Sudden Conflict Review

Dnd dice rolling + Moba Teamfighting in a small box.

Grab 3 characters, and fight to death against your opponent’s 3 characters? With plenty of dice rolling, asymmetrical characters, and cool positioning, this tactical skirmisher is 60-90 minutes, only 2 player. Expandable with additional boxes, this review will primarily cover the Galactic Throne box.

Video published March 5th, 2024

Story

We’ve played plenty of TTRPGs and MOBA’s, and now that’s in a board game for us to play! There are 3 sets for Sudden Conflict: Galactic Throne, Ukyo, and Valora. Each have their own 6 fighters and buff/debuffs introduced. This review will mostly cover Galactic Throne.

Galactic Throne: 3 plays

Ukyo: 1 Play.


Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!


This is a sponsored review. Prototype shown.

Component Pros

  • 1 Mini for each character (6 in box)

  • Die have easy to see hit symbols

    • Easy to get hyped for rolls

Accessibility Pros

  • Easy to setup: take to board & deal out 3 character sheets, that’s it!

    • Spawning characters is beginning of the game

  • Easy learning: Just pick a character to activate, do 2 actions, and keep in mind 3 major stats for each character

    • Good rulebook with lots of diagrams, examples, glossary

Worldbuilding Pros

  • Flavor text for all characters

    • Rulebook and player board’s have different text

  • Teams have their own backstory

  • Maps have flavor text

Gameplay Pros — Elegant Positioning

  • Easy to move: just move 4-5 spaces, diagonal is ok

    • Fast movement makes action happen immediately

  • Board is full of barriers to position around

    • Use as cover vs. ranged attacks

    • Corners of barriers are fun to play around to get out of opponents’ line of sight

  • Push into walls to do damage

    • Careful of having your back to a wall

  • Characters block line of sight of each other

  • Prevent clumping up for area of effect melee attacks from opponent

  • Sometimes want to be adjacent to get bonuses

  • 1 of the 2 maps has hazardous terrain to walk around

    • If start turn on them, take damage

    • Can push people into them

Gameplay Pros — Character Designs & Asymmetry for Team Bad (Empire of Melar)

  • Empress Melar: Their leader

    • Can literally walk through walls

    • Melee attack that pushes for 2x damage

    • Ranged disintegration beam that sometimes cannot be blocked

  • Arlax-Jorl: Meathead minion

    • Melee swing to roll 5 dice, but debuffs him afterwards (Reluctant Strike)

    • Passive can redirect damage to him (Enslaved Spirit)

    • Can slowly heal himself and get rid of debuffs (Purifying Aura)

  • Contessa Bly: Acolyte

    • Can give opponents Anguish AND Hexes (nerfs die rolls & limits their action pool

Gameplay Pros — Character Designs & Asymmetry for Team Good (Galactic Resistance)

  • Heather Sing: Space Ranger Leader

    • If moves 3+ space in a straight line, gets free momentum die

    • Hypersonic raygun to attack multiple enemies from afar AND hex them

  • Baron Holloway: Support dude

    • Gets momentum die for allies in line of sight

    • Takes off debuffs from allies if lands ranged attack

    • He moves EVERY character he can see with “Shifting Realities”

  • Ula: Tank Healer

    • If does damage can heal herself

    • Can heal every ally in her line of sight

Gameplay Pros — Momentum Die

  • Makes missing attacks not feel as bad (raincheck)

  • More thinking to each die roll if use or not

  • Satisfying to unload them on big attacks

    • e.g. +3 die to roll 5 dice total

  • Different use with each character

    • e.g. Buffing Arlax-Jorl’s 5 dice will easily get you to 8 dice rolled

    • e.g. Contessa Bly gets back all momentum die that miss her attack

Replayability Pros

  • 2 Maps, hazardous terrain matters

  • Choosing where to spawn lets you experiment with different openings

  • Characters’ nuance with 5 abilities allows for creativity

    • Especially if combine with other boxes

    • Maybe prioritize abilities differently, ignoring some

    • Each character soft-counters enemies with rock paper scissors dynamic as attacks all target certain stats

Component Cons (Prototype shown)

  • Minis are a bit brittle, very skinny legs

    • Minis broke in Ukyo set

  • Cardboard pieces feel cheap

    • Rough edges, some splitting

Visual Cons

  • Splash arts insanely dark

    • Defeated tokens pop more with their blood

  • Unpainted minis look very similar on board

    • Most are humanoid in some way

    • POTENTIAL FIX: team color you snap onto the bottom (e.g. Blood Rage)

