51st State: Ultimate Edition
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Description
51st State: Ultimate Edition is the all-in-one package for 51st State, including the base game as well as six expansions: New Era, Winter, Scavengers, Allies, Moloch, and No Man's Land.
In 51st State, the world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed — and now, thirty years after the war started, new powers finally try to take control of the ruined country, try to establish a new order, try to control others and create a new country, a new state: the 51st state.
In this card game, players control one of the four powers — mutants, traders, New Yorkers and Appalachians — and try to build their own new country. Players put new locations into the game, hire leaders, and send people to work in buildings to gain resources and new skills.
Every card in 51st State can be put into play three ways: You can invade a location to gain many resources once, or you can sign a contract with this location to gain one resource every turn, or you can attach the location to your state so you can use its skill. One card, three possibilities. Lots of decisions and choices that matter.
Key Points; Ultimate Edition, complete with the base game and 6 expansions. Legendary card game set in the universe of Neuroshima. One of the most highly regarded titles by Ignacy Trzewiczek (Robinson Crusoe, Imperial Settlers, Detective). #1 on the Dice Tower Best Games of all time edition 2022
NOTE: This review is for the Gamefound edition which we DO NOT sell
51st State: Ultimate Edition is the all-in-one package that includes the original core game as well as the two expansion decks: New Era and Winter plus the 4 “State Packs” (aka individual game variants that add new components and mechanisms).
51st State is set 30 years after a war that sees the collapse of the United States, the government, the military and civilisation are gone! In this post-apocalyptic world new powers, in the form of factions, have arisen and are trying to establish a new order and take control, to establish the 51st State! How will you achieve this? Pretty simple; many cards in the game will let you gain victory points, use them as often as you can because when any player reaches 25 VP they trigger the End Game Sequence. More on that later.
Originally published in 2016 by Portal Games and designed by Ignacy Trzewiczek with art by Grzegorz Bobrowski.
51st State is a card strategy came leaning heavily on the mechanics of hand management, worker placement and resource production/use, with some open drafting and asymmetric player powers thrown in for good measure. It is for 1-4 players and recommended for age 14 and up.
Components
51st State is predominantly a card game and this Ultimate Edition contains a great many cards! Although you do not use them all at once, there are over 400 to drool over. These cards are a standard 63x88mm size, with great artwork and a decent thickness. I opted to sleeve everythign as they do get a lot of handling during setup and play but they feel durable enough for that not to be essential.
The Ultimate Edition has a minor upgrade to the wooden resource tokens and worker (meeples) in the form of single sided detail etching. A lovely touch that adds absolutely no benefit to game play whatsoever, but who cares when it looks great? The contact, construction, wild and shield tokens are all the same double sided cardboard that looks nice and works just fine (I would have paid more for acrylic or wooden versions, so it’s a good job they didn’t offer any in the crowdfunding campaign). There are some ‘upgraded’ wooded screen-printed Faction score board counters for all the 9 factions in the box. There is a cool looking plastic 3D “51st” first player marker, which is a definite upgrade on the original cardboard marker – it’s crying out to be painted too. The original, expansion and Uranopolis faction boards feature double-sided artwork (no difference in gameplay) on extra thick card and look great. These provide the layout for your tableau (state) building as well as asymmetric production and action references.
One big advantage to getting the Ultimate Edition is the triple layer insert that it comes with; allowing you to store and organise everything easily (sleeved or not). The token tray lifts out and is great for keeping your table tidy during play. There are individual bays for each expansion deck as well as a tray that works for draw and discard if you want. I genuinely appreciated this insert – having spent a fortune on various inserts/storage options for other games in the past – as it looks and feels like there’s no need to buy an alternative.
Gameplay
If you own or have played the core game there is nothing new in the game play of this 51st State Ultimate Edition. The various expansions tweak and add to the mechanics in various ways but they will not cause a problem to anyone familiar with the base game.
If you are new to 51st State, I will do my best to give you an overview of the game play and core mechanics.
Setting up is simple enough:
Select the core deck, add either the Winter or New Era expansion if you want to increase the card variability.
Then choose whether you are playing with one of the four expansions and add the applicable deck and components for that too. If you are totally new player, it’s recommend that you play a couple of games with just the core deck.
