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Galaxy Defenders Board Game
|Price:||£69.54 FREE delivery.|
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- A sci-fi cooperative, tactical battle game
- Each player takes control of one or more agents with unique powers to defend the planet
- 1-5 players fight together against an oncoming alien menace
- Custom ten-sided dice
- Includes high detailed plastic minatures
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|Sold By||docsmagic||Amazon.co.uk||docsmagic||Amazon.co.uk||mozee enterprise||Amazon.co.uk|
|Age Range Description||—||14 years to 18 years||13 years to 99 years||—||144 months to 180 months||—|
|Are Batteries Needed To Power the Product or Is This Product a Battery?||No||No||No||No||No||No|
|EU Toys Safety Directive Age Warning||Not suitable for children under 36 months||Not suitable for children under 3 years. For use under adult supervision||Not suitable for children under 3 years. For use under adult supervision||Not suitable for children under 36 months||Not suitable for children under 36 months||—|
|Item Dimensions||40.64 x 8.89 x 27.94 cm||30 x 10.16 x 37.01 cm||9 x 41 x 28 cm||29.84 x 29.84 x 10.79 cm||7.11 x 29.46 x 29.46 cm||29.46 x 7.11 x 29.46 cm|
|Number of Players||1-5||1 to 5 Players||1 to 5 Players||2-5||5||4|
This product is subject to specific safety warnings
Galaxy Defenders is a sci-fi cooperative, tactical battle game in which 1-5 players fight together against an oncoming alien menace. Each player takes control of one or more agents with unique powers to defend the planet from the alien invasion. Gameplay revolves around a tactical combat system, using custom ten-sided dice. Each player sequentially plays his Agent turn and then one Aliens turn. Players carry out their turns [agent and aliens] in clockwise order until the last player finishes his Aliens turn. Once done, the game passes to the Event phase that will bring the players to the next round. Players may choose up to five agents: Marine: Coming from U.S. Special Forces, the Marine is an excellent soldier who can manage different combat situations, especially multiple enemies. Biotech: The Biotech is the most technologically adept agent in service. He can use Nano-Technology to heal wounds or control war drones. Infiltrator: A deadly and stealthy agent. This lethal specialist prefers hiding in the shadows. She has fast movement and good short-range combat ability. Sniper: A silent sharpshooter and expert in camouflage and ranged combat. The sniper has average movement and excellent long-range firepower. Hulk: The Hulk was a successful mercenary and now is one of the best agents; although slow, he enjoys an extraordinary resistance to damage and has high firepower. There is no "Alien player" in Galaxy Defenders; instead, the aliens are controlled by the game system itself, through an artificial intelligence system based on two types of cards: Alien cards, which define the behavior of each different alien and detail its skills and combat abilities. Close Encounter cards, which are used at the beginning of each alien turn to determine which aliens activate. The combination of a unique AI for each alien species and the uncertainty about alien activation in a turn provides a realistic simulation of the chaos of battle and a sophisticated challenge for the players. Since having more agents brings more alien activations for the aliens, the turn structure allows the level of difficulty to scale dynamically based on the number of agents in play. If agents die during the game, the system "recalibrates" the difficulty to a reasonable and enjoyable level, so you still have a chance to complete the mission. The battle for Earth will be carried out in a series of twelve missions organized in a completely story-driven campaign. Mission events influence future games in two different ways: Each mission has multiple endings, and the outcome of any mission will change the flow of the story. The agents gain experience during the missions. This experience transforms a good soldier into a perfect Galaxy Defender agent with multiple skills, basic and improved tactics, and the ability to use new devices, improved human weapons, and Alien technology. With the downloadable Galaxy Defenders: Alien Mind variant, you can transform the game into a competitive affair, with one player becoming the alien mastermind and controlling the alien army and the card in play, attempting to thwart each mission undertaken by the Agents. To do this, the alien player completes his own game objectives, obtaining new "alien signals" that can be teleported onto the battlefield. This variant, which allows for play with up to six players, can be used in a single mission or for a whole campaign of Galaxy Defenders. Using Alien Mind may increase the game difficulty and is suggested only for expert players.
Rulebook (40 Pages)
Storybook (56 Pages, 12 Missions)
5 Quick Reference Guides
5 Agent High-Detailed Plastic Miniatures
2 Drone High-Detailed Plastic Miniatures
21 Alien High-Detailed Plastic Miniatures
6 Double Sided Map tiles (12 different maps)
5 Custom D10 Attack/Defence Blue Dice
5 Custom D10 Improved Attack Red Dice
5 Agent Profile Sheets
22 Event Cards
32 Close-Encounter Cards
22 Alien Cards
10 Improved Weapons
10 Alien Weapons
4 Alien Tech Fragments
6 Human Signals
9 Alien Signals
4 Land Mines/Flames
1 Improved/Alien Armory
4 Teleport Points
1 Alien NPC
3 Door Teleport Hexes Overlays
2 Area Map Overlays
20 2xHexes Map Overlays
1 2xHexes Sally/Sunny
3 Galaxy Balls
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Most helpful customer reviews on Amazon.com
Combat mechanics are simple, perhaps overly so, which is one area MM has an edge. In MM characters have a defense rating. In GD, they always roll defense equivalent to the number of hits you score, which cheapens it slightly.
