TabletopWars.com | Board Games, Card Games, Dice Games, Miniature Games, RPG, and More in the Philippines
ADVERTISEMENT
   REGISTER NOW! | Home | About TW | Forum | Calendar | Media Gallery | Rewards Shop
SearchHelpLogin
ATTENTION:
To all new visitors, please register to access special features of the website.  It's FREE!!!
Pages: [1]   Go Down
 Print 
Author Topic: Exile Sun  (Read 58 times)
0 Members and 2 Guests are viewing this topic.
Gerald
(Raiyfe)


Maximum Gamer
*****

Karma: +17/-0
Offline Offline
Gender: Male
Posts: 921
1552.00 Kredz

View Inventory
Send Kredz to Gerald


WWW
« on: January 30, 2012, 10:30:12 AM »

Exile Sun combines some of the most compelling strategic mechanics in a way that delivers a streamlined, integrated and fast paced game of competition and conflict. Simplified deck building, hand management, simultaneous hidden worker placement, a card draft, 6 unique player advantages, and a revolutionary zero-luck combat resolution system ensure that playing Exile Sun is like no other game. Private and public card-based objectives give players options for points, but they must choose carefully when allocating their limited resources. The player with the most points accumulated at the end of three game cycles wins.


The game simply consists of cycles where each player in turn makes four fleet moves and then ends their turn by moving a pawn on the 'Timer Track'. The 'Timer Track' triggers events like 'Supply' and 'Battle' that effect all players simultaneously. Once each event is resolved, the player turns continue.

 
  • Moves - These moves can be regular movement, scanning an enemy fleet, launching a decoy fleet, and initiating a battle.
  • Events - The battle and supply events are resolved with a mechanic that may be best described as simultaneous hidden worker placement. This unique mechanic involves the use of a control card with 10 sliding tabs. The resulting game play is tense, intuitive, and intensely competitive.

Far off and forgotten, orbiting the Exile star, a fragmented group of Colonial powers are struggling to exist in the harsh environment of their foreign home. Having been unexpectedly cut off from contact with Earth over two hundred years ago, the process of gaining some economic recovery has been slow and arduous. With dissension rising among the populace, these leaders must compete to gain military, economic, and technological advantages over each other in a race to lead the united colonies in a mission to contact Earth. Time is short. While an outright planetary assault could express dominance in military power, perhaps luring out and destroying an opposing Flagship or Construction Shipyard can have the same effect using fewer resources. Or hit and run assaults with fleets of strike craft can be equally effective. But be warned, leaders dare not neglect their own colony resources, or their supporters will lose faith in them and they’ll fall quickly out of the race.
Logged

Pages: [1]   Go Up
 Print 
 
Jump to:  

Powered by MySQLPowered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0!Valid CSS!
Welcome, Guest. Please login or register.
Username: 
Password: 
Remember: 
 

Support TabletopWars.com

TabletopWars.com is run by volunteers and it continues to exist because of donations. To show your support, the best way is to send us monetary donations through the Paypal Donate Button below. In the Paypal final review screen, kindly indicate your TW Username in the provided field labeled "Add special instructions to the seller". We appreciate any support you can give. Thank you!


Win Cool Items in the Rewards Shop
ADVERTISEMENT




ADVERTISEMENT
MEMBER GROUPS

ALLIANCE OF ECLECTIC GAMERS AND INTERACTIVE STORYTELLERS (AEGIS)HEROSCAPE PHILIPPINESPHILBOARDGAMERSPUGSROLLING HILLS GAMING CLUB (RHGC)WARMACHINE PHILIPPINES
Copyright 2006-2012 TabletopWars.com. All rights reserved. Contents are copyrighted by their respective owners.
This website is optimized for Internet Explorer 6.0 and Netscape 7.2 with 1024x768 screen resolution.