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

£9.9
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GMT Games | Space Empires 4X | Board Game | Ages 12+ | 1 to 4 Players | 180 Minutes Playing Time

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

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Description

If you can somehow get over the pieces behind difficult to move (or peek at, when viewing your own ships), the game is fantastic, offering options that really are not available in ANY 4X game that I have played. The game’s unique theme is a breath of fresh air in the 4X genre. Controlling one of six animal classes, from mammals to insects, adds a layer of strategy that feels both fresh and intuitive. The evolution/adaptation mechanics are a standout, giving a dynamic feel to the game as species adapt to survive. It masterfully combines elements of area control with the spirit of 4X, making it a standout in the genre. What could be better: Space Empires 4x, the brain child Rodger MacGowan, is not a new game by any means. Having initially been released in 2011, it is now entering its 5th production run, which says a lot about its staying power if there is still enough demand to fuel additional printings. But in a world that is so seemingly saturated with space themed 4x games, what does Space Empires offer that is different from all of the rest?

Interstellar travel in Space Empires is not faster-than-light drive based, but instead relies on anomalies called " warp points", essentially wormholes between two star systems. Warp points are naturally occurring but a player can open and close these warp points if she or he has the appropriate technologies. Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.As you venture forth, you’ll have plenty of quests to keep you busy. But be ready for conflict because not every species in the universe is friendly. Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels. Because I myself do need to face the reality that despite having a different paint job, most of the 4x games in my collection are fundamentally similar to each other in many respects. From Twilight Imperium to Eclipse, and The Silver River to Uprising , they all behave very predictably. If you have played one, in a sense you have played them all, in a limited manner of speaking. Space Empires I is the first chapter of the Space Empires series. A classic galactic conquest and turn-based strategy video game where you are the leader of a race of intelligent beings building large spaceships for interplanetary and interstellar travel through warp points between star systems.

This is really a pity, because some tighter control over the game's known knowledge can easily increase transparency. Production is a known value, and so are the technologies, once they are announced through usage. The game begs for a technology and production table next to the board, where everybody's last turn's production and known technological accomplishments have been recorded and are there, plain as day, for everybody to see. There is no point for this game to reward memory skills outside of remembering what re-hidden ships initially were. In fact, seeing the amount of things one needs to do as a player, he is very likely not to remember what his opponents have achieved up to then. Yet, as I just said, transparency and the increased oversight that it can lead to, is an absolute priority. Would you play a multiple hours game of chess where mistakes (!) creeped in? I don't think so.If you want to be the ruler of a galaxy, you have to get things done. What’s more, you have to ensure you can do the job of taking over the galaxy. If that doesn’t sound like a challenge, then Interstellar Space: Genesisis your game.

Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game. Really? Consequently, whenever I see “CA” on my ship icons, I need to halt my desire to immediately assume it is a Carrier and instead say Cah—roo—zer to remember that it is not, in fact a Carrier… Clash of Cultures nails the 4X and Civ vibes, offering a rich experience from exploration to city management. The flexibility in gameplay, where you can choose to be a warlord or a cultural influencer, adds depth and variety. And the fact that it doesn’t eat up your entire day? A huge plus for such a comprehensive game! What could be better:

While it borrows elements from 4X, purists might argue it doesn’t fully fit the mold. This might make it a tad confusing for those expecting a traditional 4X experience. However, its innovative approach and engaging theme make it a game that’s hard to resist for strategy enthusiasts.



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