Last Light Review
A jam-packed simultaneous play 4X…ish.
Has lots of 4X elements, all in about an hour (and a bit longer sometimes)! Players will take on the role of asymmetric alien civilizations to try to get the most light from a dying universe, with simultaneous card play, space combat, and some euro-elements. For 2-4 players, expandable to play with 8 players, Last Light provides a tinge of what TI4 is like.
Video published September 6th, 2023

Fight over the middle of the map for VP, rolling dice with 3 different ships!

Pick one of 15 factions! (35 in our GameFound exclusive version)

Upgrade your 3 different ships, including unlocking a certain dice roll effect!
Story
We hear at Shelfside LOOOVEE our long epic games, like Sid Meier’s Civilization, TI3, and TI4 w/the PoK expansion! And these games are called 4Xs, where you go out and:
Xplore stuff
Xpand your civilization
Xploit the territory you’ve conquered
Xterminate your enemies to dust.
But epicness has a price, these BIG games take a while to play- I would say 4-5 hours minimum for your first game of many. This is where Last Light comes in: a space 4X that supposedly takes an hour!
Playthroughs
Played once at WSBG 2023, 3 times in person at home, then 1 time on TTS! So 5 plays in total!
More Notes
We have the deluxe version of the game sent to us by Grey Fox games, which is MSRP $135.
FYI Grey Fox games and Roy Cannaday are NOT sponsoring this video, they haven’t seen any of our thoughts before launch.
Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!
Component/Art PROS
Bright 3D gumball planets with different colors
UV board with glyphs is trippy to look at
3 different types of minis for each player
3D asteroids to block out regions when necessary
Plenty of plastic bags w/insert
Resources come in cool canisters
Light tokens are engraved with glyphs
Action cards really easy to tell apart, so easy to tell what opponents play
Dice have unique symbols instead of numbers, and engraved
Rotation is easy to do with linking up areas
Accessibility Pros
So easy to teach because just explain action cards 1-6
That order will have you explain command (movement/attacking) last, so you do an example of combat then hop into the game
Each action is really simple to explain by just reading left to right
Gameplay Pros - Refresh Puzzling!
Refresh is the main way to get actions back in hand, but playing it early exposes yourself
Can’t play again until everyone else plays refresh, will have to wait a while
If hold onto refresh and be the last one to play, get to choose when central cards cool
Nice being able to time when the round ends if you have ships in middle of map for free VP!
Great interaction in keeping track of what others have played
e.g. Move and attack someone before they attack you
e.g. research something to buff ships before they are attacked
Playing command last is best to move away from people hitting you
Hands are not static because there are abilities to get back cards from discard
“De-synced’ hands from everyone else at around turn 3-4 to make refreshing game more nuanced
Gameplay Pros - It’s all fast!
Choosing a card simultaneously and flipping is still fast
Many cards don’t interfere with each other so can often resolve at same time
e.g. can mine while someone else constructs ships
Gameplay Pros - It still crams in so many space opera elements!
Fleet management to build ships then fight each other with different types
All upgrade-able!
TONS of tech to upgrade the 3 different ships with
e.g. move 2x speed, stealing resources, hitting harder
Also ‘civilization’ techs for once per round abilities, kind of an engine can build
e.g. Getting light, getting resources, building more bases (aka extractors)
35 asymmetric factions (15 in base game, now have 20 more with game found exclusives)
e.g. upgrade ships from anywhere
e.g. get extra VP from sitting in the middle
Different ways to grab VP besides holding inner planets and doing secret objective
Get tons of tech to get VP
Mine places that give VP
Attack other ships to get VP (1 ship is 0.25 of a VP)
Gameplay Pros - Very Fast Progression!
Mining action becomes incredibly strong with building extractors on the map
Can use those to all buy a bunch of techs to deck out ships
Everyone upgrading ships in own way for emergent asymmetry
Command activates EVERY ship, so decision space becomes big late game as can split fleets and attack
Late game is tense with everyone attacking each other
lots at stake with fighting over the center of the map!
Component Cons — Poor Quality & Confusing
Planet insertions are not very finely cut out for something erected in the air
Frequently falls off while setting up and taking down
Too much dead space in the 8 player planet insert
Quality of action and exploration cards is not good after 3 plays IRL
Exploration aid should have included more info on combat, rounds, etc.
