Undaunted 2200: Callisto

2024 · Sciencefiction

Undaunted 2200: Callisto

Conflict erupts on a corporate-run moon base as rival factions contest control of Callisto’s resources and infrastructure. Players command squads of troops and mechanized units across an illustrated map, maneuvering to seize high ground, secure objectives, and contest supply points. The game adapts a card-driven skirmish system for two-player, four-player, and solo modes: players play and discard cards to activate units, deploy reinforcements, and resolve combat while managing hand and deck. Tactical positioning, timing of card plays, and control of terrain determine victory as forces vie for dominance over the barren lunar landscape.

Spelers
1–4 best met 2
Speeltijd
45–60 min
Leeftijd
14+
Complexiteit
2,8 / 5
8,3 op Ludoyavanaf € 53,17OorlogsspelKaartspelTeamgebaseerd spelDobbelstenen gooienHandbeheer

Over het spel

Illustraties
Uitgever

Foto's van Ludoya-tafels

Alle foto's in Ludoya
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm
  • Undaunted 2200: Callisto op tafel, foto van Brandon Storm

Aan de tafels van Ludoya

Alle statistieken in Ludoya
36
Vastgelegde speelsessies
28
Spelers
1h 37m
Gemiddeld potje
26
In collecties
26
Op verlanglijsten

8,3/10

uit 3 Ludoya-recensies

Lees de recensies en beoordeel het

Regelvragen

Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.

Can I MOVE into a space I haven’t scouted yet?

No. MOVE and GUIDE can enter only spaces your faction has scouted or controls; SCOUT lets a unit move into unscouted spaces and mark them scouted. (p. 16)

Does SCOUT give me Interference cards?

Yes. For each new scouted marker you place with SCOUT, take an Interference card from your supply into your discard pile, if any are available. (p. 16)

Can I save cards in my hand for the next round?

No. After your turn, discard all cards in your hand and play area; the card you bid for initiative is also discarded. (p. 14)

If I hunker down a card, is it gone for good?

It leaves your deck and returns to your supply; a later BOLSTER action can add it back to your discard pile. You can’t hunker down an Interference card. (p. 15)

Do I need to roll more successes than the target’s defence to hit?

No. Roll the number of dice shown by the action, and the attack succeeds if any one die equals or exceeds the target’s total defence. The die type depends on the attacker’s and target’s elevations. (p. 19)

Does a successful ATTACK remove the enemy unit from the board?

Usually it removes one matching card from the opponent’s hand, discard pile, or deck, in that order; the counter stays on the board. The unit is neutralised and removed only if no matching card is in any of those places. (p. 19)

Opent de regelassistent van Ludoya, die het spelregelboek van dit spel leest.

Speldata (spelers, speeltijd, leeftijd, makers) van BoardGameGeek.