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Things From Another World
Space Commander
Space Commander
by (Self-Published) (2012)
Player Count
2 to 4

Player Ages
10+

Playing Time
1 hour, 30 minutes
Categories
  • Science Fiction
  • Wargame
  • Designers
  • Giorgio De Michele
  • Mechanisms
  • Campaign / Battle Card Driven
  • Hand Management
  • Dice Rolling
  • Artists
  • Giorgio De Michele
  • Rating: 7.25/10 from 4 users

    Description

    Space Commander is a wargame of spaceship FLEETS actions. It's rules are simple enough to be understood by anyone, but give a good depth of strategy and involve different races with different skills and ships.

    The game wants to depict BIG fleet battles, with all the clichè of sci-fi: big capital ships, carriers, flight of fighters and starbombers, elite pilots, heroes, missiles, torpedoes, black holes, big spinal cannons, and so on.
    All this while keeping a profound strategy and some sensation of realism and real choices.

    RULES:
    A game usually consists of 2 factions/fleets, each controlled by one or two "Commanders". Every Commander has his own set of "order cards", and his own Flagship: all the other ships of the fleet are "shared" and can be called in combat by all commanders of his own faction.
    Before the battle starts, every commander chooses and assigns special equipment/technologies to his faction ships: these represent a fundamental difference in gameplay of every faction, giving special skills to their ships.

    Every ship in the game is depicted by a "Ship card", wich keeps the skills and data of that type of ships: there can be several ships of the same type in battle, and they need only ONE card for all of them.

    Every turn, a Commander play an "Order card" to order one "ship-card": all the ships belonging to that class (example, all the Fireshield destroyers) could then move and fire. If the order comes from a flagship, she can order 2 different ship-cards (including his own), if there is at least one ship of that card near.

    The ordered cards get rotated a bit to show it has been activated and cannot be ordered again the next turn (so if there are 2 commanders and one requests for the carrier to act, you cannot order it the next turn but could only "reset" it to active status).

    Order cards could also used to activate special abilities on ships (and special equipments) and also have a secondary "effect" and could be discarded to get that effect.
    In this way, there are always crucial decisions during the game, like: will I discard a card now to get that missile barrage on my enemy and support the other commander attack, or I will keep it to have more options the next turn.

    The game almost never falls in a "cannot order anything" scenario, and a commander can expect to order the units he needs most of the time. But if he spens a great deal of cards to support his attacks, his decision could be limited in the next turns, while he builds back his "hand" of cards.

    The firing is very simple, based on normal six sided dices rolls. Very rarely one roll is fundamental, since u can always maneuver and use skills to get the best rolling options for your attack.

    The game has several scenarios already, and more races and scenarios are being developed/tested while we WAIT FOR AN EDITOR (the game is not yet published, just my homemade copy for now and some playtesting copies around).

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