
"The game is played over ten rounds. Your first step is to build your ship. You can build 10 parts per round and take as many rounds to build your ship as you like. You stock your ship with colonists and supplies, then launch. Your speed is determined by the round in which your ship is launched. The later you launch, the slower you move (speed = number of spaces)."
"You also need cargo holds for people and supplies. Reactors can provide a speed boost, and finally, you can add ice shields. The ice shields protect you from damage. At the start of each travel round, you roll one d6 and mark a strike from a micro-meteorite against your ship in the indicated column. Each ice shield can take two hits before it fails. Anything that is not a shield is immediately destroyed."
Exodus from Reynoldsworld is a printable roll-and-write that tasks players with constructing a ship to transport colonists and supplies away from imminent alien invasion. The game uses a printed board, pens, a d4 and d6; solo play adds a d8. Play proceeds over ten rounds; players may build up to ten ship parts and decide when to launch. Ship design requires engines and fuel pre-marked at the base, cargo holds, optional reactors for speed boosts, and ice shields. Travel speed equals the launch round number, and each travel round triggers a d6 micro-meteorite strike, damaging non-shield parts; each ice shield absorbs two hits.
Read at Board Game Quest
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