Game Speed | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Tue, 19 Aug 2025 15:13:38 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Game Speed | Nerdologists https://nerdologists.com 32 32 Jump Drive – Fast Planetary Empires https://nerdologists.com/2025/08/jump-drive-fast-planetary-empires/ https://nerdologists.com/2025/08/jump-drive-fast-planetary-empires/#respond Tue, 19 Aug 2025 15:09:50 +0000 https://nerdologists.com/?p=9768 Who is the greatest space empire builder? Take to the stars in Jump Drive a Roll for the Galaxy game from Rio Grande.

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Sometimes you just want to create your own planetary empire. Jump Drive kind of gives you that in a game where you race to build up a points engine as fast as you can. Jump Drive is a game in the Race for the Galaxy line of games from Rio Grande. And this one is the smallest out of all of them and only one of two that I’ve played. If you get the expansion for the game, you can play it solo. Or you can play it solo on Board Game Area, like I did last night. So let’s watch how it’s played and review Jump Drive.

How To Play Jump Drive

In Jump Drive you are racing to a point total, generally 50 points, in your empire. Each round you are gaining cards and then playing out cards to build out your space empire. These cards are split into two categories, planets and technologies. Both of them are going to give you more income, cards, and points possibly from playing them. And all of this is done simultaneously.

Turns

On your turn you pick up to two cards to play from your hand. You play either a technology or planet card or you play both. But to play a card you need to have enough other cards in your hand to discard to play them. If you play one card, either a technology or a planet and not two, you draw a card to add to your hand.

If you don’t have enough cards in hand to play a card you can choose instead of explore. When you explore you draw a number of cards to your hand and then discard so you add two new cards to your hand. The number of cards you draw varies depending on how many eye symbols, explore symbols, you have on your cards already in play.

One last thing about the rounds is military. There are military planets that you can conqueror with your military force in the game. Unlike planets where you gain them peacefully, you don’t need to discard cards are for gaining a military planet. Instead, you need to have enough strength in military in play to conqueror them.

Between Turns

Once you play out your planet and technology two things happen. Firstly, you gain points. You gain points for the total number of points that your empire is generating. That means points that you gained from this round and previous rounds.

The other thing is that you gain cards. Like I said, each planet and technology has two main stats. One being your victory points mentioned above. The other is your card draw. Like victory points, you look at your total card draw and draw that many cards into hand. Now, you only are allowed to have 10 cards in your hand at the start of your turn. So if you draw a greater number than that, you discard down to 10 cards.

You continue with this loop of turn and between turn until someone reaches or surpasses the point goal for the game. If multiple players pass on the same turn, which can happen with the simultaneous play, the player with the most points is the winner of the game.

What Doesn’t Work

There is a decent chunk of luck in the game. Now I say that, I think there are some ways that you can work around it and you always have something to do. But if you don’t draw planets and technology that work with the engine that you started, you might need to pivot hard and fast. And even if you do that, it might be too late in the game as the game normally lasts between 6-8 rounds.

The amount of satisfaction from building up your engine is sometimes cut short as well. You might be looking at building out a great engine, but because of the point total is not that high, your engine might just start really working and then the game ends. I think if you want you can play higher, but it still is going to go by very quickly.

What Works

The speed of the game is impressive. Each turn and decision is meaningful. But because of how it limits the number of cards you have in hand, it is limited in what you can do. So I like that the game is very fast. Now that is a negative if you want to build up a great engine. But I like that you play once and it is very easy to shuffle up and play again.

I like set-up for the game. It is just cards and some tokens for points. So it is super fast to the table. And that is going to make it easier to keep around. Now it is even faster on BGA with your turns and figuring everything out. But it is not a game where BGA is doing a ton of heavy lifting getting it to the table, like some others. But instead, this is a very easy and fast game to table in person.

Engine Building

The engine building element is solid in Jump Drive as well. Now, that is the whole game, you build up your engine. And you decide how quickly you pivot from cards/income to points in the game. And you need to do so quite quickly. But if you want to play a game that is just engine building, this is going to work really well for you.

I also like the early game in this a lot. That is where the biggest strength and decision space for the engine building comes in. You need to figure out how to get your engine up and running extremely quickly. If you need to explore a round, it should be in the first two rounds. If you explore after the first two rounds, you might find that you fall too far behind.

Solo Campaign

Finally, I like the solo campaign. Mainly because it is giving you different goals to shoot for in each version of the campaign. It is not super complex, everything you do is pretty easy to keep track of, but it is different each game. Is it much of a campaign, no. But it is a good way to make it into a solo game versus just see how high a score you end up with in seven rounds. It is fun to add just a little bit of extra to what you are doing.

Who Is Jump Drive For?

This is a good filler engine building game. I don’t think it is going to be a game to build your game night around. But I think it is a solid game for when you want a filler game that does a bit more. Often times with a filler game the decision space is very limited. Here is it is pretty limited but not completely limited and what you decide matters. And because it is so fast, it fits in as a filler or a game you play two times in a night. So if you want a filler game with a bit more to it, I think that is a game that can work well.

