In this detailed board game review, I take a look at Invid Invasion, the third Robotech board game from Solar Flare Games based on the Robotech The New Generation anime series.
Unlike the previous two games in this series of Robotech board games, Invid Invasion is a one to six player cooperative game. Players take on the role of Robotech Defenders, attempting to get to Reflex point and take out the Invid Regess.
Disclosure: Thanks to Solar Flare Games for sending me all three of their Robotech Games to check out. Some links in this post are affiliate links. Using these links doesn’t cost you anything extra and it helps support this blog and podcast. As an Amazon Affiliate, I earn from qualifying purchases. The Robotech Matchbox Toys and DVD boxed set shown in some pictures below are part of my personal collection and did not come with this game.
Also, check out the comments at the bottom of this article for some rule clarifications from the designer.
What do you get with the Robotech Invid Invasion board game?
Robotech Invid Invasion was designed by Dave Killingsworth and features art from Andora Cidonia and Joel Lopez. It was published by Solar Flare Games in 2020 in the middle of the COVID-19 Pandemic and due to the timing probably didn’t really get the exposure it deserves. Invid Invasion plays one to six players, with our games taking two to three hours (longer for the first game). This Robotech-themed game has an MSRP of $50 US.
In Robotech Invid Invasion players take on the roles of four to six Freedom Fighters from the Robotech The Next Generation Series.
The game is split into two phases. For the first phase, you try to break through the Invid lines and get to Reflex Point. You do this by fighting through a grid of cards trying to create a path from one side of the board to the other before time runs out.
Assuming you get to Reflex Point you then take part in an epic Boss Battle against the Invid Regess and her defenders. You will need to defeat the Regess before the Robotech Expeditionary Force returns to Earth and has no other choice but to destroy the entire planet to stop the Invid. While playing the game you will find gear and allies, as well as protoculture which will enable you to swap your mecha, to improve your odds in battling the Invid.
This is the third Robotech game from Solar Flare Games. You can read about the other two games in my Robotech Force of Arms Review and my Robotech Crisis Point Review. These games were created as part of a series, where each successive game should be more involved and more difficult culminating in Invid Invasion which we’re looking at today.
Each of the games in this series focuses on a different part of the Robotech anime series. Force of Arms is set during the Macross Saga, Crisis Point is set during the Robotech Masters series and Invid Invasions lets you play through The New Generation.
Dave Killingsworth, the designer of all three games, noted that he wanted a series of games where you could sit down for one epic game night and play through the entire Robotech story.
Along with complexity, another thing that has grown with each game in the series is the box size and the number of components you get with each game. For a good look at just how big the box is for this game, and to see exactly what you get in that box, be sure to check out my Robotech Invid Invasion Unboxing Video on YouTube.
Overall I would say the component quality here is good. Not great but not bad either.
The board is huge and is the main reason for the rather large box. There are also a large number of cardboard standees. While the actual standees punched out well, the small half-circle stands did give us some trouble. In addition, when assembling many did not stay in one piece and I was forced to use glue to hold them together. After glueing the standees together, I had to remove the box insert (which was just a cardboard trough style insert) to be able to fit the assembled standees back into the box.
Side note: If you happened to Kickstart this game or purchased the miniatures for it, there’s no way they are going to fit in the box as well.
Along with the standees, you will find a number of cardboard counters and player boards, as well as a tile for the Regess. Everything is two-sided and features iconic Robotech artwork.
You also get a number of cards that are of somewhat odd quality. They are linen finish, which is a really nice touch, but they are very thin. It seems odd having such high quality finish on such thin cards. They feel a bit flimsy but then this isn’t the kind of game where you hold a hand of cards or shuffle often so I don’t think you need to worry about them wearing out.
Invid Invasion also comes with fifteen custom six-sided dice and one standard d6. The custom dice feature burst symbols on them, each die has one blank side, four sides with one burst, and one side with two bursts on it. These dice are printed rather than etched and could wear over time but I think it would take A LOT of plays before that happens.