Strategy is more detailed than MM thanks, mostly, to the AI deck used to control the aliens. This mechanic works well.
The options for gear and skills are nice, but you'll find that the variety isn't quite as useful as one would hope. There are obvious "right" choices.
Minis are sculpted well, but really need a paint job to bring out their detail.
Overall, entertaining game. I'll probably pick up the expansions at some point, but I'm not going to rush out to do so.
I love, love, love this game, but I'm a scientist so let's break this down to some cons and pros, for both gameplay and material goods:
Material Goods: 4/5 Beautiful art, wonderful miniatures (and lots of them!), poorly designed packaging
The Material Pros: The maps are colorful, pretty, and printed on quite thick material. All of the artwork on the cards, the box, the maps, and in the rulebooks is crisp and stylish. And of course, the miniatures are awesome. They are finely detailed with a good, solid feel. You'll want to play with them, pose them with each other, and just pick them up now and then to appreciate, for example, how cool the Xeno-Alpha's back looks. You get quite a bit of stuff with this game, and you'll notice the heft the first time you pick up the box. 5 hero miniatures plus two robot friends, and 21 alien enemy miniatures.
The Material Cons: There isn't a ton to complain about in the stuff itself. The map boards are prone to warping, and the fact that they are double sided means some combinations aren't possible if you were to design custom campaigns. Two or three of the miniatures I received were warped out of shape, but with a bit of patient bending I was able to fix the issue. The box the stuff came in though, that is another issue. The vacu-formed plastic insert that holds the game materials was miserably designed. There are a lot of small components, tines, tokens, etc, that all go loose into one tray, making them impossible to find during gameplay. There are two trays for the alien miniatures but they don't quite fit without minis sticking up so that the map tiles rest on them and crush them slightly. The three decks of cards required for play fit fairly tightly into another tray with little bump-outs so you can grab the cards, only the bump-outs stop halfway down. To grab the rest of the cards you almost have to flip the box. I wound up throwing out the plastic tray and designing my own out of foam board and card stock. I know for many gamers the game tray isn't something they normally think about, but it was such a problem that I thought it was worth mentioning. Perhaps it stands out in my mind because it is one of a few blemishes in an otherwise perfect product?
The Gameplay: 5/5: A little fiddley here, a little clunky there, but you'll get it after a couple of sessions and then you won't want to put it down.
The Gameplay Cons: There is quite a bit to this game. It might take a session before you and your play-mates get used to keeping track of all the fiddly-bits you need to keep track of, and even then you might suddenly realize you had been playing one particular rule all wrong. There are also moments when you have to make decisions for the aliens and it can be a bit ambiguous what they are supposed to do. These decisions are based off of each alien's AI card, which is supposed to dictate what that specific alien does in all situations. Each card is assigned to a player who controls that alien and makes decisions when the AI card would leave multiple possible actions, and has to make those decisions in the alien's best possible interest. The system works pretty well, but every now and then it gets a bit clunky (a bit meta, philosophical, lawyer-y. Clunky) These decisions are by far the biggest drag on gameplay. That said, it is not that big of a problem, and is only an issue compared to the rest of gameplay.
The Gameplay Pros: There is quite a bit to this game. Every loves leveling up, everyone loves getting gear, and everyone loves customizing a character. You get to do all of that in this game. Ultimately, though, this is not a role playing game. This is a strategy game that brings you to the edge of your seat, roll after roll. The moments are what make this game, moments of agonizing over your next decision, moments of fear as you realize you've made a mistake and the weakest character is now closest to the threat, moments your whole table cheering or groaning in unison as the dice hit the table or the next event card is drawn.
You know you've found a great game when after you introduce a person to it, they message you the next day to say that they've been thinking about it all night and realized they should have done X, Y, and Z differently.
In short, if you buy this game you will receive a hefty box full of beautiful miniatures, and you will get pestered by your friends about imaginary decisions they should have made in a science fiction board game three nights ago.
Also, you can download some sheets for some of the kickstarter stuff from the website.
The expansions extend the campaign but are not needed to initially enjoy Galaxy Defenders. Start with the base game (this one) and if you really like it get the expansions.