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Sector 6

RRP: £29.99
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RRP £29.99
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Sector 6 is an abstract strategy game for 1 to 4 players, with a playing time of 30 minutes. Each player controls two prisoners as they make their way through the winding labyrinth of a space prison, trying to collect enough oxygen to survive while denying their opponents the same. The goal is to collect as many points as possible (represented by oxygen tiles of different colors and…
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Category Tags , SKU ZBG-SECTOR6 Availability 3+ in stock
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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Easy to Learn, hard to master.
  • Clever ideas.
  • Replay-ability.
  • Lots of game modes.

Might Not Like

  • Minis are not like ones shown on Kickstarter.
  • Some off-centre punchboards.
  • Play-Mat makes seeing the tiles difficult.
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Description

Sector 6 is an abstract strategy game for 1 to 4 players, with a playing time of 30 minutes. Each player controls two prisoners as they make their way through the winding labyrinth of a space prison, trying to collect enough oxygen to survive while denying their opponents the same. The goal is to collect as many points as possible (represented by oxygen tiles of different colors and values), located inside a maze formed by hexagonal tiles. Players must move across the maze and collect the points before their opponents. The game has two phases: construction and competition. In the construction phase, players take turns placing tiles and creating the the board (maze). Then the competition phase begins, where players move around the maze attempting to collect more points (oxygen) than their opponents. Where players place their tiles is of utmost strategic importance in the construction phase: Sector 6s building system allows strategic planning while the maze is being created. In the absence of a predefined configuration, each game takes place on an entirely new board. There are essentially an infinite amount of setup configurations which allows for high replay value. But building a good maze and moving quickly will not be enough to achieve victory. During the game, Sector 6's maze will be in constant motion, as players can rotate the tiles, thereby changing the layout of the maze, potentially allowing players to block their opponents or create new pathways to reach the points faster. So it won't be the fastest player who wins, but the one who learns how to best use the intricacies of the maze to their own advantage and to the detriment of their opponents!

The Kickstarter page for Sector 6 really got me intrigued to play it. A tile laying game where you can manipulate the tiles to help you and hinder your opponents. The minis on show looked great as did the premise of trying to collect more oxygen points than your opponents while competing with the changing maze style board.

The game originally played 2-4 players but with unlocked stretch goals it now plays 1-6 players in just under an hour.

Delve Inside

When the box arrived, I was surprised how small it was as I expecting something much bigger, however the artwork and overall quality was great. Once opened, you are greeted with a few punchboards containing the tiles and oxygen chits, three glossy books and the mini’s.

The minis here should be the star of the show, they looked great on the Kickstarter page but they just don’t live up to that. They are good and serve a purpose and I commend Draco Ideas for including them when they could have just used pawns or meeples. I think this is no fault of the publisher though and with Kickstarters getting increasingly impressive our standards are inevitably raised.

I was shocked at the quality of the three rule books though. One is your standard written rules which refers to pictures in one of the other books and then the other contains variant rules and game modes. The writing is very well done making the rules easy to pick up, the pictures are clear and concise and the game is made easy to learn by all of this.

One small complaint is the fact that when you are learning the game the constant flicking back and forth between the two books is fiddly. But once you have learnt the rules the written rule book is almost redundant.

How to Play

Sector 6 is fairly easy to set-up and even has an introduction level where you set up the tiles as the picture shows. Once you are comfortable with that you can than make up your own mazes.

You set-up the maze, place oxygen points on each maze tile and take a starting tile along with your colour minis. You then place your start tile, place your minis on them and take turns according to the rules.

During the game players will move the minis and attempt to collect more oxygen points than their opponent. The way you can move is determined by the maze tiles that have paths, walls and cog symbols on them. You can move as far as the paths allow you to in a straight line.

When you land on a tile you can either take the oxygen point on the tile you moved off (if there is one) or rotate the tile. This is where the game’s gears become apparent. The tile can be moved one flat side (60 degrees) and each time a tile is rotated this gear system may move adjacent tiles too. Some basic knowledge of how gears work is helpful but the rules do a good job of explaining this too.

When I first played Sector 6 it felt like a tile placement version of Pac-Man, moving around the maze collecting points, but with the gear system the game soon gets more in-depth as the maze is constantly changing. Sector 6 has a vast amount of modes to try, including team play and solo mode, so it will really suit most game groups.

Final Thoughts on Sector 6

I was excited for Sector 6 and the way it was presented on Kickstarter only made the urge bigger. A tile laying game with depth and an abundance of game modes, with great looking mini’s – what’s not to love?

First off, the minis are not anywhere near what expected and sadly the production quality of the tiles were also a little bit poor compared to what I would expect. Some of the oxygen tile’s art was off centre and the punchboards were not the greatest I have seen either.

The game mat add on is of fantastic quality and is nice to look at, but due to the constant moving tiles it effects what you can see properly so I actually play without it now. The little niggle of the rule books being in three parts and having to flip back and forwards is mainly down to me having a small table.

The game itself is very clever and fun to play. The way you move the tiles can not only help you but if planned properly can hinder your opponents. The more you play Sector 6 the more strategies you will learn. Player interaction is added to by this and all players must keep switched on if they want to remain in the game.

Replay-ability is great due to all the possible map combinations and game modes. The closest game I have played to this before is Labyrinth by Ravensburger, a constant changing map that is influenced by the players is a great idea and Sector 6 takes it to the next level.

Draco Ideas’ last game, 2GM, was very much like this one, the game was great but it was let down in terms of production quality. I think if they can carry on like this and up the quality of their components then they will be a great publisher.

To summarise; Sector 6 is a good game that could have been great with a little bit better production quality. The game itself is very enjoyable and has tonnes of replay value. I just wish the game could have been presented as well as the Kickstarter page was. That being said I would rather a game plays well than just being aesthetically pleasing.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Easy to Learn, hard to master.
  • Clever ideas.
  • Replay-ability.
  • Lots of game modes.

Might not like

  • Minis are not like ones shown on Kickstarter.
  • Some off-centre punchboards.
  • Play-Mat makes seeing the tiles difficult.