Space Exploration

Star Clicker

Star Clicker is the new cooperative game of Christophe Raimbault - author of Colt Express - in which players are kids trying to save their planet from evil aliens while their parents are in mission far far away.
“Easy, we’ve seen our parents do it so many times!"
"Let’s click on that button...”
“Oups, sorry for the missile in your ship bro...”

How to play?
Starclicker is a cooperative game in which you embody a pilot kid trying to save its planet from an Alien attack. At your turn, click and reveal one of the 9 buttons from your Spaceship Dashboard and do its action: move forward one tile, shoot, make a quarter turn or joker (choose among the 3 actions). When three of the buttons of the same zone are revealed, hide them. When you shoot a friend, shuffle the three buttons of the colour of the shot. When you shoot an alien ship, remove it from the board. When you land on a new tile, flip it to reveal its hidden face. There can be nothing, a meteorite or a satellite. When an alien ship reaches the planet, it damages its shield. Once there is no shield left the next damage is the last one and game is over. You and your team win when all the communication satellites have been repaired and before the mothership is empty or planet destroyed.

—description from the publisher

Spaceteam

Spaceteam is a fast-paced, cooperative shouting card game in which you race to repair your malfunctioning spaceship.

Your goal is to ensure that all ship systems are functioning properly before time runs out. Each player must deal with the various malfunctions in their sector by flipping cards from the malfunction deck in front of them, and fixing the ship's systems. You'll have an arsenal of disorganized space tools spread among all players' hands, but finding the right tools can be harder than you think, especially when your Spaceteam is franticly worrying about malfunctions in their own sector. If that wasn’t hard enough, you’ll also have to deal with complications such as wormholes and asteroid fields, which require the coordination of the entire Spaceteam. There are no turns; everyone plays and shouts at the same time. Victory is achieved if enough malfunctions are corrected to reveal the 6 hidden System-Go Cards before time is up.

On Mars

Following the success of unmanned rover missions, the United Nations established the Department of Operations and Mars Exploration (D.O.M.E.). The first settlers arrived on Mars in the year 2037 and in the decades after establishment Mars Base Camp, private exploration companies began work on the creation of a self-sustaining colony. As chief astronaut for one of these enterprises, you want to be a pioneer in the development of the biggest, most advanced colony on Mars by achieving both D.O.M.E. mission goals as well as your company’s private agenda.

In the beginning, you will be dependent on supplies from Earth and will have to travel often between the Mars Space Station and the planet's surface. As the colony expands over time, you will shift your activities to construct mines, power generators, water extractors, greenhouses, oxygen factories, and shelters. Your goal is to develop a self-sustaining colony independent of any terrestrial organization. This will require understanding the importance of water, air, power, and food — the necessities for survival.

Do you dare take part in humankind’s biggest challenge?

On Mars is played over several rounds, each consisting of two phases - the Colonization Phase ​and the Shuttle Phase​.

During the Colonization Phase, each player takes a turn during which they take actions. The available actions depend on the side of the board they are on. If you are in orbit, you can take blueprints, buy and develop technologies, and take supplies from the Warehouse. If you are on the surface of the planet, you can construct buildings with your bots, upgrade these buildings using blueprints, take scientists and new contracts, welcome new ships, and explore the planet’s surface with your rover. In the Shuttle Phase, players may travel between the colony and the Space Station in orbit.

All buildings on Mars have a dependency on each other and some are required for the colony to grow. Building shelters for Colonists to live in requires oxygen; generating oxygen requires plants; growing plants requires water; extracting water from ice requires power; generating power requires mining minerals; and mining minerals requires Colonists. Upgrading the colony’s ability to provide each of these resources is vital. As the colony grows, more shelters are needed so that the Colonists can survive the inhospitable conditions on Mars.

During the game, players are also trying to complete missions. Once a total of three missions have been completed, the game ends. To win the game, players must contribute to the development of the first colony on Mars. This is represented during the game by players gaining Opportunity Points (OP). The player with the most OP at the end of the game is declared the winner.

Cosmic Encounter Duel

The Cosmic Citizenship Council has announced it will allow two new alien species to join its ranks, but they forgot to make two copies of the filing form — which means that only one species can join! Now, the two candidates must battle for control of the planets to determine who deserves the right to become a Certified Civilization.

Cosmic Encounter Duel is a competitive standalone two-player game in the Cosmic Encounter universe in which you and your closest frenemy race to be the first to control five planets. Each of twenty-seven alien species comes equipped with its own unique abilities that play with the game mechanisms in some way, offering you an edge in the fight, e.g., the Cheater, who can reserve an additional tactic that they can put toward any fight in the game — as long as their opponent doesn't call out how they're trying to "cheat". How your game of Cosmic Encounter Duel plays out will inevitably be affected by which powers each dueling species has and how they play off of one another.

In addition to your unique species and its ability, you have twenty spaceships to traverse the cosmos and maintain control over the five planets you need to become a Certified Civilization. As long as you have a ship on a planet, you have control of it, even if your opponent also has ships there and you must share control. You can deploy these ships to fight in duels, use them to act as reinforcements, or draw them back for a tactful retreat. Just don't lose them to the Warp or let them be claimed by the black void between the stars and end up lost in space forever!

To play, players draw and resolve Destiny cards, which come in three types: Discovery cards, Event cards, and Refresh cards. Discovery cards have you and your opponent discover a planet and duel for control, while Event cards ask you both to test your mettle against a variety of challenges and cosmic calamities, and Refresh cards offer a respite in which you can recover ships, gather allies, and ultimately prepare for another clash.

At the start of a duel, you and your opponent secretly decide how many ships to send to the planet, and once they have been deployed, you can call upon any befriended envoys. To plan your attack, you secretly choose a card from your hand and a standing tactic from your collection to either guard your ships or blast your opponent's ships, then you fight, sending ships to face-off for control of the planet until the winner claims their prize while the loser retreats. After you and your opponent resolve a Destiny card, you check the icon on the bottom of the card to determine which deck to draw from next, then the race continues.

—description from the publisher

Beta Colony

It all started when the Imperium seized control of Earth and declared martial law, sentencing those who opposed their will to immediate death or worse fates. It seemed as if all hope was lost, but before their edict could be carried out, a group of defectors managed to wrest control of the Ridback, a Class–II jumpship, and flee with as many of the condemned as they could save.

It has been close to seven years that these refugees from Earth have called the Ridback home, and finally the crew has found a planet with promise. They have managed to establish outposts around it, and now the great burden falls on you to expand these small “alphas” into a full-fledged Beta Colony. Success will mean that your people will be able to begin life anew on exoplanet 14 Bos c, or, as they have renamed it, "Victus" — Latin for "way of life".

In Beta Colony, you play as one of five Directors working to create prosperous colonies. If you earn the most Confidence Points (CP), you will be elected as the first leader of Victus. Players will collect the needed building materials to produce and erect colonization pods – Defense Stations, Science and Tech Towers, Living Quarters, Agriculture Pods, and Water Treatment Centers – on the varied terrain of Victus.

Using a unique "rolldell" mechanism (dice + rondel), Beta Colony is a mid-weight strategic game for players of all levels. Each round, the start player rolls their set of four colored dice. All other players duplicate that roll with their own dice. Players take two actions each round, one action at a time in turn order, with each action using two dice. Players will use one die to move and one die to activate the location to which they moved. Die color and value affect how each of the seven unique locations are used. Players will build colonization pods at each of three colonies to gain the confidence of the settlers and lead them to glory!

—description from the publisher