The game also includes a number of red wooden cubes for tracking a variety of different things. These are the same standard small wooden cubes we’ve been seeing in modern board games for years.
Finally, we have the rulebook, which, similar to other games in this series is a bit of a hot mess. The layout is terrible with glaring issues like a sentence betting cut off on one page only to continue three pages later, a section that says you pick one of two options with only the 1. option being present etc. Added to this there are a number of rules that simply aren’t clear or are downright ambiguous.
We were unable to find definitive answers to any of these rule ambiguities online. To be able to fully play this game you are going to have to sit down with your group and decide how you want to interpret some of these rules. Thankfully being a cooperative game, this shouldn’t lead to any in-game arguments as your rule choices won’t be giving any single player an advantage.
How is Robotech Invid Invasion the board game played?
To start a game of Invid Invasion you first have to decide which of the Robotech Defenders you will use. There are six to choose from and you must use at least four of them no matter how many players you are playing with. (For example, in a two-player game each player could control two characters, or they could each control three characters, or one player could take two characters and the other take control of three.) The playable characters include; Rook Bartley, Rand, Scott Bernard, Lancer Belmont, Jim “Lunk” Austin, and Sue Graham.
For each hero being used, you take a player board, three character cards, five standees, a turn token, a mecha token and the character token for that character and place them in front of whoever will be controlling that character.
Every hero starts in their base mecha, which for most characters is their Cyclone, which is shown on the player board. Other mecha are represented by the character cards, which are placed over the mecha on the player board when you swap mecha during the game. Each character has two different types of mecha, each of which has two forms. At the start of the game, you are limited to the Cyclones and their armored form (except for Lunk who has a Jeep and an Armored Jeep). When you enter the second phase of the game you also unlock the character’s Alpha and Beta fighters which can be used in either Guardian or Battloid mode.
Each mecha in the game is totally unique, featuring four statistics and a special ability. The statistics are Protoculture Cost (the cost to get into this mecha and the amount of Protoculture Signature you generate for swapping into it), Protoculture Signature (the amount of Protoculture Signature this mecha generates every round it’s in play), Attack Dice (the number of action dice you get each turn to take actions), and Armor Rating (how much damage the mecha can take before being disabled).
Current Armor Rating and remaining Combat Dice are tracked on your player board using the red cubes. In addition to each mecha having its own unique ability, each character also has one.
Mecha abilities, which changed based on which mech the character is currently using, include things like ignoring some Invid special abilities, the ability to re-roll dice, being able to give other players dice during their turns and more. Character abilities never change and include thematic rule-breakers like Lancer’s ability to inspire others by giving them dice, Sue’s ability to scout the board and Scott’s ability which lets him coordinate the team by using any of the other characters’ abilities once per game.
While some of these abilities are always in effect, like Rook’s Cyclone ability that lets you avoid Ambush or Quick Strik effects, most character and mecha abilities can only be used once per turn. You get two counters to track this, one for your character ability and one for your mecha ability.
Once characters have been chosen you populate the main board. This is done by filling a number of rows, equal to the number of characters you are using, with cards from the Assault card deck. Each row will have seven cards in it. When playing with less than six characters, you won’t use either the top or bottom row or both rows.
The Gear cards are shuffled and placed on the board where indicated, as are any remaining Assault cards. Besides giving you a place to lay out the cards, the board also has three trackers on it. One is used to track the game round. In each phase, you only have six rounds to finish that phase or the game ends. Next, you have a Protoculture tracker. This is used to track how much Protoculture your band of rebels has collected during the game and will be adjusted when you find Protoculture and when you spend it. Lastly, there’s the Protoculture Signature Tracker which everyone will want to keep an eye on. Your mecha generates a Protoculture Signature and at the end of each round the total of all of the groups Protocuture Signatures will be added to this tracker.
Finally, as the last step in setting up Invid Invasion, you pick an entry point on the left (west) side of the board for each character. Each character has to choose their own row, though you can meet up later in the game.
