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Leaving Earth box art
Rich game profile

Leaving Earth

The year is 1956. Mankind stands at the dawn of a new age, the Space Age, when the flying bombs of yesteryear will become the rocket ships of tomorrow. As the director of a national space program, your country is depending on you for success in this great contest. You may be the...

Players

1-5

Time

60-180

Age

15+

Weight

3.72

Rating

7.74

Should this hit the table?

Quick read before the metadata.

Leaving Earth has a moderate level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. While there is some level of cooperation required, it is not the main focus of the game. Overall, Leaving Earth offers a good level of player interaction.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 4.0

More strategic control

Table feel

Leaving Earth has a moderate level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. While there is some level of cooperation required, it is not the main focus of the game. Overall, Leaving Earth offers a good level of player interaction.

Replay value

Leaving Earth has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, but the game adapts well to different player counts without compromising its appeal or balance. While the game may take some time to learn, it offers a rewarding and engaging experience for those willing to invest the effort.

Luck profile

Leaving Earth has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate this randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Leaving Earth is a game that relies more on player decisions and strategy rather than luck.

Overview

What ABG knows about this game

The year is 1956. Mankind stands at the dawn of a new age, the Space Age, when the flying bombs of yesteryear will become the rocket ships of tomorrow. As the director of a national space program, your country is depending on you for success in this great contest. You may be the first to create an artificial satellite, send a probe to another planet, or even put a man on the moon. Leaving Earth is a game about planning and about managing risk. With even a single grand journey into outer space, you might claim victory in the game. Consequently, it is your job to plan each journey carefully, finding the cheapest, quickest, and safest ways to reach your objective—but do not spend too long preparing, or another nation might reach its goal before you. On your turn, you will be conducting research, building spacecraft, and directing journeys into outer space. To conduct research, you buy an advancement that begins with certain flaws, then you test the advancement to find and eliminate those flaws. To build a spacecraft, you purchase components and assemble them into a whole. To travel to outer space, you expend rockets to maneuver from one location to another.

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Editions

Versions and regional releases

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Credits

People and publishers

Designers

1
Joseph Fatula

Artists

1
Joseph Fatula

Publishers

1
The Lumenaris Group, Inc.

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