Exodus: Proxima Centauri

2012 · 战斗

Exodus: Proxima Centauri

六个人类派系在文明崩溃后重建家园,定居于外星文明遗留下来的行星,并在其守护者离去后争夺控制权。 玩家可以组建可自定义的太空舰队,探索并征服星系,管理资源与后勤,并研究外星科技树来扩张自己的帝国。隐藏移动机制,以及与 AI 抵抗势力和其他玩家之间的战斗,共同决定领土收益;武器、舰船升级和占领行星则推动引擎构筑。 政治层面采用暗标竞价和投票机制,通过法律与决议来影响所有玩家。游戏既奖励军事行动,也重视经济与科技发展。

人数
2–6 最佳 6 人
游戏时长
180 分钟
年龄
14+
复杂性
3.6 / 5
6.9 来自 Ludoya战争桌游科幻区域多数 / 影响力六角网格模块化棋盘

在 Ludoya 的牌桌上

在 Ludoya 中查看完整统计
14
已记录对局
14
玩家
6
收藏数
7
愿望清单数

6.9/10

基于 4 条 Ludoya 评测

  • Balleflass7.0

    Has it all and wont overstay its welcome as long as you have a semi-aggressive group

    无记录对局

  • Evan7.0

    (Revised edition) The game is often described as a cross between Eclipse and Twi Imp. From Eclipse, it gets the upgradable space ships mechanic. From Twi Imp it gets a system of playing action cards where you use the primary, and then any player can pay cubes to use any of the secondaries available. The tech tree is imported in style from Clash of Cultures, although it again looks to Eclipse by making lower level technologies provide not a requirement but a discount for the higher level ones. The unique things about the game are that planets can be shared by multiple players, and endgame points for holding the planet go to most cubes on that planet, or shared in a tie. The movement rules are interesting, every hex has a number 1 to 6 on the edge. You take number tokens and log in the moves of each of your ships and simultaneously execute. I thought this was a really fun way to do movement, and bluff your opponents at the same time. I loved how your borders were somewhat fluid, and sometimes fleets would accidentally meet in space and have conflict. This mechanism was met with utter hate from my playgroup unfortunately, and was a major barrier to getting this game played. Unfortunately, the process of gathering and assigning the movement tokens is a bit complicated and fiddly. A better implementation of this system might have kept this game in my collection. I had heard this system got removed and replaced in one of the expansions, but by that point my group was categorically against trying this again. Combat is rolling dice, and if you get destroyed the ships are easily reconstructed, allowing for a decent comeback if you get blown to pieces. A flaw of the game might be that the game deeply rewards players for winning in combat. The most punchy player can become a runaway leader by virtue of lucky die rolls, or by picking on weaker fleets. All non-combat points are limited by what's printed on the board and remaining alien tokens. This is perhaps just the nature of the game. Cubes also have a strange component limitation. Players have a limited number of cubes despite that cubes are used for both charts and as people on planets. ★ 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

    初印象 · 2 局

阅读评测并打分

游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。