How do you play the Assault Phase in Robotech Invid Invasion?
A game of Invid Invasion is broken into two parts. In the first phase, the Assault Phase, players are trying to break through the Invid lines and reach Reflex Point. They need to do this before the six-round timer runs out. In addition to breaking through players will also want to destroy as many Invid as possible as any cards left on the board at the end of this phase will be replaced by stronger cards from the Regess deck in the next phase.
The other thing players will need to watch is their Protoculture Signature. Each round mecha generate Protoculture Signature, swapping mecha generates even more. The problem with this is that the players’ Protocuture Signature level will become the Regess’ health in the next phase.
Each turn in the Assault Phase starts with the characters taking actions. Each character has an action dice pool the size of which is determined by what Mecha they are in. These dice are used to do a number of things like moving around the board, searching for gear and Protoculture, and escaping from and fighting Invid.
There are also some actions that can be done for free, like using gear, using your character or mecha ability, flipping over an Invid card, etc.
The board starts filled with face-down Assault cards and the very first thing you will be doing is flipping over one of these cards adjacent to a character. Most of these cards are Invid enemies you must face. Each Invid card lists five statistics and may also have a special ability that activates when the card flips. These abilities include things like Spores which will increase the Protocutre Signature Tracker, Drain which will steal your Protoculture and Ambush which will launch an instant attack.
The Invid Statistics are: Health (the amount of damage you need to do to defeat this card), Protoculture (the amount of Protoculture you earn for defeating this card), Gear (the amount of Gear cards you get to draw if you defeat the card), Attack Dice (the amount of dice this Invid will roll when attacking or counter-attacking) and Escape Target (the number of hits you will need on the dice to escape from this Invid instead of fighting it).
When an Invid card is flipped for the first time its special ability will go off (unless counted by a character’s mecha ability) and then you must choose between fighting that Invid or trying to escape.
Fighting Invid is simple but interesting. To fight you choose how many dice to roll out of your dice pool, roll them and then count up the bangs on the dice. If the number of bangs meets or beats the health of the Invid you destroy it and get the rewards listed on the card. If you fail to get enough bangs those dice are just wasted. There’s no enemy health tracking here, you either defeat the Invid or you don’t.
Invid that aren’t defeated counterattack, rolling a number of dice equal to their attack value and doing damage to your Armor rating equal to the number of bangs rolled. If at any time your Armor Rating hits zero you are ejected from your mecha and can do nothing with that character until their mecha is repaired or they get into a new mecha. This isn’t nearly as bad as it seems as there are some advantages to being on foot, you no longer generate any Protoculture Signature and the Invid will no longer attack you.
Instead of fighting an Invid, you can instead try to escape. To attempt to escape you choose a number of dice from your pool to roll and count up the bangs rolled. If you meet or beat the Invid’s escape rating you escape. If you fail the Invid will counterattack, as described above.
The game includes a system of indicating which Invid are engaged with your characters and which have attacked during a turn. You cannot move away from an Invid you are engaged with without making an escape roll and Invid that have counterattacked during your turn won’t attack during the Invid action round. This is tracked with two-sided counters with arrows on them used to point at which character the Invid have interacted with.
There’s one other special type of Invid card I think is worth noting which are the Spore Cloud cards. When one of these is flipped over you will place three Spore Counters onto the board in three places adjacent to the card as indicated on it. The Spore Cloud card itself becomes an impassible obstacle that cannot be moved through or removed from the board, you are going to have to find a way around it.
Spore Counters are double-sided and are placed with the 2 side face up. Any Invid in a space with a Spore Counter rolls extra dice when attacking, equal to the value on the spore counter. Any hero that starts a turn in a space with a spore counter has their dice pool reduced by the amount on the counter. At the end of each round these counters flip over to their 1 side and if already on the 1 side are removed from the board, but remember the Spore Cloud card will stay in play as an obstacle.
