Avalon Hill Woc16921 Battleship Galaxies Game | Desertcart Portugal
Avalon Hill WOC16921 Battleship Galaxies Game
Product ID: 54889481
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🎲2-4 players
👾Ages 13+
⏱️30 min playtime
Frequently Bought Together
Description
🚀 Ready, Set, Battle! Unleash your inner strategist!
AGE DEFYING FUN - Designed for ages 13 and up, everyone can join!
ENGAGE COMPETE - Ideal for 2-4 players, fostering camaraderie!
QUICK PLAY SESSIONS - Perfect for a fast-paced game night!
UNLEASH YOUR STRATEGY - Dive into tactical gameplay with friends!
GALACTIC BATTLES AWAIT - Experience epic space warfare in your living room!
Avalon Hill's Battleship Galaxies Game is a thrilling tactical board game designed for 2-4 players aged 13 and up, offering engaging gameplay in just 30 minutes. Perfect for quick game nights or strategic showdowns with friends!
Reviews
C**.
Wonderfull Game with lots of potential
The best thing in this game, on the midle way between fast boardgames and advanced strattegy, is the fact that it has everything setup for people to just play fluid and dont have to be checking rules and status everytimeAll materials are resistant and fine crafted and if you have imagination to create your own rules and home-expands, you will never get tired of itSo it can be a simple game for Kids or an extended game for GeeksI have 2 sets to combine more ships, boards and cardsOne of the best things I ever had lately, with great relation - Value for Money - Do not hesitate - Buy it
A**R
Delightfful Light Strategy
When I first heard about this game on Penny Arcade I was intrigued. It was initially difficult (and rather expensive) to secure a copy. But once I did I have to say that this game is an absolute blast if you're looking for something with a bit of tactical depth but nothing that will pummel you with overt ammounts of stats and variables like a lot of other tabletop war games.I initially thought the two fleets were somewhat small, a single capital ship, two cruiser/destroyer type ships, one specialist fighter and two sets of three fighters on each side. I soon discovered that this made the battles quite easy to manage, with the pegs (a throwback from classic Battleship) showing shield strength and damage niceley and the whole affair simple to keep in hand. The models themselves are beautiful things, with the whole package just screaming quality.The rules, for the most part, are simple and easy to pick up, getting energy at the start of a turn, activating, moving, firing. The rules may be a little too light on the minutae of certain aspects (whether a ship can take part of its move, fire, then continue moving for example) which can cause a little confusion.The question of balance was brought up, with a cry that the Wretch fleet is overpowered. I've found that the two sides require different tactics, and the game is quite asymmetrical in that respect. The ISN have bonuses for fleet coherency, with ships able to cover each other and enhance each other's abilities. The Wretch have mobility on their side, as they can split up and attack almost independently, with extra emphasis on getting up close to use hijacking tactics or weapons whose strength increases with proximity. I'd say they're pretty well balanced.I'll agree the tactics decks are a little thin, with three of each tactic card, and about 10 card variants for each side. This is obviously to leave room for expansions, either with more ships or more cards. Even so, properly using your tactics cards and even discarding them at the right time to get more energy can prove crucial to winning a fight.My only real complaint? The fact it has a discrete backstory, with definite 'good guys' and 'bad guys'. I know this was to try and appeal to players used to strategy video games, and to give the combat some context, but I would have preferred two sides of a war that's got no clear 'good guy'.
