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I’ve been giving a kiss to build a dream on since the 90s when I huddled around my friend Cal’s PC to check out this game he was raving about where you fought giant rats and delved into isometric vaults and in the intervening years I have played every iteration of Brian Fargo’s brain child, including the lamentable Brotherhood of Steel PS2 game. I even logged many hours in the iOS base builder that inspired today’s board game review. Fallout Shelter on the iPad is an ok time waster particularly when you’re in COVID isolation but it’s cardboard and plastic version is a genuine delight and one I come back to again and again.
The conceit of the game is that players are competing to improve their shelter, overcome threats, and raise morale to be chosen as Overseer at the end of the game. To accomplish this, players take turns placing workers on the limited spaces in their vault, collecting resources, trading them in for gear, new workers, and new rooms to provide more options for workers to exploit.
As with many resources management games, the real balance in Fallout Shelter comes from pursuing a better engine for collecting and using resources vs going for Happiness which is this games victory points resource. Luckily there are a lot of parallel choices that help both goals so it’s not as stark as a game like Dominion where victory points literally clog up your hands. Still, given the cramped quarters, limited options, and constant blocking by your so called fellow vault dwellers, the game starts with and maintains a decent tension scrambling for the scarce resources.
Resource tracking is managed very cleverly with a player board that has slots for Food, Water, and Power and players slide cubes into those slots to clearly see what they have in abundance or scarcity. Water is mostly used to venture outside the vault and procure gear which can help fight enemies, convert resources from one to another, or provide points at the end of the game. Food is necessary to attract more dwellers and gain more workers and thus more actions every round. Power’s main use is building new rooms which gives you more things to do, earns points, and once a player’s floor is completely filled in, triggers the end of the game.
Threats are these special see through cards that show up at the start of every round and block one of the spaces workers can be assigned to. Most of them are defeated by rolling dice but a few like fires and black outs, require spending resources to handle. Clearing out these threats often earns points or but also risks injuring workers and bringing them back to health is a tedious process that keeps you from being able to do anything else so often there’s negotiations about who’s dealing with the radscorpions in the cafeteria.
For a game based on an iPad game based on a classic videogame franchise, Fallout Shelter punches well above its weight and is a fun and quick game that ends before it gets too repetitive. It’s easy for one player to pull ahead and there can be some frustration in trying to catch up but because it’s relatively short, it doesn’t feel too demoralizing and there’s always the possibility a deathclaw will show up and ruin the frontrunner’s day. All in all it’s a pretty fun game and the metal lunch box it comes in makes it feel all the more…. SPECIAL.