Final Thoughts and Grade on Jump Drive

Now, I say it in the video, I might sell my physical copy. That is not because I don’t like the game, I think it is fun. But it is so fast solo and asynchronously on BGA, that I might just play it there. But I also think I have a few people I game with who might enjoy the game. So that might keep it around. And I like that even with the expansion is fits in a small box so that means that it takes up less shelf space.

Now, the downside to the game is that sometimes you just end up with a bad game. I mentioned it in what doesn’t work. And it is generally the combination of two things. It is that you have a bad game. But it is also then that someone has a great game. So while you end up with 10 points after six rounds, someone else is past 50 because they got what they needed. This is sometimes frustrating, in a BGA tournament for example, but generally I find it okay because it is so fast to play that I just play again. So for that reason, that luck is a not a big deal to me.

My Grade: B-
Gamer Grade: C+
Casual Grade: B+
Strategy (out of 10): 5
Luck (out of 10): 6

Now, just a note on luck. I mention twice how it can bite you. Once in my thoughts and once in what doesn’t work. But I only give it a 6 out of 10 for luck. The reason is you need to pivot and sometimes it won’t work. But the option to pivot helps negate some of that luck.

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TableTopTakes: No Thanks https://nerdologists.com/2022/01/tabletoptakes-no-thanks/ https://nerdologists.com/2022/01/tabletoptakes-no-thanks/#respond Tue, 11 Jan 2022 15:10:03 +0000 https://nerdologists.com/?p=6565 Does No Thanks, a simple little game from AMIGO offer enough depth, or is this just a fluffy little filler game that won't stick around?

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No Thanks is an older game, but one that I just had the chance to pick-up and play. And for being a very simple game, it is a very fun game. Let’s take a look at what makes a game that is so simple work so well, if I can even truly define what makes it work.

How To Play No Thanks

No Thanks is a bidding and bluffing game where you are trying to score the fewest points possible over a set number of rounds. And the players set how many rounds they want to play. In a four player game, we played four rounds.

Each turn someone is the first player, they flip over a card, and decide if they want to take it. The cards range in number from 3 to 35. But there are 9 removed from the deck. Lower number cards are obviously better. But each player also starts with eleven chips. These chips allow you to say no thanks to a card and pass on it. But if you don’t have a chip, you must take the card. Whenever someone feels like there are enough chips on the card, and it is their turn, they can take that card and the chips.

Once all cards are gone through, players count up their points. Cards are worth the value printed on them. Unless, they are part of a run, then only the first card in a run is worth points. So, a run of 10, 11, and 12 is only worth 10 points. And any chips you have left are worth -1 point per chip. Fewest total points at the end wins the game.

What Doesn’t Work?

Honestly, this game is so simple that it works very well. I do think that some people can “crack” the game faster than others. For example, three of us were close in score and my wife had a much higher score. This comes down to just how people value the cards and chips. But that is a lot of what is good about the game too, so I’ll talk about that later.

I could also see some players getting frustrated with bad luck. In the game you remove nine cards, like I said, so it’s very possible that a player is shooting for a long run only to have a card missing in the middle. That increases scores fast when you can’t complete a long run. But that is a known part of a game and part of the pushing your luck in the game.

No Thanks Card and Chips
Image Source: AMIGO

What Works?

Let’s start by talking about the valuation calculations that everyone is doing. I really like that aspect of the game. If I have a 32 and 33, taking a 34 is zero points for me. But for everyone else, that is 34 points. So I can make a decision to pass on it assuming it’ll come back around to me. Now, in a four player game, I get three additional chips. But then I let it go around again. Will it come back around, do players have chips left? It’s a judgement that I need to make to milk as much value as I can.

That piece of the game is fascinating to me. And it is tricky to get the value right. And sometimes you need to push your luck. If I already have the 32, and the 34 has 10 chips on it, do I take it risking that the 33 won’t be in there. If the 33 is in there, I now have 10 more chips to bid, a good chance I’ll get more chips with the 33, and then would only be scoring 32 points on those chips. But if it isn’t in the deck, now I have 66 points, with chips left to offset that scoring.

I also really like the speed of the game. The decision space is interesting. And the table talk is interesting, but the game still moves fast. Once in a while you reach a tough decision, but only two options exist. You either pass and put a chip on the card, or you take the card. So it moves around the table very quickly. And I think it’d scale well, as well. You just get less chips to start out with, which would change up how you value your chips.

No Thanks – Final Thoughts

This is a game that kind of seems like it shouldn’t work. The market value that is being created for each card depends on the group. Sometimes, depending on the card, the chips are more valuable to lose than others. So it might not work for some groups. But for myself, and the groups I play with, I think it will work most of the time. Because the game is an interesting bit of push your luck and bluffing as you go.

And while I think for some people the depth of No Thanks will be trickier to grasp, how to play it is so simple, and it can still get to the table easily. Even if people aren’t playing optimally, they can still understand what is going on. And it is still fun, because this game encourages table talk. Playing, we goaded players into taking cards, and talked about our decision making. it might not be ideal, keeping stuff hidden might be better, but it’s so like, we played it for fun.

My Grade: A-
Gamer Grade: B
Casual Grade: B

Have you played No Thanks? If you have, what do you think of it?

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