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Cosmic Run: Express box art

Cosmic Run: Express

Players

1-2

Time

10-15

Age

10+

Weight

1.67

Rating

6.84

Fit

Teach 2.4

Teaching signal

Replay 3.8

High replayability

Interaction 3.8

Highly interactive

Scaling 3.8

Scales well

Strategy 4.6

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation, high frequency of interaction, and low emphasis on cooperation.

Replay value

Cosmic Run: Express has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, offering a good balance between simplicity and depth. Overall, Cosmic Run: Express has a solid replayability score of 7.6.

Luck profile

The final luck score for Cosmic Run: Express is 7, indicating a moderate level of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Race to distant planets in search of a new home, in this standalone mini-card game in Dr Finn's Cosmic Run universe. In the 2-player game, players race to be the first to reach 3 planets. A player reaches a planet by earning 12 movement points toward that planet. The game is played in a series of rounds until someone wins. In each round, players are dealt 6 "ship" cards (which are 1 of 4 colors, or suits, numbered from 1-4). They simultaneously pass 2 cards to each other. Players then simultaneously play 1 card at one of the 3 planets, until all 6 cards are played (and they must play them so 2 cards are at each planet). Players score "movement" points in 1 of 3 ways. (1) When placing a ship card, players score a movement point if the ship card color matches the icon on top of their movement card (which is used to keep track of the movement points, so this icon color keeps changing). (2) By having the best 2-card hand at a planet. Using typical poker-like ranks, players compare hands and the best hand earns 2 movement points. (3) Each card, in addition to having a suit and a number, has an arrow that can be oriented to point left or right (by rotating the card). The player earns a bonus movement if the arrow color matches the color of cards played in the adjacent column. The game is very portable, consisting of only 25 cards. For 1-player, there is a mechanism for competing against a dummy player. -description from designer

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Credits

Designers

1
Steve Finn

Artists

3
Sebastian Koziner Rocío Ogñenovich Lawrence van der Merwe

Publishers

1
Dr. Finn's Games

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