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Space Clash
Space Clash
by (Self-Published) (2009)
Player Count
2 to 4

Player Ages
10+

Playing Time
30 minutes
Categories
  • Card Game
  • Science Fiction
  • Fighting
  • Print & Play
  • Designers
  • Andreas Propst
  • Mechanisms
  • Variable Player Powers
  • Campaign / Battle Card Driven
  • Hand Management
  • Area Movement
  • Artists
  • Hans-Martin Portmann
  • Rating: 0/10 from 0 users

    Description

    Space Clash is a non-collectible card game for 2 - 4 interplanetary warlords in which each player chooses one out of four exciting races, each being represented by a well balanced deck of 40 cards featuring unique gameplay, and tries to lead his
    race to different ways of victory, be it by total military annihilation of the enemy or by cultural domination.

    In Space Clash, many roads lead to victory, the goal being to deplete the opponent's 40 card deck. When a player is required to draw a card from their Supply (deck) but cannot because it is empty, the player immediately loses the game. For each damage a player takes through attacks or card effects, they have to discard the topmost card from their Supply to their Junkyard (discard pile).

    The game features the tried and tested "Clash Game System" created by Andreas Propst, which features 3 major characteristics:

    a) Deck depletion as the primary win condition.
    b) A resource system in which you will be building stacks of resource cards to play your non-Resource cards onto
    c) Different Zones for different types of cards with specific implications on the cards, depending on which zone they are in

    Build up your industry, construct spaceships to attack your opponents or to defend against enemy attacks, train
    personnel like ship crews, researchers, diplomats and spies, research new technology or try to dominate through diplomacy
    or dodgy schemes and political intrigue.

    The possibilities in Space Clash are countless...

    Which race will you choose?

    The versatile and inventive Terrans, who are able to adapt well to any challenge they might face?

    The reptilian warrior race of the Skaargans, with their supreme ability to construct, mend and salvage?

    The dodgy and scheming Intrazi, who have perfected the art of telepathy, becoming the masters of secrets?

    Or the ancient and mysterious Attrayids who are rather passive but excell in gathering wisdom and knowledge?

    Choose your race and lead it to victory by carefully planning your strategy and making the best use of the their
    unique strenghtes and abilities.

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