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Space Station box art
2011 Ranked #7,085

Space Station

A space-station building game in which companies pay for modules, use crew abilities, and compete for module majorities. Six yearly rounds reset resources and reward specializations before the final point comparison.

Strategy Games Card Game Science Fiction Pattern Building Hand Management

Players

2-6

Play time

Not listed

Age

12+

Complexity

2.16/5

Rating

6.57

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 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Finally, the international space industry is beginning to grow! To encourage the development, global funds are awarding prizes to companies that are outstanding in different areas.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Finally, the international space industry is beginning to grow! To encourage the development, global funds are awarding prizes to companies that are outstanding in different areas. You control one of those companies and want to compete for the biggest, best and most beautiful space station the world has ever seen. But the competition is hard... In Space Station you start your space station with a core module card on the table, then over six years (rounds) you expand it by paying and placing new module cards. Each year you start with a five card hand, crew tokens and new MegaCredits (money), with the amount of crew and money determined by the structure of your space station. You use money primarily to pay for new modules, and the crew gives you special effects on many of your modules. During the year, the players take turns doing actions such as building, using module actions, playing event cards, repairing or passing. When everyone passes, the year ends and victory points are awarded: There are six kinds (colors) of modules and for each kind, the player(s) with the most modules of that kind is awarded a victory point. Players' crew tokens are then reset, and player may discard a card before refilling their hand and getting money for the next year. At the end of the sixth year, the player with most victory point wins.

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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.

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–6
Play time
60 min
Age
12+
Complexity
2.2/5
Credits and catalog connections

Credits

Designers

1
Jacob Fryxelius

Artists

3
Daniel Fryxelius Jonathan Fryxelius Tanja Hofvander

Publishers

1
FryxGames