Choose Your Faction
Put the score board with applicable faction marker with in easy reach and place the token tray and (2 Connection decks) out and you are ready to start.
The first round begins with players drawing their starting hand of six cards, from which, four are chosen. This is done only once in the game. Then play begins with the Lookout (or drafting phase) – where more cards are chosen. Then the production phase is next, where you receive various goods from your Faction, deals and locations (early on you’ll get very little in the way of resources but this changes as you build your state). These two phases take a couple of minutes at most and the production phase can be done simultaneously to speed things up even more.
Then the first player takes their first action. You play one action per turn and you have 7 to choose from (two or three will not be available in your first turn or two) and they all involve either playing a Production, Feature or Action card from your hand into your State, making a ‘deal’, taking a card from the draw deck or connection decks or razing a location for its spoils. This is a bit confusing at first but keep the rule book’s turn guide reference handy and you’ll soon get the hang of it.
Play continues clockwise, with each player (usually) performing just one action. All actions require a cost of some kind to be paid – usually in the form of contact tokens. Once you run out of ‘goods’ to pay for these actions, you must ‘pass’. However, a strategic ‘early pass’ is sometimes a cunning option as it prevents other players from raising any of you locations or using your open production cards – use it wisely though as you will loose all unspent resources and tokens at the end of this phase.
Depending on when you pass or run out of resources, opposing players can end up taking several consecutive actions before passing. This feels great when it’s you, not so much when it isn’t. It is an interesting part of the game’s mechanics though. After all players have passed, the clean up phase begins, which involves returning all unspent resources and all goods paid as action costs (to score victory points) to the supply. The only thing you are allowed to keep for the next round are the cards in your hand. If you are lucky enough to have any Feature locations you may be able to keep some in ‘storage’ for the next round. The first player marker moves clockwise and the next round begins again with the Lookout Phase.
Even with just the core deck, the depth of strategy available is immense. Each faction has some unique asymmetric production attributes that lean towards certain cards, beyond that you are free to adopt a strategy – be that aggressive or minding your own business and change it as needed. The objective in any variant of the game is score the most victory points. Many cards provide opportunities to do this but do not underestimate the benefit of expanding your State as each card therein is wort a point in the endgame stage.
In 2 player games, there is not that much interaction between what you are doing and the actions your opponent takes. “Razing” one of their locations is the only way for you to negatively impact their State but this is usually quite expense in terms of Contact Token cost, so it won’t happen too often. Using an opponents “Open Production” is the other mechanism players interact and it’s a fun and hugely variable part of the game’s strategy and one that really becomes viable in 3 or 4 player games.
The art work on the cards has a colourful, ‘graphic novel’ look that really captures the feel of a post apocalyptic world. The card play involving making deals, razing locations and producing scarce resources fits into this theme very well. The “State Packs” build on this theme, introducing you to the evil AI “Moloch” and the unappealing prospect of venturing into “No Man’s Land” as well as adding new cards and game mechanics.
Pros & Cons
There is very little to count against 51st State Ultimate Edition, which so much content, game play variation, great components and art how could there be? It is an excellent solo play game with multiple options for this ever popular format to keep it challenging time after time. It plays great at two and three. Perhaps the only criticism I have is that in a four player game it can slow down a bit if one or two of your opponents are new to the game. Also, whilst it is relatively quick to setup it can take a lot longer to put away if you care about keeping the various decks separately organised as you have to sort through 100+ cards each time. Not a big deal if you’re going straight into another game using the same decks.
Conclusion
51st State is a very well designed card strategy game with a great theme. It does brilliantly what many games fail to do: provide a fun PvP experience with huge replay-ability and no single superior strategy, that is relatively simple to learn and doesn’t take hours to play. After teaching it to my wife, we are exactly 50-50 on wins. It works fantastically well as a solo game and is brilliant head to head. With 3 or 4 players there is a trade off between the game taking longer but having more strategic options available. The Ultimate Edition is phenomenal value, providing multiple variations to both solo and multiplayer games that will mean you could literally play hundreds of times and not feel like it was becoming repetitive.
