allboardgames.com
Buck Rogers: Battle For The 25th Century Game box art
1988 Ranked #4,836

Buck Rogers: Battle For The 25th Century Game

A solar-system conquest game where players build forces, move between planets, and fight for control of future territories. Planetary orbits create rare windows of proximity, so long-term planning can set up surprising invasions.

Wargames Comic Book / Strip Movies / TV / Radio theme Area Movement Minimap Resolution

Players

2-6

Play time

Not listed

Age

10+

Complexity

2.68/5

Rating

6.48

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Fight for control of the twenty-fifth century Inner Solar System as imagined in the 1950s in this strategy game which is a close relative of Axis & Allies.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Fight for control of the twenty-fifth century Inner Solar System as imagined in the 1950s in this strategy game which is a close relative of Axis & Allies. The map board's Solar System Display keeps track of the 4 inner planets (Mercury through Mars) and the 9 larger asteroids along their orbits. The rest of the board is taken up by the various territorial displays; the larger planets are subdivided, plus there is Deimos around Mars, the Moon, L-4 and L-5 around Earth and Mercury's two artificial satellites --for a total of 42 territories. Leader Characters each have special powers. Troopers represent the grunts --infantry workhorses and cannon fodder. "Gennies" are Genetically Engineered fighters; they are stronger than Troopers but cannot leave the planet for which they were designed. Transport ships carry troops and factories between planets. War ships come as Fighters and Battlers (i.e., Bombers). Killer Satellites play the role of air defense. Factories make all these pieces - although you do have a Black Market option. As the planets move through their orbits you must plan your own moves well in advance to exploit planetary conjunctions. The movement rules consider not only the ship movements in the planet's orbits, but also the respective revolutions of the planets around the sun, and allow players to plan some nice surprises when two planets are near one another, which usually happens only once or twice in the game. Upgraded by: Buck Rogers 2.0

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Unverified shopping references

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
3–6
Play time
120 min
Age
10+
Complexity
2.7/5
Credits and catalog connections

Credits

Designers

1
Jeff Grubb

Publishers

1
Tactical Studies Rules (TSR)

Linked items

No published linked games yet.