A few weeks prior to Camp Nerdly, before I’d even put money down for a reservation, I asked Andy Kitowski if board games would be acceptable to bring. I was worried that Camp Nerdly would be a venue only for role playing games. Of course, Nerdly was about bringing the awesome, and Andy confirmed that board games would be welcome.
I looked over my collection of interesting games. Triplanetary stood out. The last time I played it was several years ago. I updated my Camp Nerdly schedule with a slot for this GDW classic. I expected most participants to pass this and other board games over. But I also held out hope that among the Nerdlings, at least one would get excited over vector based movement on a hexmap.
Ships in Triplanetary move by expending fuel to alter their current vector. The game forces players to plan ahead while remaining tactically flexible. It’s easy to misjudge your course and end up slingshot from orbit into the dark reaches of space without enough fuel to return home. Experienced players probably memorize optimal orbital approaches. It’s best to keep everyone on their toes with nuclear weapons.
Saturday morning at Camp Nerdly, I unfolded the old Triplanetary map. Almost immediately Fred Wolke and his 2 children, Annita and William, joined me. Fred demonstrated how to make starship miniatures from golf tees the day before. GDW used the movement system in Triplanetary, as it turns out, as the basis for some of their later Traveller products. Fred’s participation proved to be decisive - he had an intuitive feel for the mechanics of the game. Even his children appeared to be at ease with the vector mechanics.
Also joining us was Joshua Seigler. I met Joshua the previous fall at MACE during a game of Dogs in the Vineyard run by Jason Morningstar. Joshua claimed, over and over, that he’d never played these game before. Sure, Joshua, sure. You keep saying it, and we’ll keep believing it.
I picked the simplest scenario I could. All players raced to each “major” gravity well and then back to Terra. Yes, I know this sounds simple. You can’t appreciate the delicate planning involved until you have 5 units of fuel to navigate from Callisto to Mars. You just can’t.
Joshua and the Wolke siblings took a route from Terra to Jupiter’s moon. William Wolke and Joshua exchanged gunfire for about a week, even as they threaded the deadly asteroid fields near Clandestine base. Annita wearied of the race and dropped out during this leg. I goofed on the rules, as it turns out. I swore I read that ships in the race could not fire at another ship while inside the “detector” zones around planets. I read the rules again and again since the game, and I can find no such rule. Sorry to everyone. I’m sure ESPN prefered ships blowing up in HDTV. Next time, it will be a televised fight.
At the same time, Fred Wolke and I set course for Sol and Mercury. I chose not bypass the sun and head for Venus for a stop and refit. I figured I could come back use the star for a little push on my way to Mars. I used the “overload” maneuver on just about every orbital breakway. This turns out to be a kiss and a curse. While I enjoyed the immediate burst of velocity, the resulting whip-sling around the sun almost ruined my chances in the race.
Fred turned toward Mercury after his encounter with the sun, and then landed to refuel. He used Venus as I used the sun, and rocketed to Mars.
Our orbits were long, wide arcs, with my eventual course more desperate as we neared the red planet. Fred chose to bypass Mars, squeezing another 4 days of limited fuel use until he approached Callisto. At the same time we crossed the Martian asteroid fields, Joshua was whipping by us, screaming inbound for Venus and the inner solar system.
Within a few days of each other, Fred and I traded gravity slingshot vectors. I had a slight lead as we cleared the Ganymede corridor, and planned to use my lead for an eventual victory. Fortunately for Fred, my ability to plan orbital approaches is pretty dismal. I had to burn more fuel and overran a landing vector by a day. Fred and I reached the finish line in a dead tie. Joshua, against the odds, launched from a refuel on Mercury to come within 6 or 7 million miles of victory.
I used, overall, 4 units of fuel less than Fred, so I was the winner. It was the first time I’d completed the “Grand Tour” and not lose a ship!
I think Triplanetary is a fascinating game. The movement scale is dog slow compared to most science fiction. Ships don’t reach hyperspace or maneuver like Babylon 5. Each turn is a day and the wise captain uses the gravity wells of the major system bodies to his or her gain.
I studied the map and began to think of ways to expand it. I also thought of other scenarios not covered in the book. Maybe this will lead to some home-made Triplanetary? Maybe we’ll call it… MEGA-Planetary!