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Things From Another World
Antimateria
Antimateria
by (Unpublished)
Player Count
1 to 4

Player Ages
14+

Playing Time
2 hours to 3 hours
Categories
  • Civilization
  • Economic
  • Space Exploration
  • Designers
  • Anderson Butilheiro
  • Mechanisms
  • Action Point Allowance System
  • Modular Board
  • Hex-and-Counter
  • Route/Network Building
  • Negotiation
  • Movement Points
  • Artists
  • Anderson Butilheiro
  • Family
  • Solitaire Games
  • Admin: Unreleased Games
  • Components: Map (Interplanetary or Interstellar scale)
  • Components: Hexagonal Tiles
  • Rating: 10/10 from 2 users

    Description

    In the distant future, humanity mastered the science of creating antimatter and this enabled a huge leap in prosperity and evolution for the race. Now, in possession of powerful engines powered by this new and virtually inexhaustible fuel, Earth factions seek to claim new homes for themselves in the depths of the galaxy.

    Antimateria is a civ/euro game, with a scifi theme and medium interaction in which conflicts occur indirectly between players - disputes over actions, locations and resources.

    In Antimateria, each player represents a faction of a future humanity, which has been given a mission to explore the universe to discover new habitable planets. Everyone cooperates for the good of the humanity, but the game is competitive. Resources are public, meaning if you produce, any player can use the resources at the table. The objective is to gain points with the Federation government being the faction with the best performance in 4 categories (technologies, production, colonization and influence).

    The mechanic is card driven where players, instead of playing an action for themselves, play an action that can be done by everyone, at the cost of placing their emissaries on the card. Players reveal the cards simultaneously, so each turn the player chooses which one he wants to activate. If the card the player played is activated by another player, he earns Solaris credits. Credits can be used in a variety of ways, from buying resources to activating certain actions. At the end of the game they serve as a wild resource for scoring if not used. Solaris is a management game with a lot of planning.

    Colonies are represented by dice and the die value indicates the level of development of the colony. The more developed it is, the more it will generate credits and also colonization points. Tech cards give you unique abilities and also tech points, while building buildings allows you to earn production points and, of course, generate resources. Finally, there are public goals that when achieved allow the player to gain more emissaries to use and give points of influence. At the end of the game, your score is the sum of your 2 lowest tracks, which forces players to invest in all tracks.

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