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kuva tuotteesta on linkki tuotesivulle: SpaceCorp 2025-2300 AD
SpaceCorp 2025-2300 AD

SpaceCorp: 2025-2300 AD is a fast-playing board game in which one to four players explore and develop outer space over three eras. Each player controls an Earth-based enterprise seeking profit by driving the expansion of humanity into the Solar System and beyond. In SpaceCorp you can: * Assemble a spaceport at a Lagrange Point. * Launch an exploration mission to Mars. * Mine the asteroids. * Earn profit from exotic resources discovered on the Jovian moons. * Discover microbial life in the subsurface oceans of Charon. * Decode exo-DNA to develop radiation resistant human pioneers. * Undertake a mission to Alpha Centauri in a generation ship. * Break through technological barriers to achieve faster than light travel. * Establish a colony in the Tau Ceti star system. Each of the three eras is played on a different board: * The first era, Mariners, covers exploration and development out to Mars. * In Planeteers, players settle the outer solar system. * In Starfarers, players send missions to nearby star systems and establish interstellar colonies. Course of Play Players can choose to play a short game, covering just one era, or can play the full game covering all three eras and representing three hundred years of human expansion into the cosmos. Rules and systems for a complete solitaire game covering all three eras are included. Players take turns playing cards to conduct actions with their teams and bases. Your turn consists of playing one or more cards of a single action type, with the option to augment the play with infrastructure, a time card or the attributes of a base. For example, playing Move cards with a total value of 5 allows you to move a team from Earth to a Solar Lagrange Point. Other card plays allow a team on an asteroid or moon to explore there, or to build a base such as a spaceport, a refinery or a bio lab. You can also play cards to conduct research (draw new cards), production (gain profit from a site with resources), genetics (advance toward gaining genetic advantages for your teams), revelations (advance toward gaining technological breakthroughs), as well as special actions such as deep space probes and prototypes. Some cards can be played as infrastructure, giving you permanent bonuses when conducting future actions. How to Win During the game you earn profit from exploration discoveries, by conducting production at resource sites, and by completing contracts. For example, a contract in the Mariners era rewards the first player to build a base on Mars. The player with the most profit at the end of the game wins but there are many ways to get there. Will you focus on... being the first to explore new horizons beyond known space? developing genetics and tech breakthroughs for spacefaring humans? exploiting the resources of space? beating other players to contract awards? or will you go rogue, striking from your secure pirate bases? COMPONENTS: * Rulebook * Solo Rulebook * 2 mounted double-sided 17"x17" game boards * 3 counter sheets * 4 (identical) double-sided reference sheets * 1 double-sided Solo Player Aid * 1 Business Display * 4 BASIC Headquarters Displays * 4 PLANETEERS/STARFARERS Headquarters Displays * 3 card decks: 188 Action Cards, 18 Adaptation Cards, 14 Breakthrough Cards (220 cards total) * 24 cubes and 7 orange discs DESIGNER John Butterfield DEVELOPERS Chad Jensen and Kai Jensen CARD ILLUSTRATIONS Kurt Miller and Shrox GRAPHIC DESIGN Mark Simonitch and Chad Jensen PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch

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106.60 €
kuva tuotteesta on linkki tuotesivulle: SpaceCorp: Ventures
SpaceCorp: Ventures

SpaceCorp: Ventures is the first module for SpaceCorp, the game of exploring and developing the Solar System and beyond. SpaceCorp: Ventures introduces unique enterprises via fourteen HQ mats, each putting a player in control of a different corporation, agency, or institution with its own capabilities and missions. Each HQ assigns specific start cards, Infra, advantages, and limitations for all three eras. These advantages and limitations evolve in Planeteers and Starfarers, and each HQ has a special, alternate final profit option at game end. In SpaceCorp: Ventures, each player selects an HQ from: * Allied Transit: leaders in deep space transportation networks * InfraMaxx: more infrastructure to use and share * Nova Capital: speculating on the success of others * GravTech: driven by alternate anti-gravity technologies * Next Generation: adapting and evolving into a new star-born species * D.P.Roberts Ltd: operating outside the law to intercept and seize * New Nomads: always moving on to the next paradise * Stellar Security: protecting the galaxy for a price * ...and six more! In addition, at the start of each era, one player selects an eighth contract to be fulfilled, adding an additional way to gain profit and complete the era. SpaceCorp: Ventures offers players new ways to win by supporting alternate styles of play and multiple routes to success. A variety of unique abilities, new contracts, and alternate scoring options means that no two games of SpaceCorp: Ventures will play the same! Solitaire SpaceCorp: Ventures. Ten of the fourteen HQ mats can be flipped over to play the SpaceCorp solitaire game with an enhanced HQ against the competition AI. But beware...the competition will have advanced attributes, tuned to each player HQ. Updates to the AI include some general enhancements making the AI more difficult to beat. These general updates can also be applied to solitaire play in the base game. COMPONENTS: * 14 double-sided HQ Boards * 27 cards * One contract disc * One updated solitaire player aid * One rulebook * 1 1/2" box DESIGNER John Butterfield DEVELOPER Jason Carr BOX and CARD ART Kurt Miller PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch

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