Lift Off

2018 · Weltraumerkundung

Lift Off

Die Spieler leiten während des Wettlaufs ins All in den 1950er- und 1960er-Jahren private Raumfahrtagenturen und entwickeln Technologien sowie Fähigkeiten, um Missionen abzuschließen. In jeder Runde stellen die Spieler Spezialisten ein, verbessern Raketen, verwalten Ressourcen und wählen Missionen sowie Nutzlasten für den Start aus. Planung und Ressourcenmanagement bestimmen, welche Meilensteine ein Spieler erreichen kann und wie effizient die Missionen erfolgreich verlaufen.

Spieler
2–4 am besten mit 3
Spielzeit
60–120 Min.
Alter
12+
Komplexität
2,8 / 5
7 auf Ludoyaab 35,90 €Industrie / HerstellungSets sammelnGeschlossene Auswahl

An Ludoyas Tischen

Alle Statistiken in Ludoya
24
Erfasste Partien
34
Spieler
1h 38m
Durchschnittliche Partie
16
In Sammlungen
1
Auf Wunschlisten

7,0/10

aus 9 Ludoya-Rezensionen

  • T3NjYXI7,0

    Tematicamente resuelto y estetica muy chula. Las mecanicas cambian a 2 o más jugadores, ya que a 2 tenemos muy limitadas las cartas de nivel 1. Thematically resolved and very cool aesthetics. The mechanics change to 2 or more players, since we have very limited level 1 cards in a 2 player setup,

    Erste Eindrücke · 2 Partien

  • Evan6,0

    In this game players draft three cards per round then play 2 with the goal of having the money and requirements at the end of each round to launch their rocket drawing them bonus cards which score them points. Over the course of the game you slowly and painfully upgrade your abilities getting you into the more valuable reward card piles. It's a generally nice experience with the exception that at the start of the game each player gets a number of special endgame condition cards and the various powers of those cards felt somewhat uneven. One player got cards that rewarded them for completing missions of certain levels which is something you'll do anyway since that's where most of the points come from in the game. I on the other hand got a card that gave me points for upgrading my rocket which is an expensive process that rewards no inerrant points, a card for having sets of different tech cards which is something you'll sort of so to meet the requirements of launch it's again not something you'd really focus into doing, and the third was a card for specifically storing up on one color tech which I don't see anyone doing outside of having this one card. Even if I had pushed into them none of these cards could ever pay out as many points as the other cards in the deck do. I don't know that I'm prepared to say the experience of the game is ruined just because of some bad flip luck in uneven cards, but it's probably enough to prevent me from playing again unless someone feels very strongly about it. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ☆ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment

    Erste Eindrücke · 1 Partie

  • Kush7,5

    Tier 3- Very good but with a few minor flaws, still enjoyable for many (5-10) plays Quite enjoyed my first play. The game has depth and learnings to be had on building and timing of your engine. Love the theme and art direction however the game really needs a player aid / check list for the round structure and "launch phase"— a major oversight by the publisher. It could have even been printed on the board or the player boards! Lack of these just adds to the gameplay which seemed a tad long. However, it was faster as we got use to the turns and I can see the 2nd game moving along just fine. Looking forward to playing more as this has potential to move up a tier!

    3-mal gespielt

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