Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Unsettled (Kickstarter – Nebula Pledge with Sleeves)
60m - 90m
2 - 4 Players
Ages 14+
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
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
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
117.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
bcnevan
Each scenario does fine narratively. The writing is pretty good, despite some tonal disparity between the sci-fi serious art and the levity in the text. Gameplay-wise this is pretty mundane. The time mechanism provides the main driver and the scenario design asks the players to find the linear path that allows completion before time runs out. I find little satisfaction finishing a session, but perhaps the next planet will find the right mix of mechanisms and difficulty. There's also the continued itch that this game is a solo game that solves none of the typical issues when scaling to co-op.
Azurith
Base Game Framework Planet Box: 001_Wenora Planet Box: 002_Grakkis Planet Box: 003_Zehronn Planet Box: 004_Yendraal Planet Box: 005_Strannos Planet Box: 006_Kaélyfos Planet Box: 007_Koguya Planet Box: 008_Blackout Planet Box: 009_Gniir Module: Scientific Specializations Module: Scientific Fascinations Community Survival Task Pack Blue Rift Bonus Item Purple Rift Bonus Item 9× Planet Sleeve Pack
ajewo
Cooperative survival puzzle dice worker placement adventure game against time by the designers of Vindication. The overall game system reminds me somehow of T.I.M.E. Stories. Furthermore, each player has only a few actions each turn which should be used most efficiently but they may only by maintenance work which reminds me a bit of Nemesis (Untold Stories coop campaign). [b]Pros:[/b] + Great artwork and components. + Setting: sci-fi planets, science-centered, survival and exploration. + Narrative: well written: dry, funny, slightly sarcastic. The story is told in form of event and flavour texts on the cards (no long reading sections and no references like read 001, 007, 042...). + Action selection combined with dice. + Variety: base game system expanded with different planet boxes. Each planet box has its own set-up, mechanics, and rules. Each planet has three scenarios for replayability (with randomized set-up). + Players can unlock new, fun abilities. Some abilities increase coopeartion opportunities. + Each player has a different personality trait each game. + Trust management: trust between team members may change which also change the personality traits. + Scenario based (not a campaign game). + Overall well written (revised) rules, but a bit intimidating due to the number of pages (reference, appendix). [b]Neutrals:[/b] # Language dependent. # Potential for alpha gamer (open information game). # No combat / Alien invasion. # Mix between abstract/mechanic and thematic/narrative game. # Anonymous characters (no in-depth character development). # Some luck factor: dice rolls not mitigable, random set-up may create difficult scenarios. # Survival, puzzle game, but not an open exploration game because you do not have enough time to spend. # Difficulty is rather high (especially on the first try). # Actions cost time, taking too much action will loose you the game. It is all about efficiency. # Big box, unusual shape. Space is not that effiently used (Game Trayz). But very quick to set-up and tear-down. [b]Con:[/b] - The novelty effect wears off after a few plays of a scenario / planet. - I do not like the graphics of the player head tokens [b]See also:[/b] * Far Away: two player exploration space game with no time pressure, eco system that houses alien creates that act differently depending players interpretation, quite some randomness, gameplay is lighter. * Sleeping Gods: well written narrative, coop, all about exploration, open world, campaign. * Robinson Crusoe: difficult, swingy coop game, a lot of rules / complexity. * Vindication: competitive, open world, less thematic gameplay, by Orange Nebula. * Solomon Kane: resource management, narrative scenarios, playing virtues.