FICHA DEL JUEGO
Galaxy Command
Precio:
38,5 € - 15% = 32,75
Edicin: 
Juegos de Mesa
a partir de 10 aos unos 45 minutos 1 jugadores mnimos 4 jugadores mximos
a partir de 10 aos unos 45 minutos 1 jugadores mnimos 4 jugadores mximos

En la Tienda MasQueOca existen varios estados en el que puede estar un juego:
En stock: el juego est actualmente en nuestros almacenes y disponible para su envo. (*) Unidades Limitadas: tenemos en stock unas pocas unidades del juego bien por tratarse de una oferta especial en precio o porque el editor ya ha agotado las unidades de las que dispona y de momento no tiene previsto hacer una reimpresin. (**)
Preventa: el juego tiene una fecha aproximada de recepcin por nuestra parte indicada en la ficha del juego y se proceder al envo del pedido en cuanto lo recibamos. Atencin, las preventas no son reembolsables! Disponible Bajo Demanda: el juego no est en este momento en nuestros almacenes pero en principio estamos esperando su reposicin por parte del proveedor. El tiempo de reposicin para un juego nacional es de 1 semana y para un juego de importacin suele ser de 3/4 semanas, pero es probable que recibamos la reposicin antes. (***)
Pendiente de Primera Edicin: el juego no ha sido todava editado por el fabricante pero se puede reservar sin compromiso para poder tenerlo asegurado cuando se edite. No es posible adquirirlo todava pero s reservarlo. Cuando tengamos una fecha aproximada de recepcin el juego pasar al estado Precompra. Agotado / Pendiente de Reedicin: el juego se encuentra agotado por el fabricante y est preparando una reedicin. El juego se puede reservar sin compromiso para poder tenerlo asegurado en el momento que se reedite. No es posible adquirirlo todava pero s reservarlo. Cuando tengamos una fecha de recepcin el juego pasar a Precompra.
Descatalogado: el juego ha sido descatalogado por el fabricante por lo que en principio no se espera ninguna reimpresin. No obstante, en contadas ocasiones, un fabricante decide volver a imprimir un juego. No es posible adquirir el juego pero s reservarlo. Si tenemos constancia de una reimpresin y una fecha aproximada de recepcin, pasar a Precompra.
(*) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situacin el juego pasar a disponible y se lo comunicaramos por correo electrnico. (**) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situacin el juego pasar a disponible bajo demanda a precio normal o a descatalogado y se lo comunicaramos por correo electrnico. (***) Salvo que al solicitar la reposicin al editor nos comunique que el juego est descatalogado o pendiente de reimpresin. Lo que se comunicar por correo electrnico en cuanto tengamos conocimiento.

Galaxy Command

In GALAXY COMMAND, 1 to 4 players take the role of a galaxy commander. Each tries to maintain a delicate balance of resources, military power, and technological achievements as they explore the galaxy. Game play is fast and fun with varied decisions to be made by each player during their missions.

In each game of Galaxy Command there are near and far systems that must be overcome in order to bring in new resources and wealth. Near systems must be explored before attempting to reach far systems. Some far systems require key technology to be reached with any chance of success. Near systems provide resources that can build your military strength and develop technologies allowing you to overcome challenges as you go deeper into space.

During a turn players reveal a system card (starting with near systems) on their mission path and try to overcome its obstacles. Next they collect wealth and resources and build military strength and technology. And finally a random event card is drawn that may affect one or all players in the game. The event cards are also the timer on the game. When the event cards run out the game is over. The Galaxy Command (all players) saves or fails in its mission by reaching enough far systems to sustain its empire. Each Galaxy Commander (individual player), provided the empire is saved, can be the best among peers by his contribution (score) to the overall mission success.

No two games will play the same as the systems you get, and the decisions you make will change game to game. The event cards affect different players during each game. The game plays in 15 to 45 minutes depending on the number of players and how quick they play. The game is playable for ages 8 to 800 (if your from planet Cirius...).

Originally published by Robert as a print and play solitaire game with 19 cards. In this version we have taken the original game, added a multiplayer element by expanding the deck to 54 cards, new artwork, planets, and challenges but keeping the clean mechanics in place. The game was well received as it was and now we have made it playable from 1 to 4 players yet still keeping it playable in under 45 minutes.



What the game is about

The game is about discovering deep space and conquering new systems.
But I found the real pleasure wasnt in the points you score or the feel of being a successful conqueror when things work out well. No, the pleasure is in the system cards. They show unknown planets and stars, taking your imagination millions of light-years further than usual. Its so fascinating to spread those beautiful cards in front of you, whether they show the friendly (conquered) systems of your growing empire or the resisting systems youll try and conquer later again. Poetry, I tell you.

Mechanics

There are 2 cards decks and a player mat showing information concerning the development of your growing civilisation.

A deck shows systems to discover and conquer. They will bring you ressources and/or victory points.
You always use the same deck when you play so even if you know the game well you dont know when youre gonna discover this or that system.
Well you know youll only be able to discover the 3 distant systems later in the game, but no big deal here.

The 2nd deck is about events occuring while you expand your empire.
Interestingly, some cards wont be used (1 in the 1st half of the game and 2 in the 2nd half) so you wont necessarily know whether youre gonna have to face revolts, invasions or such.
This will bring surprises and this is good.
The 2nd deck is also the clock of the game. When youve been through it twice, the game ends and you score points.
Then you can see how well you fared, mostly by comparing with previous games.

The player mat allows you to keep track of your ressources, military strength and the most important Technology Upgrade Chart.
Technologies will help you develop your empire and fend off threats.
I was really surprised (and pleased because I find it daring) to find concepts like Robot Workers that will soften the economical damages of strikes (who cares about unhappy workers anyway?) or even the Hyper Television helping you to tame revolts (really? TV can make people sheepish?).

Poetry with a pinch of sociology How often do you play games like that?