SpaceCorp: Ventures


SpaceCorp: Ventures is the first module for SpaceCorp: 2025-2300AD 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 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.
Ten of the fourteen HQ mats can be flipped over to play the SpaceCorp solitaire game with an enhanced HQ against the competition AI.
Contents:
14 double-sided HQ Boards
27 cards
One contract disc
One updated solitaire player aid
One rulebook

-description from publisher's website

Allied Transit: Specializes in spaceports and transportation networks.
Humanistics: Movement opposed to genetic adaptation populating space with “pure” humans.
InfraMaxx: More deep space infrastructure for all if you need it we have it.
Next Generation: Rapidly adapting humanity for living in the stars.
Nova Capital: Investing and speculating on others’ space ventures.
Polaris GCI: Enhanced multi-use base-building capabilities.
Stellar Security: Keeping you safe in the stars for a price.

- Source: Grant "Interview with John Butterfield Designer of SpaceCorp: Ventures from GMT Games" The Player's Aid 2021-02-08

  •   Deze editie is in het Engels.
  •   Geschikt voor 1 - 4 spelers.
  •   Je bent ongeveer 240 min. aan het spelen.
  •   Vanaf 12 jaar is dit spel te spelen.
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SpaceCorp: Ventures is the first module for SpaceCorp: 2025-2300AD 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 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.
Ten of the fourteen HQ mats can be flipped over to play the SpaceCorp solitaire game with an enhanced HQ against the competition AI.
Contents:
14 double-sided HQ Boards
27 cards
One contract disc
One updated solitaire player aid
One rulebook

-description from publisher's website

Allied Transit: Specializes in spaceports and transportation networks.
Humanistics: Movement opposed to genetic adaptation populating space with “pure” humans.
InfraMaxx: More deep space infrastructure for all if you need it we have it.
Next Generation: Rapidly adapting humanity for living in the stars.
Nova Capital: Investing and speculating on others’ space ventures.
Polaris GCI: Enhanced multi-use base-building capabilities.
Stellar Security: Keeping you safe in the stars for a price.

- Source: Grant "Interview with John Butterfield Designer of SpaceCorp: Ventures from GMT Games" The Player's Aid 2021-02-08

Naam SpaceCorp: Ventures
EAN 817054012169
Taal Engels
Aantal spelers 1 - 4
Speeltijd 240 min.
Minimale leeftijd 12 jaar
Uitgever GMT Games

Basisspel voor SpaceCorp: Ventures

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Engels

SpaceCorp: 2025-2300AD

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