GMT Games Announces ‘Space Empires’ Boardgame For Pre-Order
October 1, 2010 by tcgames

Exploration is easy (well, easy for you, it is actually dangerous for your ships) and fun and reveals different terrain (such as asteroids and nebulas) which affect your movement and your combat. The map is printed on both sides to make set up easier. One side is used for the 2 player game and the other side for the 3-4 player game.
Description of play:
Each player, in turn, moves his ships, resolves his battles, and completes his exploration. This process repeats and every third turn, the game is interrupted as all players conduct an economic phase. During this time, players collect their income, pay their maintenance, bid on turn order, research new technologies, purchase new ships, build space yards, and grow their colonies.
Inevitably, the growing empires will expand into each other and begin fighting over the same resources. Players must balance spending on ships with expenditures for technology in order to stay ahead of their opponents as they seek to destroy key colonies or key space yards in order to tip the balance of the game in their favor.
Technology can play a key roll in this as more advanced ships are definitely more powerful in combat than ones with basic technology. More than that, technology can provide nasty surprises. Ship types are not revealed until they have been in combat and finding out that you are facing a carrier loaded with fighters can turn the tide of a battle. Cloaked units can get beyond your forward fleets and disrupt your merchant pipelines, mines can end up taking out your biggest ships before battle even begins, and tactical advancements can mean that your opponent ends up firing first.
Combat is chartless and intuitive. Depending on the situation and where the battle is fought (in a nebula, asteroids, or open space) ships get bonuses to their attack and defense ratings based on their different technology. These are compared and ships line up to shoot at each other. Combat rounds continue until one side is eliminated or retreats. The combat procedure is quick, but satisfying.
While it is good to have the biggest ships, having a larger number of small ships can net you an advantage because a side that outnumbers its enemy significantly gets bonuses in combat (their numerical edge allows them to be more likely to maneuver and get in position to fire at downed shields or weak spots on an enemy ship). Fleet composition is also important as each ship has its advantages. This is not a game where a player just automatically only builds his best class of ship and nothing else. Your fleets will actually feel like fleets!
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Four 5/8″ counter sheets (704 counters)
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One 22 x 34″ Double Sided Map
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Rulebook
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Two Player aid sheets
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One Pad of production sheets
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Two 10 sided dice
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2-4 Players
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1-4 hours to play depending on the scenario



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