Each player controls bases/stations (in the form of little wooden cubes) which they use to attempt to build Economic Centers on the moons of seven planets in an alien planetary system. After moving their tokens on to a planet, players use an interesting little device ('planet ring'/'wormhole' - functions like a blind draw bag) to select one of the tokens on the planet. Players take actions by collecting sets of cards which correspond to the the various planets. The game also features a unique trading system which facilitates the card collecting. Careful card trading and calculating risk of establishing economic centers, and some variants, mitigate some of the luck factor.
Game Summary
Setup: 9 cards/player. Place 1 cube per planet per player, plus additional cube per planet matching cards dealt out; remaining cubes on earth. Each gets 2 special action cards.Each round: First, players may play a single special action card, in order. Then, Trade Step. Finally, Action Step.
Trade Step: Start player first plays cards (2-3) to offer, one at a time; other players simultaneously show cards to trade, different than offered. Start player must trade; recipient either accepts cards into hand, or leaves out. Clockwise from Start Player, next player with cards still in front of them either makes a trade or takes their cards back. Continue till 0-1 people left with cards in front; they take them back to hand.
Action Step: Start player takes 3 actions, then others take 2 each. Actions can be:
- discard 2 cards, then draw 2
- turn in set of 3-7 cards to send half (rounding down) as many cubes from earth to a planet
- turn in set of 3-7 cards to advance Ship Level, Tech Level, or to make attempt to establish colony on a planet matching cards played: place cubes on that planet into the cosmic ashtray, randomize, then reveal up to as many cubes as attempts made. If reveal your cube, place it on a station; turn over. If other player's cube, send it back to earth.
- Sets: if no wilds ("pure"), take appropriate bonus wild card matching the size of the set (if available); wilds can be used later as parts of sets
Then rotate starting player to the left. Game ends when all stations on 3 planets have been taken. Score VP shown on board (for Tech level, stations occupied, and cubes on earth). Most VP wins.
- Delivering on its promise with a highly interactive combat system
- Event board additions add tension and unpredictability
- Paralysis of analysis (AP) in optimizing moves; high complexity
- Follow the Leader style, tactical ship combat and deck synergies
- Space opera with a modular deck and raider mechanics
- High-action, highly strategic combat with deep interplays
- Dwellings of Eldervale
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- June honestly was one of the best months in gaming because we had so many so many good games played.
- Andromeda is so good.
- I cannot wait to share more about ARs and about the one and only Andromeda.
- this is very, very initial early thoughts about this game and I still want to tell you about it
- it's so fun this game is so good y'all
References (from this video)
- Deep strategic play
- Rich thematic flavor
- High complexity and longer playtime
- Auction-driven resource control and ship combat
- Galactic politics and exploration
- Story-rich strategy with heavy player interaction
- Twinkle
- Waddle
Mechanics (from transcript analysis)
- Auction / Bidding — Competing bids for resources or power in a volatile market
- Dutch auctions — Competing bids for resources or power in a volatile market
- player-driven conflict and combat — Negotiation, alliances, and ship-to-ship encounters
Video topics + discussion points
Quotes (from this video)
- I walked away from that game night saying I want more of whatever this is
- the writing in this game is the best writing I have ever seen in a board game
- it's my first time playing it and we've set the scene and there's like candles to make it spooky
- Choose Your Own Adventure flare
- the wonderful mysterious and sometimes wacky universe that we call home
References (from this video)
- Thematic backdrop is solid
- Forgetting forgettable sessions; not standout
- Space exploration/strategy
- Futuristic space
- Sci-fi thematic
Mechanics (from transcript analysis)
- area majority / modular modules — Space-themed Euro with modular delivery of actions.
Video topics + discussion points
Quotes (from this video)
- Shark Park, a memory kind of game.
- they're essentially just more complex versions of the last.
- it feels like it's a bigger game that was streamlined and streamline is often very good, but this one I felt almost a little streamlined too much.
- This one's almost there. And I know a lot of people love the Talisera.