About this deal
All the level and campaign design tools are included, allowing anyone to become a part of the expansive Space Empires Mod community.
x 11 x 2 box filled to the brim with cardboard chits and tokens, paper sheets and a medium sized game board. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. The results can be random and I have found that the players that are able to get a few planets very closest to their Homeworld and allow for early Colonization and Colony growth, will have a decided advantage that can start the game in their favor.There were comparisons to other bookkeeping-heavy games like Pax Britannica, but Space Empires does not have the diplomatic element that Pax Britannica does, and it’s not meant to.
We modified the confusing Aliens advanced rule so that we’d leave only one Alien ship over an Alien world then draw 3 more if it was entered. The cumulative Damage is now 2 which is equal to the Blue Cruiser’s Hull Size and so a unit is eliminated. Anything that can be done to minimize the occurrence of this should be considered in future printing in my humble opinion. If a unit (ship) lands on an unexplored space it must explore that system and apply any effects immediately. So a lucky player will have more Mineral markers very close to his Home planet, allowing for quick Mineral retrieval and conversion into usable Construction Points (CP), which are the currency of the game.A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit.