The Last Command Game Review

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Strolling through the halls of Origins Game Fair this year, I had a chance to check out indie games from smaller publishers. It’s tough to break into the market when you’re up against behemoths, but I was drawn to Sentient Games’ booth, with epic space battle banners adorning the floor.
I was instantly reminded of the large-scale space clashes from Battlestar Galactica and Star Trek. Much like those shows, these battles aren’t won through superior hardware but through the crew’s skill and coordination under pressure. Even in history, two dreadnoughts at sea firing broadside required the synchronized effort of countless deckhands.
The Last Command is a two-player duel — an ode to those cinematic naval and sci-fi battles. Designer Ty McDonald recreates those tense skirmishes through deckbuilding and strategic hand management.
Remember, a good captain always goes down with their ship.
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Photo from Sentient Games[/caption]
System Configuration
The Last Command plays in alternating turns until one player’s ship reaches zero health. Each ship comprises three separate systems — tactical, comms, and engineering — each with its own power (resource) pool.
Players start their turns by playing all cards in hand. Cards come in two types: system or crew. System cards cost power from…
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