“Wild” resource giver exploration token is far bigger than normal ones
Unusable since it’s supposed to be secret
Cannot tell exact rarity of token when flipped faceup
Annoying for setup/takedown if playing back to back games
Text wording of “taking action card back into your hand” is confusing because some will say “take any action card except for refresh”
In reality “Refresh” can never be taken back into your hand
Component Cons Part 2 — Hard to see!
Regarding actual planets is hard to see
Extractors hidden by rod and actual planet
Half-covered style of resources pieces make to tell inside color at certain angles
Could have just been different shapes/sizes too
Exploration tokens are mostly unnecessarily white and black
e.g. Getting an action card and getting a tech look SO similar
Exploration icon for free small ship is literally the exact same one that signifies +1 VP for being in middle of board
Confusing because would make you think that only small ships give you points by staying in middle (NOT TRUE)
Rulebook Cons — Extremely Barebones
Exclusive Gamefound symbol on Aliens not even mentioned
Instant tech abilities resolve is not clearly explained
Attacking has 0 examples/diagrams
SO concerning for a space fighting game
Doesn’t go into detail about 3 player combat, need to fill in gaps
How often can you use the mod abilities in combat? (truly infinite)
Doesn’t say order in which tech cards resolve, but quick reference does
Gameplay Cons — The 2 Movement Techs are too crucial
Tech 1: Supersonic: +1 movement to 1 ship its installed to
Tech 2: Pioneering: taps itself to move each ship of any type
+1 movement is so key with limited rounds and ships only spawning from colony ship base
Snowballing effect from getting movement, then gobbling up exploration tokens and speed towards middle of map for VP if uncontested
If everyone has movement buff by mid game, movement is not an issue
If someone doesn’t get +1 move entire game, feels bad
7x Supersonic, 3x Pioneering in a deck of 83. See 4 cards upon 1st research action, then 3 for each other research action.
Some matches will not have move disparity
Gameplay Cons — Random Tech is Unbalanced
Some techs always good to have (e.g. movement), others are very situational
Sometimes don’t start with the right ones while the player next to you is constantly utilizing them
“Development” to 2x strength of extractor building is overpowered
Extremely easy to spam because command moves EVERY ship to get into position, and building extractors is free
Leadership is dirt cheap tech to delete itself to get back an action
You just get back command to move and attack again, where opponents can’t attack back
3 Possible Tech Fixes
1. Balance costs more
2. Create central area where all players are buying tech from; if bidding will drive up price of good techs
3. Revamp movement by removing movement techs, and make it a guaranteed upgrade you just pay for whenever you want
Gameplay Cons — 9 different Exploration tokens are heavily unbalanced
Ok: resources, getting tech to research later
Good: Research a tech without paying its cos
Great: Immediately building an extractor on the planet to own it (saves half action of construct)
Great: Get action card back in hand, so you take back command to explore more next turn
Exploration imbalance hits harder because hard for players to self-balance in a short game (20 VP)
Exploration tokens are next to each other
Action repeat and extractor build should be taken out
Gameplay Cons — Imbalanced tech + imbalanced exploration?
Large runaway leader and hopeless loser problem
Starting with irrelevant techs + poor exploration tokens cannot compete with guy with +1 move, free extractors, and ships in middle of map on round 2
Seen games where leader won so hard by having 7 ships in the middle, no one could do anything
Gameplay Cons — Not a true 4X as advertised
Can’t really exterminate others because they can win by playing research to get VP even if off the board
e.g. TI4 to eliminate by sitting on their base and preventing from getting points
Exterminate would admittedly make the game longer as winner gets 0 points and loser crawling way back
If you call yourself a “true” thing, you better do it all the way. Don’t mislead people
Gameplay Cons — Player Count
Want more players to slow down leaders, like killing them off center and taking extractors
4 Players seems like the way to go to get proper king of the hill experience
Gameplay Cons — Some factions are lazy/underpowered
e.g. weak: Rolling an additional die for combat pales to moving or boosting economy
e.g. weak: Starting with large ship instead of small is intimidating but not impactful, no ability after setup
e.g. strong: Spending a medium resource to build extractor after exploring
e.g. strong: do damage to an opponent and take unresearched tech from their hand and build it for free
Initial faction grab is key in such a short game
During setup, draw 3 or 4, then choose 1 faction, instead of the written 2
Factions feel like a missed opportunity because lot of effort on backstory/art for each, but feel like afterthoughts in design (maybe Gamefound exclusives rushed?)