51st State Ultimate Edition is perfect for the solo gamer looking for a challenge that, once learned, can be played in an hour and has many options to increase difficulty. It’s also perfect for partners looking for a great blend of head to head strategic action that doesn’t involve a lot of setup or even a board. If you are after a strategy card game that to play only with 3 other people then there may be better options out there but I still doubt you’d regret the purchase.
This is an excellent game made better by having even more. Even if you have a copy of the Master Set as I do, having the 51st State Ultimate Edition is, in my humble opinion, worth having. Here is why.
It may not be my favourite game, but it is one of my favourites. It is a game I generally don’t turn down the opportunity to play. Ever since I first played this game and then bought the Master Set, I have enjoyed the gameplay and enjoyed a game which has more options for play than perhaps you may think at first sitting. So, when the ultimate edition was available I bought it without hesitation.
Quick recap on the rules
Each player plays a different faction. They are very similar but there is a little asymmetry in that each faction has a slightly different trade ability and income. Then each turn there is a card draft phase and players draw cards that represent locations in their expanding tableau, representing their new empire or distinct cultural group. The locations can give income by way of resources or grants abilities to gain resources or victory points.
Then in the action phase, players are developing their tableau either by adding or developing locations, setting up deals with traders and settlements nearby or by raiding locations for spoils.
Players then continue until the end game is triggered, whereby the round in completed and the player with the most victory points wins.
Good features of this game
There is a huge number of cards in the game. So much so that it is unlikely you will get through the deck in a game. The downside is that the deck is very random and that can be difficult to plan ahead when there so many cards you will never get the chance to access. On the upside, there is so much replayability. There are expansion decks, some of which work well together and others you choose what to play.
Overall, I do like the range and replayability of 51st State. Whether this is because of the range of factions, which admittedly is only nine, the four basic, four expansion and a promo faction, the range of cards or the fact that every game forces you to adopt different strategies as you react and adapt to what the game throws at you.
Another feature I like is the asymmetry. This isn’t just a feature of the factions, but there are multiple routes to gaining resources and scoring victory points. Yes, there are three key categories, namely, construct or develop a building, make a deal or raze a location, but what you do and when will vary a lot based of the options each turn, so even with faction abilities, there is so much choice potentially available, it pays to be flexible.
This includes being watchful regarding what your opponents are doing as sometimes opportunities to use an open location or to raze a location are too good to miss. Whilst it may feel that there isn’t a huge level of player interaction, you need to also watch your opponents’ progress to understand their strategy as there often will be opportunities to impact on this, often by razing a location, and hamper their progress as well as promote your own. I should also mention that whilst it may seem quite harsh having locations razed, it’s not necessary that harmful. Of course, a location granting you an action to gain victory is not one you want razed, but you do get some compensation and you can overbuild the ruins.
I would also add that the flavour and theme are there too both in the mechanics and the artwork and components. It’s a quality production and at the price point I thin it is good value for money.
Components
The components are very good and there a great storage solution which includes extra space for the ninth Uranopolis faction, not available as standard, as well as all the resources and cards. There is a great range of cards too and that includes several new decks to either mix in or use as an individual option. In addition to what is available in the 51st State Ultimate Edition, there are also extras to can buy from the kickstarter game available from Portal Games. The components overall are good quality. The kickstarter resources are a little too fancy and I’m not that fussed by these, but I do like the storage solution and everything fits well!
Convenience
There is a lot to be said for having a good game that’s fairly easy to play and teach, fairly quick to set up and reasonably quick to play. It’s not a filler, but it fits a nice spot in weighting as a game that won’t take a long time to play, but it will still deliver a satisfying experience.
Overall
You could easily just play the Master Set and have a great game, but honestly, for the price point with Zatu it is a great choice to upgrade to 51st State Ultimate Edition. It is great value and will deliver time and time again.
Zatu Score
You might like
- The well thought out insert.
- The simple core mechanics with unending and complex strategies available each and every game.
- Big value in one box - so many game play options.
- The wooden goods pieces.
- The replay-ability.
Might not like
- Cardboard tokens feel a bit down market compared to the wooden pieces (nit picking here).
- A couple of the component upgrades mean the original versions (included) are obsolete from the start. Good for spares I suppose (more nit picking).
- The random nature of card drafting does make it difficult to plan a long term strategy from the get-go, which may annoy some strategic purists I guess.