Xia: Legends of a Drift System

2014 · Fighting

Xia: Legends of a Drift System

Players command customizable Tier 1 starships in an open-ended sci-fi sandbox. Each turn, captains pilot their ships through a modular drift system to explore sectors, accept and complete missions, mine and salvage resources, trade cargo cubes, and engage in ship-to-ship combat. Fame points accrue from missions, combat victories, trading profits, buying higher-tier ships, and claiming Titles; the player with the most Fame becomes the game's legend. Ship customization and player choice drive play: build fast scouts, heavily armed raiders, or balanced traders and adapt tactics as the board and opponents change. Games vary widely in scope and tone depending on player choices and table modding.

Players
3–5 best 3
Playing time
60–180 min
Age
12+
Complexity
3.2 / 5
6.6 on Ludoyafrom $134.59Science FictionSpace ExplorationGrid MovementLose a TurnMap Addition

On Ludoya's tables

Full stats in Ludoya
172
Plays logged
252
Players
2h 59m
Average play
101
In collections
28
On wishlists
1
Pre-ordered

6.6/10

from 61 Ludoya reviews

  • Fun8.0
  • Interaction6.0
  • Replayability10.0
  • Uniqueness8.0
  • Looks8.0
  • Accessibility6.0
  • Balleflass5.0

    Good production quality. Messy rulebook. Dice rolling for everything which makes it very swingy and a tad boring.

  • Mestremuten6.0

    Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 0/1

  • Evan0.9

    This is a pickup and deliver game in a similar vein to Merchant of Venus, but is significantly more random. Most of what you try to do in this game is based on die rolls. Roll low on your D20, and the consequences could ruin your next few turns. Roll high, and you get some benefit. The components look good, but I'm not certain the ship abilities are balanced with each other. I would like this game a lot more if rather than upgrading a ship part from rolling a D6 to a D12, instead you upgraded a D6 numbered 1-6 to a D6 numbered 4-9 or something of that nature, because it's frustrating to fail your rolls after paying for upgrades. Additionally, combat needs some work. In general, you are only really vulnerable to being attacked by other players when you are already in trouble. Then, for destroying you players get both points, and you drop your cargo for them to snatch up. This seems odd since you retain everything else. If you upgraded your ship, you also lose a turn. So, in effect, you can spend several turns gathering cargo, fail your movement rolls, run out of energy, be destroyed by another player easily, they get both your cargo (to turn in for money and points), and they get a free point. I can't emphasize enough how much randomness plays into this game. ★ 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

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Game facts (players, playing time, age, credits) from BoardGameGeek.