PLAYED FOR YOU
Time 'n' Space
Space travel and trade, pressed for time
Within 30 minutes you must deliver as many goods as possible to other planets, using production, logistics and demand. Each player commands two sand timers and all play simultaneously. Aim of the game is, to score more points than your opponents by filling of orders; those orders can be filled if you land on an opponent's planet and order markers are on offer on this planet. An external timer (e.g. mobile phone) is set for 30 minutes, or 12 minutes for the introductory game, and is started: You place both of your timers onto time symbols in your space ship or your control center to use the corresponding actions: Travel or order completion with the space Ship or - in the control center - producing goods in the Production plant, loading goods in the Beam station, providing orders in the Trading Center and using the Research plant plus a visit to a moon to upgrade Building tiles to Stage II. Those Stage II buildings can then be upgraded to stage III. When a timer has run out you can take it up, implement the action of the symbol and relocate the timer. You can wait to remove a timer, but if you remove you must instantly implement the action or it is forfeit.
When the 30 minutes are over and actions of timers still running have been completed, a final scoring of order markers is done.
Hectic, loud and most of all: Ingenious, if you like that kind of game. It is essential to coordinate supply/demand with other players, because you only score for markers you collected if you got rid of all your own markers of that color. Keep an eye on the timers, because keeping them idle too long means missed opportunities.
Players: 3-4
Age: 10+
Time: 30
Designer: Tobias Stapelfeldt
Artist: Marc Margielsky, Hans-Georg Schneider
Price: ca. 35 Euro
Publisher: eggertspiele / Pegasus 2013
Web: www.pegasus.de
Genre: SciFi, real-time, trade
Users: With friends
Version: multi
Rules: de en
In-game text: no
Comments:
Revised new edition of Space Dealer
Ingenious use of a time limit
Coordination among players is necessary for supply/demand optimization
Only good for players who do not mind a game with hectic and chaos
Compares to:
Space Alert for the time element, all in all first game of its kind
Other editions:
Stronghold Games
Chance (pink): 1
Tactic (turquoise): 2
Strategy (blue): 0
Creativity (dark blue): 0
Knowledge (yellow): 0
Memory (orange): 0
Communication (red): 3
Interaction (brown): 3
Dexterity (green): 0
Action (dark green): 0