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GMT Games | Space Empires 4X | Board Game | Ages 12+ | 1 to 4 Players | 180 Minutes Playing Time

£9.9£99Clearance
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Missions: Missions are Resource Cards that can't just be played but require you to complete something on the map to gain a larger benefit. There were comparisons to other bookkeeping-heavy games like Pax Britannica, but Space Empires does not have the diplomatic element that Pax Britannica does, and it’s not meant to. So, it is tempting to try to leverage this first strike advantage and maybe knock the Blue Cruisers out of the battle. Now some of those units are not recommended while learning the game, and for the first time ever I would suggest that new players use the basic rules rather than the advanced rules that utilize every unit possible.

Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). Strategy First still owns the Space Empires intellectual property and has not developed another PC game. Defenses are there only to direct your opponents towards harder to reach targets or to make them pay a dear cost; they are purposefully no match for the aggressive firepower one can command.

The playtest rules are only 8 pages long for the basic game and increase to 11 pages in length when the advanced rules are included. While I have come across this feature from time to time (The Silver River), it does not present itself often enough. If you include all the Optional Rules (discussed later), this fiddly problem is eliminated via the Instant Technology Upgrade optional rule.

Each player will attempt to explore their immediate surrounding systems, expand from their home planet to nearby planets, exploit those planets and resources they find to improve their economy to build up their space empire and use technology improvements purchased along the way to construct mighty military ships to ultimately go out and conquer the other players. Attempted to increase production sheets to 20 economic phases, but not all of them seemed to "take" this change.You can change your choices at any time by visiting Cookie preferences, as described in the Cookie notice. The Battle Marker is placed in the combat hex and all the ships are moved to a “battle line” on, or near, the map.

Tracking technology level per ship is not a major burden, but it’s one of those fiddly things that you invariably screw up. Yellow’s total Attack Strength this time is 6, 5 for the Battleship +1 for Yellow’s Attack Technology Level.

In addition to seven scenarios for two players and scenarios for bigger groups, there are four single-player scenarios with two distinct opponent factions. I did tout the use of the cardboard tokens as a strength, but the use of this material did provide a drawback as well.

Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. Most of the information you’re required to record is pretty straightforward: purchases of units and investments in technology. Asteroids: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.

If you don't mind reading some text for rules and have a drop of imagination to carry the fantistic theme of the game. Since Combat is easily the most interesting part of the game, the following is a brief example of the combat sequence, using the basic rules. Some capability to have permanent resource spaces in deep space to “fight” over would be beneficial. Pax Britannica also had some very involved record keeping which made it a lot more complicated than Space Empires. tokens (which lead to the ships' immediate destruction), super novas, minerals that can be towed, space relics that can be towed, lost in space tokens (or displacement tokens if you prefer) etc.

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