In addition to discovering Invid, you may also find Allies when flipping over cards. When this happens you collect the ally and then draw a replacement Assault card, usually still encountering an Invid. These Allies work like gear and break the rules in some way but don’t take up one of your three gear slots. There are also a number of gear stash cards mixed in the Assult deck that let you draw a couple of gear cards before being replaced by another Assault card.
Each character can hold only three gear cards maximum, though you don’t check for this condition until the end of the round so you always have a chance to use up gear before you have to discard it. Players can also swap gear back and forth if they are in the same spot on the board as long as one of the two characters still has a die left in their action pool. Gear cards all break the rules in some way, most of which involves mitigating the randomness of the dice by allowing you to roll more dice or to re-roll dice while in combat or when escaping. Other gear cards will let you repair your mecha, gain Protoculture, and more. Many of the more powerful Gear Cards also have a Protoculutre Signature Rating and when used will increase the Protoculture Signature Tracker on the board (and thus increase the Regess’ health).
A thematic note: I’ve been talking about Invid and Invid cards but not all of the Invid cards are actually Invid. Many are Invid Sympathizers and other obstacles that Scott Bernard and his crew faced during the anime series. What I’m talking about when I say Invid Cards are all of the non-ally and non-gear stash Assault and Regess cards.
While battling your way across the board you can spend your growing pool of Protoculture by doing a number of things, like changing the form of your mecha, getting into new mecha, repairing your mecha, re-rolling dice or luring Invid to your location. Each of these actions has a different Protoculture cost.
Swapping mecha will usually give you a higher Armor Rating as well as more Combat Dice, thus giving you more actions each round, as well as providing a new, but not always better, special ability. When swapping mecha (and when knocked out of your mecha and on foot) you switch which standee you are using. While this doesn’t actually have any mechanical effect, the game looks cooler when everyone is in their proper mecha on the board.
Remember that when you swap mecha that also swaps which mecha ability you have access to. As noted earlier each character has four different mecha options with two of them only unlocking in the second phase of the game.
After each character has spent all of their action dice and used any gear, abilities, and Protoculture they wanted to, you move on to the Invid activation round which the rules call the Invid Phase which is a bit confusing as this isn’t the second Phase of the game.
In the Invid round, you first check to see if you’ve made a clear path through all of the cards on the board. This must be one continuous orthogonal path from left to right containing no cards. If you have completed this path, congratulations you have successfully completed the Assault Phase and you immediately move on to the Regess Phase.
Assuming you haven’t cleared a path, any Invid with Engaged tokens on them will attack the characters they are Engaged with and any non-Engaged Invid will move towards the nearest character and engage them which is indicated by adding an Engaged Token to that Invid. Any ties are broken by the characters mecha’s Protoculture Signatures with players deciding the order for any further ties. Invid combat here is identical to a counter-attack during a player turn, as described earlier.
After all Invid attacks are done, you flip over any Attacked Tokens to their Engaged side and flip or remove Spore Tokens. You then add up the Protoculture Signatures for all of the characters and add that number to the Protoculture Signature Tracker on the board. This total comes from the mecha the characters are currently using and possibly some of their Gear Cards as well.
Finally, you advance the round marker one spot. If the round marker hits the last (sixth) spot the game is over. The characters are overwhelmed by Invid and eventually, the Earth is destroyed by Rick Hunter’s Robotech Expeditionary Force.
What happens during the Regess Phase in Invid Invasion?
Once your brave characters punch a line through the Invid forces in the Assault Phase it’s time to move onto the second phase of the game, the Regess Phase.
To start the Regess Phase, you first remove any remaining face up or face down Assault Cards from the board, drawing a replacement Regess card for each of these cards and putting them aside. You also reset the Round Marker to the start of the track.
You then re-set up the board with the Invid Regess tile placed in the middle of the board, flanked by cards for her children Corg and Sera. As well, a pairing of a Genesis Pit and a random Pit Creature are placed on the other two sides of the Regess. The rest of the board is filled with the replacement Regess cards you drew earlier.
At this point, the Regess will be in the middle of the board taking up two card spots and surrounded on all sides with her defenders.
