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Gamelyn Games Tiny Epic Galaxies

£15.42£30.84Clearance
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There are some general rules that are worth keeping in mind whilst playing Tiny Epic Galaxies Blast off. At the beginning of the game, each player receives four ships and a Galaxy Mat plus associated tokens. Initially, a player can only use two ships, but can add the other two during play. He also receives two Secret Mission Cards and chooses one of them. Several Planet Cards are placed down for the players to try and claim. These will be refreshed as they are claimed one by one. From a design standpoint, Tiny Epic accomplishes some incredible feats. It manages to present a small box game that gives a big-box experience. The primary board/playing area for Tiny Epic will take place on the galaxy mats. Each mat is well done, and I really enjoy all of the artwork on all of the components.

One of the first things that board gamers realize once they find themselves in the hobby is the amount of space that board games actually take up. When I was growing up, there was always a random space in the linen closet with a handful of board games that came out on rainy days or special occasions. If you gain a ship, immediately place it on the center of your Galaxy Mat. This ship can be used on the same turn. If you gain another die, it will be available to you at the start of your next turn. Announce your new victory point total. As well as dice placement for action selection, there is also the placement of ships. This is where most of your tactics will come into play. Planets have either life colonies on them or tech colonies, they also generate either energy resources or cultural resources. Placing your ship into orbit lets you work towards colonising it for its point value or landing on the planet instead triggers its ability. On a turn, a player rolls the dice and then uses the symbols rolled to undertake actions. It is as simple as that, the player making the best use of the symbols rolled and their associated actions. A player can reroll his dice as many times he wants, but for every reroll after the first, he has to pay an Energy cost. However, there is a wrinkle and that is Tiny Epic Galaxies’‘Follow’ mechanic. This is similar to that of Glory to Rome, which allowed the other players to immediately do the same action that the current player has just done. However, in Tiny Epic Galaxies, the Following players have to pay a point of Culture. Thus, it is important for players to build up their Culture so that they can do Follow actions. On the downside, the Follow mechanic does mean that a player’s turn can be interrupted over and over with Follow actions. Each player starts with 2 ships. As the colony gets upgraded that number will gradually grow to a maximum of 4 ships.When a move ship die is rolled, place one of the Rogue Galaxy’s ships in orbit to the leftmost planet.

Special abilities on the planets are diverse, useful, and powerful. It’s definitely worth going for a planet with a “Progress one ship” or something equally strong. Abilities can help you, but a lot of them also mess with other players, making them lose progress, resources, etc. However, you are not the only empire looking to expand. Opportunistic rivals from other galaxies are growing just as fast as you and even the universe is not big enough for all your ambitions to come true. Tiny Epic has a built-in solo mode and is one of the better examples of solo play available. It’s challenging without being unwinnable or a complete breeze.

For example, to upgrade from the second to the third space, empire level 3, you need to spend either 3 energy or 3 culture, not a combination. You are forgiven if you skipped my ramblings and jumped straight to this section. After all, you were here for details on the game, not a science lesson.

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