This category is for boardgames that are set in the future or in space. Games with actual, historical spaceflight as their theme belong in the Historical boardgames category.
Designed by David A Coutts 1999. Published by Board Not Bored Games Pty Ltd. For 2-5 players, 12 years and up. Takes 2-3 hours to play.
A game which combines the themes of exponential population growth with the colonisation of our Solar System. The game starts with Earth's population of 6 billion divided between up to 6 factions, including at least one Neutral faction.
Players send out colonists and migrants to harvest the riches of the planets and their moons, and the Asteroid Belt. Natural growth limits, plus the Four Riders Of The Apocalypse (War, Famine, Pestilence and Death), slow the growth of your populations. Score points at the end of the game for the biggest and most widespread populations - score double for your Hidden Agenda, or any Discovery cards you hold. Score points during the game for cards played which help the Neutral(s) and other players' populations.
Brief Optional Rules allow a player to adjust the otherwise random turn order, and to score bonus points for having a populace which is wealthy, happy or concerned for all life.
The Planetary Union of the Andromeda galaxy wants wealthy traders from Earth to invest in their economy.
84 planet cards, 16 bonus credit cards, 10 transport cards, 130 stations (26 each of 5 colors), 1 planet ring, 1 game board.
Ship to ship combat game from Gorilla Games.
Published 1969 by Waddingtons. For 1-4 players.
A game in which players must be constantly making decisions as they try to keep their spacecraft in satisfactory orbits, achieve capsule-to-satellite docking, make frequent moon landings and so reach the other planets of our solar system.
Designed by Richard Halliwell 1987. Published by Games Workshop. For 2 players (for with the expansion Mega-Mania). Takes 2-3 hours to play. For 14 years old and up.
Each player controls the citizens of an entire Mega-City block, as they attempt to destroy the block(s) next door – or at least do it a lot of damage before the Judges arrive and stop all the fun! During the game, all kinds of things will happen; armed mobs wreak havoc in the plazas and block parks; obese fatties trundle forward, flattening everything in their path; highly trained, well-armed City-Def units infiltrate the neighbouring block and try to blow it to smithereens.
Car Wars is a board game about automotive combat in a post-apocalyptic America. The game was first published in 1981 by Steve Jackson Games.
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Released in 1977 by Eon Games, Cosmic Encounters evolved from an simple yet elegant four person role-playing game to a mature, six-to-eight player game with a surprising amount of elegant complexity. The original game grew to include nine expansion sets, and then was re-released by West End Games in 1987, and is now sold by Mayfair Games (each new release was a departure from the original Eon version).
Game play revolves around "alien powers" that the players assume. Each alien power allows a given player the option to modify specific rules of the game to their advantage. Working together (with "allies") or alone, players conduct battles on each other's "home worlds" in the ultimate goal of achieving enough bases on their friend's and foe's worlds to claim victory. Even the victory condition is fluid, and can change depending upon the specific alien powers in play in the game (in the full Eon edition, there are seventy-five alien powers).
Fans of the game have added new alien powers, new aspects (e.g. "Hazards") and have tried to keep the original version in circulation despite it being long out of print. Many who have experienced it playfully call it "Lawyers in Space" because of the complexity that arises from the game's novel design. Cosmic Encounters is even on the Internet, as the original game designers are working on a Java version that is open to all interested parties.
Most of the links in this section are to fan-based content.
Fantasy Flights boardgame version of the first person shooter video game.
Designed by Bill Eberle, Jack Kittredge and Peter Olotka. Originally published by Avalon Hill 1979. Republished in French 2000 by Descartes Editeur. For 2-6 players and takes about 120 minutes.
There are two expansions: 'Spice Harvest' and 'The Duel'. These are included in the French re-edition.
The boardgame is based on the Frank Herbert novels about an arid planet at the heart of the human space empire's political machinations.
Players each take the role of one of the factions attempting to control Dune. Each faction has special powers that overlook certain rules in the game. Each turn players move about the map attempting to pick up valuable spice while dealing with giant sandworms, deadly storms, and other players' military forces. A delicate political balance is formed amongst the factions to prevent any one side from becoming too strong. When a challenge is made in a territory, combat takes the form of hidden bids with additional treachery cards to further the uncertainty.
Designed by Philip Reed and Russell Godwin. Published by Steve Jackson Games.
Contains a page of counters with 6 standup characters, "blood points", number counters, 2 maps, and a deck of 112 cards featuring gadgets, weapons and specials. The basic idea is to run around, pick up items, and obliterate your opponent with cards like the flamethrower, chainsaw, shotgun, and everyone's favorite, the NUKE. To help fend off this arsenal of weapons are gadgets like medpacks, armor, and ammo reloads.
Also known as Imperium 2000, this is a more complex game by Avalanche Press that is based on Marc W. Miller's classic Imperium game from GDW.
OGRE was the first of the modern microgames, a quick action two player game played with dice and counters on a paper map.
The objective of the basic scenario is simple, a single large robotic tank, the OGRE, enters the map and must force it's way through a crowd of tanks and infantry to destroy their command post.
The game has also been adapted for computer and miniature play.
Strategic Starship Skirmish System. A game of space combat where thinking ahead is rewarded.
A modular rules system. Each race plays by their own rules and can be used as a stand alone game. At the same time however, each race can play against any other race without any problems. Each race is different on how they move, fire, take damage, and even how they go into hyperspace. But the one thing that doesn't’t change is that they are all totally compatible to play against each other.
It's a maneuver-based game in which thinking ahead will win the game more than any other factor. For instance, imagine playing a game with three ships aside. Next, you decide to play another game and have the same forces as before, but this time you move one ship over fifteen hexes from the position it started from in the previous game. Now the whole game can change, hinged on that altered starting position.
A cooperative board game where players complete missions before their homeworlds are destroyed.