allboardgames.com
Jupiter Rescue box art
2013 Ranked #5,542

Jupiter Rescue

A cooperative space-station game has maintenance robots escort colonists to safety before alien creeps overwhelm them. Destroyed tiles and growing infestations make every action choice a race to preserve escape routes.

Science Fiction Modular Board Variable Player Powers Space: Jupiter

Players

2-7

Play time

30-60 min

Age

15+

Complexity

1.88/5

Rating

6.66

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 4.1/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

You're a team of lowly maintenance robots built to keep the space station operational and clean so that the colonists can get on with...whatever it is they do.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

You're a team of lowly maintenance robots built to keep the space station operational and clean so that the colonists can get on with...whatever it is they do. Unfortunately, the station has been invaded by creeps, alien creatures that slowly advance toward food (the colonists) so that they can multiply. The only thing keeping the colonists from being completely wiped out is your knowledge of the station, a couple of specialty tools and abilities unique to each of you, and a little bit of problem-solving code installed so you could do your jobs efficiently. Jupiter Rescue is a co-operative strategy game in which players work together to escort 28 colonists to an escape pod before they're converted into alien creeps. Each turn, players may take five actions, choosing from common options — moving themselves, moving nearby colonists, or killing alien creeps — and a series of programming cards that grant them special abilities. These cards can be played on the player's turn to activate the ability. Each player also gets to choose one card to be his "core" ability, letting him use it every turn instead of discarding it. New creeps are added to the board, which is composed of tiles, at the end of each player's turn by rolling a die; if a tile fills up with creeps, it's destroyed and removed from the game. Players lose if enough colonists get turned into creeps, or if certain key board tiles are all destroyed. Double-sided tiles allow for hundreds of station variations.

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
2–7
Best with
2–6
Play time
30–60 min
Age
15+
Complexity
1.9/5
Credits and catalog connections

Credits

Designers

1
Mark Major

Artists

2
Dave Aikins Mark Major

Publishers

2
Twilight Creations, Inc. Whirling Derby Games

Linked items

No published linked games yet.