This past week I received my pre-order copy of the new LDecks themed card game, so I made my friends play it as part of our regular game night, then I made a housemate play it, and here are my thoughts.
Gameplay
The game is a fairly straight forward push your luck style game.
You have four different decks of cards: Assignments, Side Projects, Shift, and Alpha Abilities. The Assignment cards have a target number and, frequently but not always, a leisure value on them. In turn, players can flip Shift cards, most of which have an effort value that needs to meet or exceed the target on the assignment, so the leisure points can be scored.
The Side Project cards also have the target number and a leisure value, and can be added to the in play Assignment, making the amount of effort required to score that much higher, but increasing the reward. There is a goal number of leisure points you need to score depending on the number of players, and it would not be possible to meet those goals without adding multiple Side Projects.
The group only has five assignments, and once you're out and the group hasn't met the leisure point goal, you lose. Further complicating things is that there are six officer cards in the Shift stack, each of whom has a rank 1-3, and if officers with a total rank of 4 are in your play area during the Assignment, the Assignment fails, as do any attached Side Projects, and you lose the highest value leisure from your already scored area.
Alpha Shift cards are a pretty rare resource that allow you to do a wide variety of special things, including removing officer cards from the play area, or even adding another Assignment to the available cards. Each player begins with two, and you only gain new ones by being the player to score an Assignment.
Learning the game is simple enough, though everyone whom I played with are fans of games. Even my buddy who hates learning new games got into it after a couple rounds. Games are relatively fast, and it can accommodate two to six players, which is nice. The games I've played have had four, five, and two players.
My biggest complaint would be that the difficulty does feel a bit punishing. Failing an Assignment is already bad enough, but having to lose the highest value card you've already scored does not feel great from a player perspective. Of the five games I've played, my game night group one once, and my housemate and I won the game we played.
Production
The only components for the game are the cards, so there isn't much to talk about.
The cardstock is nice, and they don't feel flimsy, which is good, because there is going to be a lot of shuffling. That said, the individual decks are small enough that I'm probably going to sleeve my copy, just to make shuffling easier.
Most of the art is simply stills from the show which is a little disappointing, but understandable. The effort icons are Badgey pushing a boulder up a slope, like Sisyphus, so that's fun.
The card backs, which are all really good looking and easily distinguishable, even the Assignment and Side Project cards, which are made to look similar.
The game box is nice and sturdy, looks great, and has a magnetic closure, so that right there is an A++ in my opinion.
Theme
Let's be honest, the only reason I bought this game is because of the 'Lower Decks' theme, so how does that fit?
Fine. I guess.
The "buffer time" concept comes from the first season episode, "Temporal Edict", which was itself inspired by Scotty's claims in TOS and TNG that he always pads out his estimates of how long it will take him to complete any given assignment. So, the push your luck aspect fits the theme: you're padding out your assignments, and trying not to get caught by the senior staff.
All the cards have titles that relate to things that have actually happened on the show, and the first time I played, I did get some chuckles remember scenes, but the game itself doesn't have any humour aspect beyond stills of Mariner kicking Ransom in the junk or whatever. Which is fine; writing humour is hard, and I do usually hate it when a game tries to cram a humour in.
Conclusion
Even though I wouldn't have bought the game without the LDecks theme, I'm glad I did because it ended up being a relatively light, quick game, that the people whom I forced to play it with me all said they enjoyed and would be happy to play again.
It's probably not going to hit the table too often during our regular game nights, but sometimes someone's going to be late or you finish the big game of the evening a bit early, so you need some filler, which I do not mean pejoratively despite how it sounds, and I think that is going to be Buffer Time's sweet spot for myself and my group.