Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
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.
Area Movement
Move pieces between connected regions rather than along individual spaces.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Minimap Resolution
Resolve broader movement or conflict on a smaller linked representation of the map.
Combat Results Table
Compare opposing strength as a ratio, then consult a table to resolve combat.
Multiple Maps
Actions occur across more than one linked board or geographic scale.
Point-to-Point Movement
Move along explicit connections between named locations or nodes.
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