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Chimera Station
60m - 90m
2 - 4 Players
Ages 13+
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
52.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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Adult
Thematic
Ελληνικα Παιχνιδια
LCG
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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Sapphire Sleeves
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Marvel: Crisis Protocol
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carbon_dragon
Too complex, too many exceptions, bad iconography and terminology. Not an awful game if you get past all that but lots of AP.
BradJacobs
Chimera station was fun to play, but it actually left me sour after I won by a big landslide. This happened because I was able to make some pretty ridiculous combos that my opponents couldn't replicate once I had done them. I think it tried to be a big sandbox of worker placement with a lot of paths to victory and cute minis, but ultimately felt too loose, not balanced, and overly random for my taste. I don't think it's catastrophically bad, but I feel that the design isn't that good to warrant a return
bnordeng
Chimera Stations is a worker-building and worker-placement game where players are using their aliens to collectively build a space station. It's not cooperative though; you want to do the best job of building the station and managing your aliens. We played the "advanced" game where your type of alien has a special ability. For example, leafy aliens can spend food like it's money; the brainy aliens don't lose a component (brain) when they up their research track. The worker-building part of the game is pretty neat and the components are fun too... colorful and playful. Put the leaves on your alien and you don't have to feed them; add a brain and they score when visiting a space station; put some claws on the alien and they can go where they want, kicking out other workers. Because you can add two components per alien, you can get a double brain alien or double tentacle alien which provides other, special benefits. The rest of the game feels pretty similar to a lot of Euro games and that's not a great thing. There are cards can give players their own, personal worker-placement location or a repeating benefit during the game. Some of the cards are interesting, but they seem to be too unbalanced (or I played wrong in my one play). I would try it again if the opportunity presented itself though I'm concerned it may be underdeveloped.