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Migration: Mars (Kickstarter – Swag Pack Pledge)
60m - 120m
2 - 4 Players
Ages 12+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
68.50
€
Original price was: 68.50€.
42.00
€
Current price is: 42.00€.
30 day low:
Out of stock
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Kickstarter – Gamefound
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tanka83
Il gioco è carino e divertente. Facile da giocare e non troppo grande da essere giocato quasi ovunque. Le risorse fatte a carte proprio non mi piacciono ma i materiali sono comunque ben fatti e carini da vedersi...
RyanL3211
I was looking at the comments for this game and not a lot of people really left great reviews, so I will take a crack at it. The game is fun to play, and the meteorites definitely get your heart pumping, hoping desperately not to get taken out of contention over a bad roll of the dice. To that end, the game is much more enjoyable as a 4 player game. When playing 2 player, the odds are fairly low that a meteor will hit one of the players, and if it does, they pretty much instantly lose. And then as a 4 player game, even though you can almost guarantee someone getting hit frequently, there is still a huge element of luck in being the one who gets out unscathed. As far as strategy, something the game seems to be sold on, I played a few games with friends that are pretty strong strategic board game thinkers, and we all believe to have essentially "solved" the game after just a few playthroughs. The key is refineries... they seem to be completely broken. Sure you have to pay for them every one time around the board, but you'll be able to afford it so easily almost immediately after buying the first refinery. Unless there is something I am misunderstanding in the rules, just make a refinery your first building and resource issues are a thing of the past. Then there is the problem of balance among the different factions. Furthermore, confusion about how each of them work exactly. I think translation makes it confusing, but our understanding of how the yellow corporation works makes it completely busted. We interpreted it to mean you essentially get 2 roll phases. The first roll phase in exchange for your colony and build phase, in which you can reroll the move die, and the second real roll phase. This just allows you to outvalue your opponents super fast with immediate, insane resource production. If it is supposed to be just one roll phase where you can reroll the move die, this corporation is terrible. The green one seems great at first, but again, refineries are so broken that it truly doesn't matter that you can trade resources of any kind instead of all the same. The blue one is interesting, in that you can delay your arrival back at the supply stop, but refineries being so broken, you rarely use it for that purpose. Then lastly red, which has a reroll on the collection die. Again this seems amazing, but in practice I rarely used that ability since it's a 50% chance at a 2 anyway, so the only rerolls I did were on 1's, which are more rare. Overall, the balance is just out of whack about this game. Refineries are priced appropriately, but everything else is so incredibly cheap that once you have even a single refinery and export station, you're all set to just start going for population. We were completing the game only having hit the supply stop 1 time, and sometimes a second time, but that was usually right before we would be finishing anyway. Maybe I misinterpreted some of the rules, and I truly hope that is the case, but things are too easy to buy. The gameplay is actually really fun, and the design is outstanding, but I will not be pulling this game out all the time since each game really does feel like a mirror match where you go for the same strat, only to be potentially hindered by a meteor. I hope this review helped someone, and please let me know if I may have misinterpreted something. I want this game to be more challenging that it appears to be. If it is actually harder than I realize, it may become a new favorite.
Jucarlien
I have backed the project on kickstarter, it seemed very promising at first but I was really disapointed. Good Points: -The game is really beautiful -The meteors are a great mechanic and fun to use (Although I really didnt understand why their tokens have 2 differents shiny painted surfaces when only one of them is ever used) -Seeing our colony grow is satisfying Bad points: -The rules are unclear and a few points are hard to find. -Low interactivity between players, if someone is winning there is nothing that the others can do to stop him, wich wouldnt be that much a problem if only the game wasnt based that much on luck -The events cards are too rarely drawn in my taste, even more in comparison to their quantity. Also, some of them have an impact so low on the game that they could just be ignored. -As has said an other reviewer, after only one game it is very easy to understand how to rush victory: Get the refinery -> optionaly build one or two other buildings-> accumulate ressources ->rush the habitats in one turn so that you dont pay the upkeep fees-> GG. By simply penaliting players that make too much time building habitats or giving bonuses to the players that build them first/fast, the game would already be more interesting. Also, maybe limit the number of ressources that a player can hold at once? So that they can less go all in in one turn, or maybe that this point was mentioned but also hidden in the rules? -Only one faction has an interesting power, the others are boring and one is just bad. -The game as low interactivity but even more if you dont play at 4 where all players are a bit tight in the board, in that case the buildings locations is more strategic and meteorits have more chances to land on buildings. Otherwise at 2 players and even 3, they could just be playing ignoring the others, it would be the same, once you get the export station exchanging with other players praticly never occures. -Why are the ressource cards so big? It really feels like the makers of this game only played monopoly and catan in their lifetime. At least monopoly doesnt try to pass for a strategic game, and catan even with less mechanics is more dynamic and has more interactivity. The game relies on luck but not in a way so that the game can be unpredictable, there is in the end very few options for players. You have a big board where the rover (our character) circulate, with a lot of squares, and you just make 5 different ones???? It's ridiculous. It's either "take this ressource" or "an event with most of the time no consequence occurs". Just put the type of ressource drawn on an other dice and there you go, you could have put a whole bunch of stuff happening in the board without barely adding to the list of material. I believe that with just more rules and event cards with more interactivity and impact on the game (and more occasions to draw them) it would be a really fun game to play. Its just a waste of potential for me. Im even modifying myself some events cards and rules (a lot) and maybe 3D print more building so that that this game can stop accumulate dust in my closet., im only giving it 4 stars because it looks great and that I can maybe make it a good game.