The game also includes standees for The Regess, Corg, and Sera. Despite what it shows in the pictures in this article, we found it easiest to just place the standees for Corg, Sera and Regess onto the main board and to have their cards directly in front of us as they are referenced often during this phase.
The goal of this phase of Invid Invasion is for you to defeat the Regess. Remember, as mentioned earlier, the Regess’ health is equal to the Protoculture Signature Tracker level, so the more Protocuture Signature you generated during the first Assault Phase the tougher the Regess is going to be now. Also, any Protoculture Signature generated during this phase will effectively be healing the Regess. On a positive note, anything you do to reduce the Protoculture Signature will be weakening her.
You will now split your team of heroes into two even, or as even as possible, groups. You then must decide which group will attack the Regess from the East and which will come in from the West, by putting the character standees onto empty spots on the board on their respective sides.
When starting the Regess Phase, the characters’ Fighter Mecha are now unlocked. Before you begin the final fight you have the option to spend Protoculutre to upgrade each character into their new mecha, with zero Protoculture Signature cost. I strongly recommend making sure you have enough Protoculture saved up to do this for all characters. As mentioned earlier each character has two forms to choose from for their Fighters, Guardian or Battloid, each with unique stats and a unique ability.
During this phase, plays can still swap mecha, even going back to their Cyclones if they wish to but when doing this in the middle of the Phase there will be a Protoculture Signature cost. Note that the Fighters and the Cyclones are different mecha types so there is a spot to track each of their Armor Ratings separately on your player boards. When you swap between mecha types any damage lingers and will still be there if you swap back.
Once everything is set up, the rest of this phase plays similar to the Assualt phase except that the Regess, Corg and Sera each have special actions that happen in a very specific order. Every round the Regess will act, with her action determined by the roll of a D6, then Sera will generate Spore Counters on the board, the amount and placement of which is also determined by D6 rolls. Only after both of these enemies have acted can your characters act.
Character actions are the same as in the previous phase. However, in the Regess phase, everything is ramped up. Assuming the characters are now in their Alpha and Beta Fighters their dice pools will be significantly bigger.
For example, Scott Bernard’s Cyclone only gives him five Combat Dice, whereas his Alpha Fighter in Battloid mode gives him a whopping fifteen Combat Dice, but it also has three times more Protoculture Signature rating. While this sounds like a huge advantage, the Invid you will be facing in the Regess Phase have impressively high numbers as well, with Sera having fifteen health and attacking with six dice herself.
After all of your characters have acted you check the Protoculture Signature Tracker, if this is at zero you win! You have defeated the Regess and saved the Earth. If you haven’t won the game, the Regess Phase continues.
Next the Invid move and attack, similar to the way Invid acted in the Invid round of the Assault Phase, including attacking Engaged targets or moving to engage new targets. After all of the Invid have acted, if he is still in play, Corg does his special attack which is a six die attack against the character with the highest Armor Rating. Note this is in addition to moving and attacking with the rest of the Invid earlier in the Phase (we think, we aren’t positive, the rules aren’t very clear on that point).
After all Invid attacks, you then add up the Protoculture Signature from all of the characters’ mecha and gear and add that to the Protoculture Signature Tracker on the board, which of course is giving health back to the Regess who thrives on Protoculture.
Finally, Spore tokens degrade, Attacked tokens are flipped over, and the Round Maker is moved up just like at the end of the round in the Assult Phase.
The game continues until either the Regess is defeated and you win, or the round marker reaches the end of the track and the game is over as Rick Hunter’s Expeditionary Force is left with no option but to destroy the entire Earth in order to stop the Invid.
Robotech Invid Invasion is the best Robotech board game I’ve played
I have to admit I was a bit disappointed by the first two Robotech games released by Solar Flare Games.
Robotech Force of Arms is a rather simple math-based game that’s extremely short. It’s more of a quick filler than a full game experience. I found it to be fun for what it is but it left me wanting more.
