![]() ![]() The toy factor calls to mind classics like Space Crusade and Heroquest. The miniatures are very descent and I found them worthy of speed-painting with some Citadel Contrast colours to decent tabletop results. It’s all color printed cardboard so there’s very little prep work required to get this stuff on the table. The game is packaged with a mousepad-style mat, a ton of walls that you clip together with plastic clips, and lots of assorted scatter. The rules writing is a definite downer, and despite the other downer of extended setup time required my litany of love for this game has to include the terrain. It really could have used a solid player reference card. The campaign game lets you improve your crew members, their ship, and do a little buy/sell/trade of gear with various equipment vendors.The rulebook makes learning about and executing all of this stuff unnecessarily fussy and initially bewildering, but once learned the process is quite smooth and relatively free of superfluous crap. Each character has a host of skills and specializations that add a lot of variety and texture. There are NPCs that you can trade with, persuade to join your crew, or they may decide to shoot at your people. Ammo is tracked, and there are weapons you can overcharge to pump out more damage – if they don’t jam. The messy rules buy a lot of neat possibilities on top of the usual skirmish tropes. The result is a very reliable sense of the whole thing just going pear-shaped and descending into absolute mayhem in the back stretch of each mission as teams scramble to get out alive. The first time someone shoots at a Purge robot in a turn, you also add a peg. Further along the Hostility tracker, new enemy types become available and MORE start streaming in through the spawn points. There is a hostility gauge that goes up a peg each turn, and as it increases the likelihood of the Purge (the killer robots) showing up to sour the job. I’m totally in love with this game’s tempo. This is extremely cool, especially in campaign games where maybe that time you helped the other guy or gal out pays out when you are in a pinch yourself.Īnd you will get in a pinch because this design has a built in escalation mechanism. It’s not co-op, but the game’s situation actually creates space for negotiation and alliances of convenience. What I really love about Core Space is that it captures a real sense of being in the middle of a sci-fi shootout, casting you as the action director of episode of an imagined show about scrappy bands of renegades fighting over a score and then maybe finding themselves strange bedfellows as they have no choice but to team up against a horde of killer robots. This is a visceral, exciting game that exists somewhere in the space between cult classic Earth Reborn, vintage ganger-banging Necromunda, and a thawed out Frostgrave in space. Or maybe you’ll pop open a crate to find a sick weapon that you can use or sell for the money. ![]() If you’re lucky, your crew won’t be the one trying to drag a downed teammate back to the extraction point. Rival trader crews are tasked with completing raids to accomplish scenario objectives, and these sorties inevitably end in shootouts, lots of looting, and shattered robot bodies. ![]() This is the Mass Effect, Firefly, Solo, or Cowboy Bebop game you have been waiting for. Let’s just go ahead and dispense with those “concerns” in the opening salvo here.īattle Systems, a UK-based manufacturer of some really cool cardboard terrain, has cooked up a sci-fi skirmish game to go with their products and the result is a stunner, despite those potential “concerns”. The other answer you might be looking for is also yes. Core Space is worth spending 20-30 minutes to set up. ![]()
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