PLAYED FOR YOU

 

Titanium Wars

COnflict over planets

 

At the far end of the galaxy Titanium has been found, and all factions of mankind want to conquer the valuable resource for themselves.

One planet is the target for conquest in each round – in the Exploration phase the top event card is turned to the planet side and thus determines the planet that is up for conquest, the now top event card determines events and special conditions for the whole round. In the Production phase you get income from planets you control and 150 Credits for each refinery you own.

In the Outfitting phase you use this income to acquire cards from the arsenal, only up to the maximum according to your own technology level, the capacity of your fleet and free construction sites on your planets as well as upgrade slots on your spaceships. Command Centers give you tactic cards and factions provide special abilities.

If you want to the fight for the planet in the Conquest phase, you play a tactic card. Those cards are resolved in the order of their numbers, resulting in damage markers for opponents. Then you can discard cards, if you discard more than one, you have to pay for each additional one. Then you draw cards and  - should you have ships left – fight again. The last player in the battle wins the planet. Negotiations and alliances are possible.

At the end of the round damage markers are removed from surviving units. If you have conquered the necessary number of titanium deposits, you win.

The interesting part of titanium is the conquest phase with its card dynamic and the negotiations and alliances that are possible at any time, but are not binding, as well as the very small element of chance or luck.

 

Players: 2/3-4

Age: 12+

Time: 90+

Designer: Frédéric Guérard

Artist: Alexey Yakovlev, Igor Polouchine, Caroline Hirbec, Matthieu Rebuffat

Price: ca. 30 Euro

Publisher: Heidelberger / Iello 2014

Web: www.heidelbaer.de

Genre: SciFi, conflict

Users: For experts

Version: de

Rules: de en fr

In-game text: yes

 

Comments:

Standard topic

Good details like negotiation options and battle decisions in several steps, without dice

Lots of interaction

 

Compares to:

Conflict games using cards, without dice decisions

 

Other editions:

Iello, Euphoria Games

 

Chance (pink): 2

Tactic (turquoise): 2

Strategy (blue): 2

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 2

Interaction (brown): 3

Dexterity (green): 0