Robotech Crisis Point, while featuring some similar mechanics to Force of Arms, is a much deeper more involved game. I found it to be more enjoyable and more engaging than the first Robotech game from Solar Flare but Crisis Point also has its fair share of rough edges, including a rather ambiguous rulebook.
The other thing I found with both Crisis Point and Force of Arms is that neither of them really felt like playing through a Robotech story. Both of these abstract strategy games felt like they could easily be re-themed to any other licence.
Now, with Robotech Invid Invasion, we finally have a game that actually feels like I’m taking on the roles of the Robotech Defenders facing near insurmountable odds.
In Invid Invasion you are playing a small band of rebels who are facing and trying to break through an army of Invid in order to reach Reflx Point and then defeat the Invid Regess. Along the way you will be swapping your Cyclones into more powerful armoured suits (or armouring up your Jeep in the case of Lunk), you will come across allies like Annie and Marline, and you will have to deal with Invid sympathizers and even the bounty hunter Dusty Ayrs.
The Assault Phase in particular really does bring back memories of watching Scott Bernards’s small band trek across the land always trying to find a path to Reflex Point. While there are some odd inconsistencies story-wise, like the fact there are two Dusty Ayres cards, both of which could be on the board at the same time, and the fact that Sue is now a combatant and not just recording video, the Assault Phase feels like you are taking part in a segment of the Robotech saga.
Sadly this thematic tie-in falls apart a bit in the Regess Phase. This second phase of Invid Invasion is all about battling the Regess’ guards and trying to take her down.
What you won’t see here is Sera conflicted over her feeling for Lancer, or the group convincing the Regess to leave the planet. Instead, you just have a big epic boss battle style fight, which oddly features, among other things, the Genesis Pits (which in the show were a one-episode obstacle that the group dealt with long before they reached Reflex Point).
Even the fact that you don’t unlock the Alpha fighters until the start of the Regess phase seems odd as the Freedom Fighters in the show discovered Scott’s Alpha very early in the series.
I think I get it though. Dave took some artistic liberties here. I can understand wanting to incorporate the Genesis Pits and the fact that they spawn prehistoric monsters. Having the Fighters present in the first half of the game would have made the characters far too powerful and the Assault Phase too easy. Having a system for interpersonal conflict wouldn’t really fit with the rest of the game, so defeating the Regess by attacking her fits with the overall mechanics better than some “convince her to leave” mini-game. So I guess I can forgive these inconsistencies, but it was glaring when I re-watched the entire series between plays of Invid Invasion.
What I can’t forgive is the Robotech Invid Invasion Rulebook. As I mentioned near the top of this review, it’s not good. There are glaring layout issues and a large number of unclear and ambiguous rules, many of which didn’t come up for us until we hit the Regess Phase.
I still have rules questions like, “Is every encounter card that’s not an ally an Invid card?”, “If so, do Genesis Pits move and engage like an Invid Trooper?”, “If not, then why do Genesis Pits have an escape rating?”, “Do Corg and Sera act during the Invid activation round or do they only act during their own turns in the Regess phase by doing their special actions?” and more.
Before diving into this game realize that these questions will come and be prepared to have multiple rule discussions during your first play. You may even want to take notes so that you remember how you decided to play, for the next time you break this game out. I will say that none of these rule issues really broke the game. There were rules for everything there, but the problem of deciding how we wanted to interpret those rules came up often.
Perhaps due to these rule ambiguities, it’s also possible that I discovered a way to break the game. After a couple of plays, I noticed that there doesn’t seem to be any reason to actually keep your mecha repaired, since spending Protoculture doesn’t cost any dice, and when an Invid deals damage to your mecha any excess damage after your armour is reduced to zero is lost.
Due to this loophole, I don’t see why you wouldn’t just keep everyone’s mecha at one Armor Rating all the time. If you get attacked for ten damage, you take one damage and the rest is lost. Then after the attack, no more Invid will attack you since you are on foot. You also have zero Protoculture Signature when you are not in a mecha, so at the end of that round so you aren’t adding to the Regess’ health. Next turn you can start off by spending one Protoculture to repair that mecha to one health, getting all of your dice pool back. If you happen to hit zero Armor Rating again during the round, through a counterattack or other ability, you can just spend one Protoculture to repair one armor and then continue your turn.
