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Space Blast box art

Space Blast

Players

3-6

Time

?-?

Age

10+

Weight

1.6

Rating

5.59

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Space Blast has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Space Blast has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. Although it may take some time to learn, the game offers a fresh experience each time it is played.

Luck profile

Space Blast has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, the game still relies on a balanced mix of luck and strategy. Overall, luck plays a significant role in determining the game outcome, but player strategy and decisions also have an important influence.

Overview

Space Blast is a fast paced gamed based on the selection of 0 to 3 actions simultaneously by all players. The board represents deep space with hexagons where up to 6 ships will be firing missiles or laying mines. Every player gets, at the beginning of the game, a fixed amount of limited resources: 10 turns (left or right) 8 missiles 3 mines 2 brakes 4 ships (those tiles are stacked to represent the shield points of a ship) All of those resources are hidden behind a small screen. The goal of the game is simple : There can be only one left so you will have to eliminate all other ships with your missiles and mines. Possible actions: - turn right or left - brake (prevent the ship to move) - fire a missile - drop a mine Everybody then shows his selection of actions to be resolved in a specific order: 1. Turns (the ship turn of 1/6 of hexagon). 2. Every ship advances one hex (except if he chooses to brake). 3. All previously fired missiles advance 3 hexes. 4. Mine Layout. 5. New missiles are fired and advance 3 hexes. All used action counters are then discarded and cannot be used again in the game. The "shield" points are won by the players via a missile hit or the explosion of player's mines. Some can be lost also in the case of collisions. If a player's ship goes off the board because he has no turn or brake left, he's eliminated but still can get points if the mines he had laid out explode. The winner is the one who has the most points when only one ship is left on the board.

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Credits

Designers

1
Philippe Keyaerts

Publishers

1
NekoCorp

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