  • Character abilities not consistently placed

    • Movement can be on the top, then in the middle for others

    • Eyes have to keep scanning for abilities

  • 3 stats (i.e. Body, Mind, Soul) could have color to help distinguish

    • Constantly looking at opponent’s to see how to attack them

  • Caladorian Homeworld map is WAY too bright

    • Supposed to be vibrant, but jarring with unpainted minis

    • Inconsistent to look at dull black player boards to bright central board

Gameplay Cons — Initiative feels bad to lose

  • No way to improve odds of this

    • except 1 Galactic Resistance Character, so this hurts Empire harder

  • Incumbent favor, because incumbents win ties

    • Little variance on D6, because they’re all 50% hits, so most players get 2-3 successes

  • POSSIBLE FIX: Allow Momentum die to be used for this

    • It is the RNG balance throughout the game, going 1st end game is really important to close out the game

  • POSSIBLE FIX: If lose initiative roll 3 times, get 2 momentum die as raincheck instead of 1

Gameplay Cons — Aggression not rewarded enough & Turtling not penalized enough

  • Game can run longer than 90 minutes if too much turtling

    • Each team has a way to heal

  • Designers wanted to reward aggression in their designer diaries

  • POSSIBLE FIX: give characters a bonus for attacking in succession

  • POSSIBLE FIX: If character does damage X amount of times, unlock a second part of one ability

    • Ideas just lifted from fighting games and MOBAs

  • POSSIBLE FIX: Make momentum die even stronger for attacking, weaker for defending

Gameplay Cons — Heather Sing too good

  • Each of her abilities has extra bonus

    • Ranged attack targets multiple enemies AND debuffs

    • Passive gives glory tokens (more dice rolls to allies), if they’re 1+ damage (easy to do )

    • If move 3+ spaces, get momentum die (very easy to do)

  • When downed, she can still do things and gain momentum die

    • Empress Melar by comparison has to spend momentum die to do actions

  • POSSIBLE Houserule: Take out her passive

Mixing & Matching Concerns

  • Ukyo characters are at or above Heather’s level

    • Very hard to mix cleanly with Galactic Throne

    • e.g. when downed, Badger crawls around and still shoots

    • e.g. Otter can revive himself when downed

  • With 3 characters per team, maybe some crazy team comp that works against another crazy team comp

    • Up to you to experiment and house rule for balance

Tentative Score — 7/10 Good

While a little rough around the edges with visuals, balance, and RNG mitigation… Sudden Conflict still screams: Board game with DND dice checks with MOBA team fighting! This is a very to the point, focused game: get your 3 cool characters, position well, manage dice roll, and hope you roll good.

The way the rulebook presents characters reminds us a LOT of mobas, and rolling for initiative well… I’m sure you’ve heard about that in TTRPGs. Sudden Conflict packs a good punch for how accessible it is, which would be even easier if if they fix those inconsistent player boards. After all, at the beginning of rounds you have 13-15 actions to choose from between 3 boards, and if your characters are hexed, you can sacrifice actions to take those off, which is more decision making!

If we compare to Unmatched, where you’re also fighting on a small map with asymmetrical characters, with some terrain ideas. Sudden Conflict doesn’t restrict you with cards for attacks, and grants great decision making from the beginning of every game, but you have to be totally a-ok with dice rolling for everything. There’s just way more output randomness and upfront information with Sudden Conflict, but the 3v3 play enables more positioning, teamwork, and matchup-counterplay.

I have to stress: your enjoyment of this game lives and dies off how much you like dice rolling! Attacking, buffing your allies, determining who goes first, and defending is dice rolling. The only action you can ‘do’ without dice rolling is moving your character, so be prepared to get your wrists jangling. The highlight mechanic of momentum dice is failing a random check now… to roll more of the same dice later!

You can still play Sudden Conflict fairly casually, like you could take this meat head and just run down people, roll for 5 dice, and just bask in the sci-fi universe that’s spun up here. Then if you want to go more serious, there’s plenty of depth with 5 abilities per character if you want to theory craft new strategies or team comps, and maybe the other boxes might be for you!

For the other boxes, they not only have 6 unique characters, but focus on a type of buff or debuff. So Ukyo adds really strong downed abilities, then providing or denying momentum die. Valrona is very bless or curse heavy (lets you re-roll momentum dice). But we’re only comfortable having this tentative score cover Galactic Throne, which is the easiest to jump into with the simplest characters, and is totally worth buying by itself.


Your enjoyment of this package lives and dies off of your dice rolling appreciation.


Tentative Score

Daniel’s Personal Score

Ashton’s Personal Score

Want more analysis? Watch the Video Review! 

Previous
Previous

Bloodstones Review

Next
Next

Splendor Duel Review