Demo: Thursday @ 19 & Friday @ 16 – Exhibit Annex Table 3
Mulligan: Thursday @ 20 – First Tracks Poolside
Round 1/5: Friday @ 20 – First Tracks Poolside
Talon is a game of tactical space combat. You must balance your ships' power output between shields, weapons, sensors and maneuverability.
Participants will select one of several pre-configured small fleets for each of the two factions, or build their own fleets not to exceed 1000 points, and play against a single opponent in matches that each last about an hour.
This is an *accessible* game. The complexity of managing fleets of capital ships has been baked into the game system, leaving the player free to make interesting decisions. It is also a *fast paced* game. Small fleet scenarios can be played in one hour, larger ones in under two. This makes the game thematically rich and full of quick but meaningful choices.
How can the game do all this?
* All of a ship's energy use is integrated into something called a Power Curve. All a player has to do is adjust the speed of the ship. A ship's speed determines how much Available Power it gets to charge weapons faster, reinforce shields, tighten turns... but there will never be enough of it.
* The game is fought on a Map - distances moved, firing arcs, shield arcs are distinct and easily resolved.
* The game uses Very Large, Laminated Counters. All of a ship's systems are displayed directly on the counter and lamination allows you to mark damage and other ship info with a dry erase marker.
All of the important information is at your fingertips, at-a-glance, on the map. Being able to see the battle unfold on map allows the game system to handle a much larger number of ships without confusion and effort.