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Things From Another World
Hábitat Espacial
Hábitat Espacial
by Eurojuegos Buenos Aires (2012)
Player Count
3 to 4

Player Ages
12+

Playing Time
1 hour, 30 minutes
Categories
  • Science Fiction
  • Territory Building
  • Educational
  • Space Exploration
  • Designers
  • Juan Carballal
  • Mechanisms
  • Area Control / Area Influence
  • Route/Network Building
  • Time Track
  • Artists
  • Juan Carballal
  • Family
  • Solar System
  • Occupation: Astronaut
  • Rating: 7.39/10 from 14 users

    Description

    A “hard sci-fi” game about space colonization where players will be settling planets and moons of the Solar System in a not-so-distant future. Those will be of different types, ranging from orbital to subterranean ones. The different types of colonies will provide different resources, such as materials for self-replication (MAT), energy (NRG) or organic-life support (H2O), and each will adjust better or worst to the parameters of Gravity (G°), Pressure (P°), Radiation (R°) and Temperature (T°) depicted for each location.

    As the game progresses, players will be building a network of colonies that will provide these resources to the joint colonization effort (for a price). Players will also be able to contribute in major shared projects, such as the terraforming of Mars. When a certain number of colonies are established the game will end, and the player having the most influence in the now-populated Solar System (acquired by leading the many logistical and technical endeavors) will emerge as the leader of the new Solar Federation.

    The game uses a time/cost turn order track similar to "In the Year of the Dragon" or "Thebes", where players performing a more demanding action will be pushed back farther in the turn order track, while the player in-turn will always be the one ahead in the track.

    Another distinctive element of the game is the shared nature of the resources, as every player can use technologies, colonies and their resources output, belonging to other players, to boost their own colonization plan. This is done for a price, as “lending” these assets advances its controller in the turn track.

    The educational aspect of the game comes from the realistic depiction of the different environments in space, the theoretical technological and logistical steps required to settle them, and a number of “flavor data” notes scattered throughout the game board.

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