In a not very distant future big corporations fight over control of space. You play as the head of a corporation exploring and exploiting the moons and asteroids in the outer parts of the solar system.
A quick playing game where you outwit and fight your opponents. Plan your moves and use the gravity of the planets to strike your enemy and reach the resources you need. Build mines and factories to grow your fleet of spaceships. Win by building the combination of structures your company requires.
Asymmetrical winning conditions and a modular board increases replayability.
The intrepid explorers of Saturn have discovered strange artifacts and anomalies in space. This must be proof of an alien civilization been here before us! The expansion adds new moonlets, battlecards, and alien spaceships to your arsenal.
Medicine in Imperial Rome is an art of celebrated advances, an art of showmanship and bitter rivalry. There is one doctor above all others: Galenus. Influenced by the theory of humorism - the idea that all ailments were caused by an imbalance of four fluids: black bile, yellow bile, phlegm, and blood - the writings of this second century Greco-Roman dominated and influenced Western medical science for more than 1300 years and no one dared challenge him. Will you?
Galenus is a worker placement game where you plan to do up to 6 actions and then decide when and how to resolve them. As such, some players can still be planning their actions while you are already resolving them. You can choose to recruit and treat patients - gaining knowledge in one of four humors - publish works based on that knowledge, acquire herbs to aid your work, rejuvenate in the baths, or adopt a new philosophy. At the end of the year you compete in medical contests expending your focus and knowledge to gain reputation. If you publish enough notable works or otherwise make the biggest impact on Galenus, you will earn his respect and enter his inner sanctum.
This is the 4th ed of Phil Eklund's signature game High Frontier. It started with Rocket Flight (1999), a game with the vision to let "Each player start as a spacefaring company in the year 2020 trying to make a profit in trade and technology development." Now that we are at that year, High Frontier has evolved into a modular system open to enthusiasts to keep it updated ever farther into the future.
The Core Game is equivalent to the previous edition's basic and advanced rules, and includes Module 0 (Politics). It also comes with the beginner's game Space Diamonds (accessible to bright children), Race for Glory (introductory, including a playthrough), and a variety of solitaire and cooperative variants. The iconic map of High Frontier is the most comprehensive map of the solar system ever published! Since it is a delta-v map, it offers a completely different view of the accessibility of the worlds that orbit Sol. The cards and map have been expanded and produced in consultation with experts in the field, and the author himself is a former rocket scientist, and we can safely say this is the most accurate yet accessible game of space exploration/exploitation ever published. Transition rules allow High Frontier to work as an independent 4th stage in the Bios:Earth trilogy (Bios: Genesis, Bios: Megafauna, and BIOS: Origins) about the evolution of life on our planet.
As factions inevitably expand into the solar system and become less dependent on Earth and its resources, Loyalty changes and conflict can erupt.
Module 1 - Terawatt introduces two new patent decks: Freighters and GW Thrusters. Freighters are a new type of patent card allowing the transport of valuable factory goods back to Low Earth Orbit. GW Thrusters are more powerful and efficient versions of the MW Thrusters of the core game, allowing your Spacecraft to reach the outer planets more easily. This module also optionally introduces Futures which are special game goals to earn victory points.
Aboard the Starship Exodus, players control seven spacefaring human-machine hybrids embarking on an epic pilgrimage to the stars. The journey will last many decades as you perform actions and place workers to develop technology for survival, terraforming, and colonization along the way. You must also battle many hardships like cancer, stress, or combat against gray goo, and mutineers in a delicate balancing act of tableaux management, decision making, and risky dice rolling. Entire sections of the ship are lost to erosion, lightning, desperation ?fryby? star-diving, and foolhardy experiments. Players must negotiate risks and challenges together in a cooperative sense and survive the journey, but competitively, must have the most victory points to win.
Stationfall neoprene mat 1000x840mm.