Home on Lagrange

Game: Home on Lagrange (Boardgamegeek)Age: 14+
Time: 30 minutesReplay Value: medium
Players: 2- 5Difficulty: Easy Medium
home on lagrange

Summary

There was a resurgence of sci-fi films back in the late 60’s/early 70’s that really kicked off some of the most important films of our generation like 2001: Space Odyssey, Star Wars, Westworld and so on. These films grew to be the foundation to what we know as science fiction in mainstream media. Home on Lagrange captures what we loved about the early sci-fi hits with a fantastic art direction delivered on high quality cards, and a very impressively detailed admirals log that is clearly engaging players.

Home on Lagrange is a card game set in outer space where admirals will be competing to build a fully functional space station through an assortment of modules, ranging in education, defense, recreation and so forth. The outcome of your space station will not only score you points (used to win the game) but will truly be determine by the admirals log seeing how useful your spaceship ended up being. 

Home on Lagrange comes with 102 resource cards, 46 different modules ranging in one of the 5 module types, the admirals log, and 5 player cards.

ProsCons
Fantastic artwork
High quality components
Rulebook is clear and simple to follow
satisfying game play
End game is weird
the admirals log is charming, but long

What I Liked

home on lagrange

I can’t get over or stress enough how awesome the artwork is. This take on 70’s sci-fi resonates with us how awesome of a time it was to enjoy such forward thinking themes. Speaking of which, the theme in Home of Lagrange marriages the game play and the art direction perfectly. Honestly, I can’t think of a better way to combine everything this game did and do it as well as it does.

The components given to this game I praise because it just feels as good as it plays. The game is about being an admiral and building your future space station for all your citizens, each new card, with it’s sturdy design and outer space look creates a nice immersion. 

The rulebook is clear and fluid. The read from the beginning to the end gives this a quick to learn and quick to play feel. Even toward the end there are resource card and module card explanations to really make sure we understand how to play the game. 

Which ends with this, the game plays very well. It’s satisfying building a base, strategically choosing specific modules needed to score points while also trying to unlock admiral abilities to get the jump on other players. The outcome scored by points but I enjoy the admirals log more telling me what really happens to the fate of my citizens with the build I have.

What I Don’t Like

Even with the game playing as well as it does, my biggest issue is toward end game. The game ends when every player has 4 modules, so players who are already sitting on a satisfying set of modules still takes their turn, and yeah this could be an opportunity to play resource cards that can damage opponents, or maintain the safety of your own modules–but I also notice this tends to be checkout time. completed modules mean the game is near end, and the attention is focused away from the game. 

Finally, While I truly love the effort put into the admirals log, again, I notice with the paragraphs worth of scenarios, most players noticeably pretend to be paying attention rather than care what happens. Which in turn has me scanning through the page looking for the defining outcome, without needed the backstory. 

Final Thoughts

This game has out done itself in quality, game play, and artwork. It’s a very satisfying light-strategy game that has players building a space ship from scratch. Each module and Each resource card can work together or apart to help further your journey to winning the game. While there are a couple of moment per game that slow down–it doesn’t take away from the overall consensus that people would player this again.

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