
2019 · Science Fiction
Black Angel
Players take the role of competing AIs co-managing a massive interstellar frigate carrying humanity’s genetic heritage after Earth becomes uninhabitable. On each turn players assign robot crew, play cards and roll dice to explore star systems, negotiate or clash with alien species, upgrade ship systems and fend off raiders. Game progress is tracked by a moving ship figure and a ravager deck; the game ends when the ship reaches the target world or the ravagers are exhausted, then players score points from missions completed, technologies developed, encounters resolved and other objectives. The highest-scoring AI wins.
- Players
- 1–4 best 3
- Playing time
- 60–120 min
- Age
- 12+
- Complexity
- 3.9 / 5
About the game
- Publisher
Photos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 104
- Plays logged
- 115
- Players
- 1h 50m
- Average play
- 88
- In collections
- 13
- On wishlists
6.4/10
from 21 Ludoya reviews
Evan5.9 At the start of the game players roll three dice, one each of the three colors of actions, and place them into their personal dice area in the ship board. Then going in turn order, each player may either select a die, and resolve the effect of a space that matches the color, a number of times equal to the pips on the die, with the dice ranging from 0-3 pips. Each of the three colors as one primary action, and one 'do things on the space map action'. For the primary actions, grey and green actions remove the two forms of damage the ship board takes on when players take space map actions. yellow dice build out your personal board of tiles. The personal board of tiles is a 3x3 grid for the tiles. New tiles slot in from the left or bottom, and if they meet another tile they push it along the chain, eventually possibly pushing tiles out of the grid entirely. The tiles come in two varieties, some are endgame scoring, some are special abilities that can be activated at the start of your turn, or when you put a damage cube on them after having taken a repair action. The most crucial thing about these tiles is that they provide you with a reliable way of getting the various resources in the game. More robots, or moving robots means you can get more dice. More spaceship tokens or moving space ship tokens means you can benefit more from the cards in your hand when you take space board actions. Then of course important luck mitigation resource production. Interestingly, the end game victory point tiles want to be pushed out, as when they sit on your grid they have a maximum scoring threshold of 4vp, but this gets increased when they get ejected. Die selection can be tricky, as you can take a die rolled by one of your opponents by paying them a crystal token. The value of the die you take can also be increased by 2 (to a maximum of 3 pips) if it's your own die being used. When you take a space action, you send out a cute little spaceship with one of your robots out into the hex board. If you end your movement on a planet matching the color of the die you used to take the action with, you can place a card from your hand that also matches the color of the space. The cards come in two varieties. Some give you a special bonus when they fall off the board as the main ship moves, others give you a new action opportunity to take with dice of the matching color. Once a player no longer can or wants to take actions, they instead reset. They discard any remaining dice, losing a point for each pip remaining, then clear the cards from the side of their board, bank the damage cubes they collected to get the extra tile activations with, then they gather the dice they deserve, roll them and place them into their area. They are allowed to lock a single die at this point, preventing that one die from being purchased by other players, by spending a crystal. Then the ship moves one tile forward, the rearmost tile falls off the world, maybe giving cool things to players sitting on the cards on that tile, then the tile is flipped and added to the front of the space map. Generally, resetting is rough. When you reset you don't get to do anything on your turn, and if you are the first player to reset, other players will often buy your dice out from under you by the time your turn comes back around. Getting their crystals is nice, but they are easy enough to come by that accelerating your next reset feels a bit frustrating. Yellow dice are also in impossibly high demand. Getting new and better tiles is an easy way to get victory points, or a crucial way to improve your engine. There are also some substantial flip luck elements in terns of how the cards that get played into space. A player with a good set of cards in their starting hand, really has a substantial advantage in the entire game. In the advanced rules it says when you have the opportunity to draw, you can draw 2 choose 1 instead of just top-deck, and this helps, but even so, there are late game cards and early game cards all shuffled in. That being said, despite the relative chaos, I find this game thrilling. I like the way the map scrolls, I like trying to manage my player board smartly and failing, I like flying through space in my little ships, I like planning what dice I need and when, and I like how the repair actions on the ships are rewarded in interesting ways. It's a heavily player driven game, and has gone differently each time. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
If I buy a die from another player, can I flip it by spending debris to change its face?
No — you cannot flip a die that you just bought; debris may be spent to flip dice in your compartment during Sequence A, but not a die you purchased that turn (page 11).
If I activate another player's activation mission card, does the card owner get anything?
Yes — after you resolve your activations on a card you don’t own, the card’s owner immediately gets one (and only one) free activation of that card without using a die (page 11).
Can I use a 0 (star) die to move ships when I Command Your Ships?
You may use a star (0) die for the Command Your Ships action, but it does not move a ship; you can still complete the remaining steps (and if you use a 0 you must place a Mission card) (pages 7 and 9).
Does a single Damage cube on a Black Angel action reduce its activation value?
No — only when an action has 2 Damage cubes is the activation value of your die reduced by 1; a single Damage cube has no effect on activation value (page 7).
When I place a Mission card in space, how are Ravagers and Damage cubes applied?
Count the Ravager ship icons adjacent to the hex and draw that many Ravager cards; place each drawn Ravager on the indicated Black Angel action and put a Damage cube on the first empty Damage space of that action — if the action already has 2 Damage cubes, place the cube on a same-color supply die (or ignore it if no valid die) (page 10).
Can I choose Sequence B even if I still have dice in my compartment, and what happens to those dice?
Yes, you can choose Sequence B even with dice in your compartment, but you must first return them to their supplies and lose VP equal to the total value shown on those dice; then you take and roll dice according to your robots and may reserve one by paying 1 resource (pages 6 and 12).
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