1-4 Players
Designer: Kristopher R. Kycia
Artists: Charles Vinh
Publisher: Outer Limit Games
About the Game
Tradeworlds is a game that has a very complicated Kickstarter history, among mismanagement and personal tragedies, and being delivered 6 years later. However, today I’m going to focus only on the game itself, but the 6 year period will be actually relevant.
Gameplay

The game follows a very simple and easy to remember ABCD structure. First, you select a role and perform its (A)ction, then you (B)uy cards from your own personal market, then you can (C)onfigure a ship using a ship, a crew and a weapon card, and finally you (D)iscard as many cards as you want and draw back up to five. You keep doing that until someone achieves the goal of the scenario, be it a number of credits banked or destroy every other homeworld.
Solo Gameplay

The base game comes with a solo scenario where you try to defeat a single menacing ship before it either destroys your home world or hit critical mass. The expansion that comes with the Kickstarter also has a solo AI that simulates the roles and ships the human player has, but in a more condensed form.
Components
Most of the components of the box are fine. The cards have a good finish, not great but feel sturdy and durable. The artwork is generic sci-fi, but it has a cohesive look and the visuals are nice.
Designwise, I do have some issues. First is the fact that flavor text and game text are written with the same font. It makes it harder distinguish at a glance what is relevant for the game and what is not. Also, I don’t see the need for the double sided cards. Almost all of the information on the back is present on the font, and the aspects that do use the back are fairly minor. I feel like this could have been changed and given a better experience without it.
The rulebook is also a problem. It’s vague and not well organized, making some aspects of the game confusing. It also uses a lot of terminology without actually defining it, leaving it to the players to have to understand by context. The good thing is that the designer is active on BGG, so most of these are just a search away.
Conclusion

This was a messy Kickstarter campaign, with so many falso promises and the unfortunate passing of one of the designers. His father took on the task of getting this game out in memory of his son, and I am glad that it’s being delivered.
But this game was promised for 2018, and I got it five years later. So let’s talk about it. Tradeworlds has elements of many other games, but sadly they are too simplified. There is role selection like Race for the Galaxy, but no actual tension and play / counter-play thinking. It’s just an action you can do that turn, and there are no restrictions around it. There is also upgrading your empire like in Tiny Epic Galaxies. But banking is just a threshold to launch more ships or to achieve a goal in the scenario. The homeworld board goes to the hundreds of banked credits, but there is very little reason to go above 100, ever.
And there is the deck-building aspect. It lacks my favorite aspect of deck-builders, which is creating a refined engine. In the end, Tradeworlds is just a numbers game. There are 4 types of cards, 3 of them used to build ships. While its fun to create ships with different parts, they’re just different configurations of vanilla creatures. You can launch a ship that has 2 attack and 5 resistance, or 3 attack and 1 resistance, and so on. And the fourth type, tactics, are mostly one time modifications of those attributes for combat. It’s all just numbers.
And the reason that I mention that this game was in production for over 5 years is that it could have been given to more people to. Play and refine those issues. TradeWorlds is not a bad or broken game, it’s fine, fun even. But also tame and forgettable. And, because of that, it will not leave the shadow of its campaign.
Score: 4/10























