Friday, May 6, 2016

Tabletopper Friday - Tiny Epic Galaxies (2015)

Nothing gets played more than Love Letter round these parts but Tiny Epic Galaxies (2015) comes pretty darned close.  I've written about it time and again but it's important that the games that make the best impression make the biggest splash too as far as my blogging is concerned.  I've said before that of the Tiny Epic games, I don't care much for the others but Galaxies just seems to hit all the right buttons with me.  I'll check out Western when it arrives but have a feeling it will take a lot to make me feel it is more like Galaxies than the others.


The description from Board Game Geek is as follows:
A thirty-minute game of galactic conquest, Tiny Epic Galaxies is driven by an exciting dice-rolling mechanism that rewards thoughtful programming of the results. Players control a home galaxy and a fleet of space ships. As players upgrade their galaxies, they gain access to more ships and more dice.
Each turn, a player rolls a set of dice; how many dice are rolled is determined by the level of that player's galaxy. Each side of the six-sided die represents a different type of action: Movement, Colony Action, Harvest from Culture Planets, Harvest from Energy Planets, Improve an Economic Influence, and Improve a Diplomatic Influence.
After the roll, the player sorts the results of the roll (one selective re-roll is allowed) and organizes the dice in a desired activation order. Each die, in order, is then resolved and the results are immediate, which allows the player to pull-off unseen combos and surprise other players. Other players have the option to copy other player's actions...at a cost!
As players expand their galaxy by colonizing other planets through economic and diplomatic influence, they gain victory points AND the special powers brought in by those planets! In addition to galaxy upgrades, effective resource management provides luck-mitigating options that can sway the game in a calculated player's favor.
Whoever achieves the most points from acquiring planets and upgrading their personal galaxy wins!

I've gotten into the habit of letting the Secret Mission I choose largely dictate my game, no matter what comes in the center of the table.  I'm wondering if I should be more flexible and let the Secret Mission just be icing on the cake, taking advantage of the circumstances and rushing toward an ending.  I'll have to think on this more.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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