Endgame theory
NXS was reviewed in AG20, and full rules are available at NXS rules.
A note about notation: NXS has a radial coordinate system for each player board. W:a is the centre hex of the white board and B:d10 is the back corner of the black board, etc.
You win a game of NXS by invading and capturing your opponent’s territory. Along the way, however (particularly in the medium and long games), you will encounter your opponent’s ships. Due to the shape of the (two-player) playing surface, your ships will often meet in a crunch at the border between territories. The opposing fleets will typically engage in a tactical battle at the border, each side attempting to capture opponent's ships unanswered, offer exchanges in their favour, and generally maneuver themselves to be able to enter their opponent’s territory (preferably with their fastest ships).
This crunch / rugby scrum / trench warfare phase is NXS’ middle game, with the endgame being the time when players mostly abandon this ship-to-ship fight and race their ships into enemy territory. NXS endgames can be quite exciting, with both players walking a knife edge between attack and defence.
But when and how do you make this transition to the endgame? That, I would argue, is one of the most important skills that an NXS player needs to develop. If you try to move too early, you will encounter too many defenders and leave your border unguarded. If you wait too long, your opponent will be racing for territory while you are still worried about exchanging a Frigate for a Brigantine.
And so I started collecting what I call “there it is” moments. That point in the game where it was clear to me that it was time to stop worrying about border tactics and race for territory. All screenshots are from BoardGameArena.
Example 1: Black has just moved from B:d2/d1, threatening White’s W:c11 Brigantine. Rather than worry about losing that piece, White is going to transition to the endgame with B:c1/d5. If Black takes the W:c11 Brigantine, then White can move their Merchant B:d18/b5 and Black is in trouble. White would have two fast ships deep in Black’s territory, and be one move away from a win.
A note about notation: NXS has a radial coordinate system for each player board. W:a is the centre hex of the white board and B:d10 is the back corner of the black board, etc.
You win a game of NXS by invading and capturing your opponent’s territory. Along the way, however (particularly in the medium and long games), you will encounter your opponent’s ships. Due to the shape of the (two-player) playing surface, your ships will often meet in a crunch at the border between territories. The opposing fleets will typically engage in a tactical battle at the border, each side attempting to capture opponent's ships unanswered, offer exchanges in their favour, and generally maneuver themselves to be able to enter their opponent’s territory (preferably with their fastest ships).
This crunch / rugby scrum / trench warfare phase is NXS’ middle game, with the endgame being the time when players mostly abandon this ship-to-ship fight and race their ships into enemy territory. NXS endgames can be quite exciting, with both players walking a knife edge between attack and defence.
But when and how do you make this transition to the endgame? That, I would argue, is one of the most important skills that an NXS player needs to develop. If you try to move too early, you will encounter too many defenders and leave your border unguarded. If you wait too long, your opponent will be racing for territory while you are still worried about exchanging a Frigate for a Brigantine.
And so I started collecting what I call “there it is” moments. That point in the game where it was clear to me that it was time to stop worrying about border tactics and race for territory. All screenshots are from BoardGameArena.
Example 1: Black has just moved from B:d2/d1, threatening White’s W:c11 Brigantine. Rather than worry about losing that piece, White is going to transition to the endgame with B:c1/d5. If Black takes the W:c11 Brigantine, then White can move their Merchant B:d18/b5 and Black is in trouble. White would have two fast ships deep in Black’s territory, and be one move away from a win.
Example 2: This one is tricky. Even though the next several moves are ship exchanges, as you will see it’s actually a transition to the endgame. Black moves B:d14/d16 and threatens the pieces on W:d2 and W:d18.
White will kick off a chain of ship exchanges that (unless Black wants to end up down a piece) are almost forced. W:d2/B:d16!, B:c10/d16!, W:d18/B:d16!, B:c12/d16!.This leaves White’s W:c2 Cutter wide open for a move to B:d18. Black’s only piece in White territory is hemmed in by White’s two Frigates.
Example 3: Black is in a tough position. White has captured the Frigate at B:d18, threatening Black’s B:d2 Cutter. If Black takes White’s W:c5 Cutter, then Black will lose the B:d2 Cutter. Not only that, but White would have two clear paths to capture territory. Black’s best move is B:d2/W:c12, starting the endgame.
Bonus endgame puzzle: What is Black’s best move?
The solution is here. ◾️
The NXS base game can be supplemented now with the Admiral Skill Pack, available from The Game Crafter. They are cards that add special abilities to the pieces. ~ Editor