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Colonial Space Wars: New Horizons box art
2013 Ranked #15,272

Colonial Space Wars: New Horizons

This science-fiction tactical wargame has rival factions spend command points to activate units, move, attack, and eliminate enemy activation capacity. Each units actions must fit a limited command budget, making every turn a resource puzzle.

Wargames Abstract Strategy Science Fiction Action Points Point to Point Movement

Players

2-4

Play time

Not listed

Age

7+

Complexity

2.4/5

Rating

7.90

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 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

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?

New Horizons is the advanced version of the original Colonial Space Wars, a strategic 2-D wargame based on a sci-fi universe. During the game, 1 inch square pieces move across a rectangular board divided into squares arranged in rows and columns.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

New Horizons is the advanced version of the original Colonial Space Wars, a strategic 2-D wargame based on a sci-fi universe. During the game, 1 inch square pieces move across a rectangular board divided into squares arranged in rows and columns. Each player has a number of units in his army, which is set depending on the faction they are playing. We call this combination of units a “Combat Sword". Four factions are available for players: Union of Terra, Centauri Brotherhood, Heimdall Industries and Ascaryan Infestation. Game pieces represent the units of troops and vehicles in each army. Pieces have two sides, "Front" (Illustration and Health marker) and "Back" (Name, Attributes and Skills). Some units grant X "Command Points" at the beginning of each player turn, and all units require a number of "Command Points" to be used that turn (which is known as “Activating ” the unit). When all command points are spent, the opponent’s turn begins. Each unit, upon being activated, can move and act in any order. The possible actions are “Move”, “Embark/disembark”, “Attack” and “Use active skills”. A typical game is a Sudden Death match, where the winner is the player that eliminates their opponent’s ability to activate units. However, in addition to this a description of advanced rules and missions for more experienced players is given.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
30 min
Age
7+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
Jose Mendez

Artists

1
Africa Mir

Publishers

1
Vedra Games

Linked items

No published linked games yet.