Maybe I’m missing something here, but I’m not sure what? If you’ve played this game and can see any reason why this won’t work, please let me know. I will say that we never actually did this while playing as it seemed unthematic and felt like cheating but I still can’t see why it wouldn’t work based on the rules as written. Despite the rulebook issues, and the fact that the Regess phase breaks from Robotech canon quite a bit, we’ve had a considerable amount of fun playing Invid Invasion. The Assault Phase is particularly fun and engaging and has played differently every time we’ve run through the game. This is due to the randomness of the cards and choosing different characters to use each time.
While I’ve only played the game with the lower player counts, with each player controlling more than one character, I think it would be a blast to have an epic six-player game down at the FLGS once the Pandemic is under control.
One thing I don’t think I would want to do though is to play through all three of Solar Flare’s Robotech games in a row in one sitting. While the first two games are rather short (especially Force of Arms), Invid Invasion is not a quick game. Every game we’ve played has blown away the one hundred and twenty-minute playtime listed on the box. The other thing that I think would make playing through all three games difficult is the fact that the first two are two-player only competitive games, whereas this, the last game in the series, seems like it would be the most fun with six players.
Overall I’m impressed by Robotech Invid Invasion. While the rulebook could be clearer and there are some interesting artistic liberties taken with the plot and story, Invid Invasion is the first board game I’ve played that really feels like I’m taking part in a Robotech story.
If you are looking for Robotech in board game form, Robotech Invid Invasion is the first place you should look. Of all of the Robotech games from Solar Flare, this is the one that most feels like you are taking part in a Robotech epic. While it has some issues, I think this game is worth any Robotech fan picking up.
However, I wouldn’t recommend Invid Invasion to gamers who aren’t interested in the Robotech licence. There’s nothing totally new or innovative to see here, and while I liked the mechanics, especially the push your luck dice pool system for actions, I don’t think that alone would be enough to sell this game to a non-Robotech fan.
For more discussion about Robotech Invid Invasion be sure to check out Episode 130 of The Tabletop Bellhop Gaming Podcast or watch our Robotech Invid Invasion review on YouTube.
There are a number of different Robotech games that have been released over the years, I haven’t tried most of them. I’d love to know, what is your favourite Robotech game and why? Please let us know in the comments below!
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That was an oversight on my part about the “destroyed/disabled” mecha. The rule should have been made more clear when you are ejected you have to repair the mecha to at least half armor (round up) to get it functional again.
Additionally we should have made clear that the protoculture you generate is based on what you were using when you started your turn. So we probably should have moved the adjust protoculture signature to when the player expends any dice while in that unit. Meaning that when they assist in an attack, declare an attack or move in their unit – you accrue the signature at that point.
As for story liberties we needed to do some of that to make the game work as a end game system. We cleared that with HG before doing it as we needed a way to WIN and we always played it that beating he meant she left.
Here is the official 2 options for accounting for PCS and I have added it to BGG
The rules have an error on how Protoculture Signature is generated.
The way the sequence of events happens it would appear that a unit will not generate protoculture signature when it is disabled.
This is an error.
The intent was you were responsible for the generation of the PCS at the end of the round even if the unit was disabled, since it was used prior to the disabling.
To clarify this, you may use one of two solutions, whichever you find easier to implement.
1 – When you are doing PSC accounting you include the PCS for the unit you were using that turn, even if it is now disabled.
2 – The first time you use ANY of your combat pool during the hero turn you accrue the PCS at that time and then skip the PCS accounting phase in the turn order.
Now the disabled mecha can be repaired to just 1 but your PCS WILL apply.
Thanks for those clarifications, that makes a lot more sense than how we were interpreting the rules. This is definitely the best game of the Robotech bunch!