Why not give them different starting units/tech?
Recommender Score - 5/10 Average
Now this was gonna get a 6/10, but holy moly $135 retail for these components is so expensive. And $95 for cardboard pieces does not sound great. Nowadays in board gaming, for $150 MSRP, you can get much more and better minis, cards, and higher quality player boards in TI4.
But, we’re not here for TI4, we’re here for kind of that feeling bottled up for speed! And it’s pretty commendable how Last Light has so much of that here without feeling overboard or bloated. It’s super clear that Roy and the design team have played their fare share of TI, with the incentives to fight over the middle, tech-ing up your ships where the big one can bombard JUST like a dreadnaught in TI, and there’s even this faction that specializes in tech… just like the Jol-Nar in TI! Or a literal planetary defense just like PDS in TI4!
I can even feel the Eclipse 2nd Edition isms with how many mods you can put on your ship boards!
You got a box you can whip out and teach to anyone, where simultaneous turns work really well with the clear distinctions of actions, and something is always happening. Getting resources, spending them, and attacking are all so easy to comprehend.
Last Light is going to be pretty cool to TRY for those who just want to enjoy a space game casually. But will that first try of it have a balanced tech distribution? Will it not? Will you not notice and attribute it to first game woes? Tech is simultaneously the most intriguing and frustrating part about this game!
Once you realize that if someone just gets too ahead early, it’s so hard to stop them, it can be upsetting given how many interlocking ingredients there are. So then you’ll have to start heavily house ruling explorations and tech or even making the game longer to give not-luckier-than-thou a chance.
We have to talk about TIME, cause we keep saying fast but we didn’t clarify any numbers. 4 player games ranged for us from 1 to 2.5 hours!
Whoa, why the huge range in time length? Well, it’s because the 1 hour games had someone just lighting shooting ahead and no one could stop them- but it ran true to time, whereas the 2-2.5 hrs games had a more dynamic back and forth… but doubling the playtime on the box.
I just couldn’t strictly put this in cons though, because even 2 hours for so many 4X elements is very impressive, and honestly having the time to use all of your techs over 2 hours lets the progression shine more.
Alas, we live in an age where people want fast! Fast setup, fast teach, and fast play! Why spend 5 hours when can spend 1, right? And there’s nothing inherently wrong with fast, but it has to make sense for your game. Why are 4x’s long? Because they’re dramatic with tons of twists and turns and let negotiation come into light. Last Light is best when it’s more like that, you know what it’s claiming to be, a “True 4X”.
The nail in the coffin on how casual and FAST Last Light is supposed to be is making “refresh” resolve before “command”. That is, letting players get points BEFORE others get to move and attack them. While this isn’t an inherently bad thing at all, it goes to show how if someone is ahead, they play refresh, bam, game over even if people were about to attack them, wow pretty euro brain huh? I guess the only way to really stop people is by doing some next level predicting of their builds?
Last Light is currently a luck sack prone racing Euro, which CAN have the right tech and exploration flips to be a soft 4x. While there’s a lot of FUN space opera-isms you can do, like experimenting with techs to attack others, sending a death ball to the middle, or blowing up those who don’t trade with you for a giggle, they don’t move the needle in winning against tech’d up players who grind out that light. In other words, you can get out-lucked and out euro-d, which is likely not why you bought this game. While since it’s short, losing isn’t too upsetting, but it can’t hide behind the short playtime from us!
And seeing how there’s the empty space in the insert for extra planets, and how the GameFound clearly shows 8 player, I suspect the focus on Last Light was just to get you in and out the door with as many people as possible. Have the bombastic drama, tons of abilities, and most importantly not have it drag. Granted, for longevity in a game, the QUALITY of abilities is important though, especially if you bought the core box to play with 4 players.
For a game to have so much going for it, then have some critical issues is frustrating, but I have 0 doubt that Roy’s next game will be so interesting. Whether it be 2nd edition Last Light that is a bit longer and more balanced, or another game, we’d love to take a look if this is what could come out from this first-time designer.