possibility that you might be a Cylon one game and a human the next. The artwork is attractive, and the materials seem to be well-made. Even though it takes hours to play through a game, the time actually passes pretty quickly because of all the action taking place. If you enjoy a game with some intrigue, or are a big fan of the show, you’ll very likely enjoy this game. A few of the people seated around the table with I played it were unfamiliar with the show but enjoyed the game, so it’s clearly not necessary to be a fan to appreciate it.

My brother Matt played also, and walked away wanting to own a copy, but Fantasy Flight’s booth was sold out. He’s planning to send me an article about the game for this site later, which I’ll publish when I receive it.

Twilight Creations to Receive Reiner Knizia’s Zombiegeddon

According to the Twilight Creations web site, Reiner Knizia’s Zombiegeddon game will be arriving to their warehouse around February 20, 2009. Zombiegeddon is described as “a fast-paced, perfect-information, strategy game” in which each player rushes around the board during the first half of the game collecting supplies and trying to prevent other players from getting theirs. The second half of the game is spent surviving. It’s a game for 2-4 players age 12 and up. The suggested retail price is $24.99.

zombiegeddon.jpg

Hasbro to Release CLUE: Secrets and Spies This Fall

EAST LONGMEADOW, MASS. (FEBRUARY 12, 2009) – mEt agnt mtard in Moscow w microcs! (Translation: Meet Agent Mustard in Moscow with the microchips!) This fall, Hasbro’s classic game of murderous mayhem will take an international twist as the iconic characters from CLUE embark on a globetrotting adventure to foil the plans of the Criminal League for Ultimate Espionage (C.L.U.E.) in CLUE: Secrets & Spies Edition. Intrigue begets intrigue as the new optional text messaging feature transmits game shaping intelligence to Agents Plum, Scarlet, Mustard and the others while an ultraviolet, secret decoder reveals hidden missions to the players.

“The use of text messaging to enhance a traditional board game experience is a true innovation in the board game category and we are thrilled to pioneer this experience with Hasbro’s CLUE brand,” said Jill Hambley, Global Marketing Vice President of the CLUE brand at Hasbro. “CLUE: Secrets & Spies Edition takes text messaging from mere novelty to world saving technology. By using their own cell phones, players will turn their own every-day phone into a top-secret spy device that is certain to add excitement and suspense to game play.”

In CLUE: Secrets & Spies Edition, players take the role of a top international spy tasked with infiltrating the Criminal League for Ultimate Espionage to stop its evil scheme for world domination by intercepting the nefarious Agent Black. True identities of Agent Mustard, Agent Scarlet and crew are kept secret as players work independently to complete missions by using clues from the game and real-time tips sent via optional cell phone text messages. The agent who completes the most missions before being discovered by Agent Black will be known as the world’s number one spy and wins the game.

CLUE: Secrets & Spies Edition is suitable for two to five players, ages nine and up and will be available in Fall 2009 for the approximate retail price of $24.99. Standard text messaging rates apply for players who elect to use the game’s optional text messaging feature (cell phone not included). Hasbro is committed to maintaining text messaging support through 12/31/11. For more information, visit hasbro.com.

Two Hour Wargames Releases “Nuthin’ But Net”

Two Hour Wargames has announced the release of “Nuthin’ But Net“, their game of 3-man fantasy basketball.  Players choose their team from nine fantasy races to play a game where contact is accepted, if not encouraged.  It features 50 large color counters representing the nine different teams, an 11×17 inch color court/board, and individualized play that rewards strategy instead of just rolling dice.  The game reportedly recreates the up and down the floor action of a real basketball game. The printed version is currently priced at $15.  The PDF version is available for $12.

Mayfair Games Announces Martin Wallace’s Steam

The Mayfair Games web site has announced the upcoming release of Martin Wallace’s Steam, which Wallace describes as “the latest, and hopefully, last expression of a system that I designed back in the 1990s. The core mechanic of moving cubes to final destinations has proved incredibly resilient and adaptable. With Steam, I have attempted to streamline certain systems to make for a faster and more accessible game.”

Steam is the newest version of Martin Wallace’s classic train game design. It’s a streamlined game that includes a quicker base game and a challenging standard game.

For more information, see the Mayfair Games site.

Updates to 4th Street Software’s Sports Games

If you’re into sports-themed games, you may want to check out the latest happenings at the 4th Street Software web site.  Since late December, they’ve made a number of improvements and releases for their hockey game.  They also offer a football computer game, football board game, and a baseball board game, in addition to the hockey board game.

Z-Man Games’ Pandemic for $18.95 from Pozy.com

The Pozy.com games page is currently offering the Z-Man Games boardgame “Pandemic” for $18.95, which is approximately $16 off its normal retail price.  The Z-Man web site describes Pandemic as follows:

Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out.

Players must work together, playing to their characters’ strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example, the Operation Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5.

But the diseases are outbreaking fast and time is running out: the team must try to stem the tide of infection in diseased areas while also towards cures.

A truly cooperative game where you all win or you all lose.

Contents: board, 96 wooden cubes (for diseases), 5
pawns, 6 wooden research stations,
6 markers: 1 outbreak marker, 1 infection
rate marker, and 4 cure markers, 115 Cards: 48 infection cards, 59 player cards,
4 role cards, and 4 quick reference cards
No. of players: 2-4
Ages:
10+
Playing time: 45-60 minutes
Price: $34.99
Stock code: ZMG 7021

At this kind of a discount, I expect the game will sell out quickly, like the Axis & Allies: Guadalcanal on Tanga.com did earlier today.

I should point out as a matter of due diligence that I have no affiliation with, nor have I ever ordered anything from, Pozy.com.  Their inclusion here is as a news item and a public service, not an endorsement or recommendation.

FFG’s Battlestar Galactica Board Game Previews

Fantasy Flight Games’ Battlestar Galactica board game seemed to get a TREMENDOUS amount of attention back at Gen Con Indy 2008.  I failed to get a demo of the prototype they were playing with, but it looked good.  There are three previews on FFG’s site now, along with rules and FAQ.