J**H
A Great Concept, Poorly Realised
A modern re-imagining of the classic game Battleships set in space. I was enchanted by the concept and decided to give the game a try, despite generally negative reviews. It has provided some brief entertainment, but ultimately the game is fatally flawed and after boxing it back up after our third game, I'm fairly sure we won't un-box it again.First the good: the models are simple, but detailed enough to be instantly recognisable. The wings on some of the smallest ships are vulnerable to bending, but the models overall are quite robust as are the stands they are placed upon. Game cards are well made, and the board is solid. The box easily accommodates all the pieces once unwrapped and assembled (ships mounted onto stands, stands clipped into bases) although the central section of the box with moulded compartments for all the ships is of little use as detaching and re-attaching all the stands each time would likely result in damage (the stands click into place very firmly). The system of targeting a location on an enemy vessel by rolling a letter die and a number die to give Battleship-style co-ordinates and thus determine a hit, miss, or critical hit is a nice call-back to the classic game.The bad: this game is poorly designed from a gameplay perspective at almost every level. Tactical decks for use during play are rather limited. Rules concern the use of cards that do not exist (ship upgrades or weapons for fighter squadrons). Very few mission scenarios are provided in the book, and besides the first (and most basic) all seem poorly thought out such that victory becomes almost impossible for one side. One mission asks the player to field a 48-point fleet, but removes one of the more expensive ships from the options, leaving only a maximum possible 44 points to choose from. The two factions are terrifically unbalanced, primarily because one faction's ships cost significantly less power points to activate than the others, and this faction also has stronger tactics cards to use with the excess energy.The power points mechanic, whereby you gain a finite amount of power per turn and must spend this power to deploy, activate or upgrade any of your ships, causes the flow of the game to feel very unnatural. Sometimes it may be tactically advantageous to activate one ship repeatedly, turn after turn, while all other ships sit motionless in space. This might have made for an engaging depth of strategy if the rules were properly balanced, but it feels inappropriate for a game of spaceship fleet battles. Weapons are far too damaging, especially once upgraded, and ships relatively too fragile. The game feels rushed while at the same time being shackled by the power point mechanic. A more consistent pacing would have better suited the aesthetic.The game is flawed at a fundamental level, so much so that house or variant rules would not likely fix the situation. The basic approach chosen was poorly conceived. The miniatures alone are insufficient to justify the price, leaving me unable to recommend this to anyone.
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It was initially difficult (and rather expensive) to secure a copy. But once I did I have to say that this game is an absolute blast if you're looking for something with a bit of tactical depth but nothing that will pummel you with overt ammounts of stats and variables like a lot of other tabletop war games.I initially thought the two fleets were somewhat small, a single capital ship, two cruiser/destroyer type ships, one specialist fighter and two sets of three fighters on each side. I soon discovered that this made the battles quite easy to manage, with the pegs (a throwback from classic Battleship) showing shield strength and damage niceley and the whole affair simple to keep in hand. The models themselves are beautiful things, with the whole package just screaming quality.The rules, for the most part, are simple and easy to pick up, getting energy at the start of a turn, activating, moving, firing. The rules may be a little too light on the minutae of certain aspects (whether a ship can take part of its move, fire, then continue moving for example) which can cause a little confusion.The question of balance was brought up, with a cry that the Wretch fleet is overpowered. I've found that the two sides require different tactics, and the game is quite asymmetrical in that respect. The ISN have bonuses for fleet coherency, with ships able to cover each other and enhance each other's abilities. The Wretch have mobility on their side, as they can split up and attack almost independently, with extra emphasis on getting up close to use hijacking tactics or weapons whose strength increases with proximity. I'd say they're pretty well balanced.I'll agree the tactics decks are a little thin, with three of each tactic card, and about 10 card variants for each side. This is obviously to leave room for expansions, either with more ships or more cards. Even so, properly using your tactics cards and even discarding them at the right time to get more energy can prove crucial to winning a fight.My only real complaint? The fact it has a discrete backstory, with definite 'good guys' and 'bad guys'. I know this was to try and appeal to players used to strategy video games, and to give the combat some context, but I would have preferred two sides of a war that's got no clear 'good guy'."},{"@type":"Review","reviewRating":{"@type":"Rating","ratingValue":"2.0"},"author":{"@type":"Person","name":"J***H"},"datePublished":"Reviewed in the United Kingdom on 29 February 2012","name":"2.0 out of 5 stars\n\n\n\n\n\n\n\n \n \n A Great Concept, Poorly Realised\n \n","reviewBody":"A modern re-imagining of the classic game Battleships set in space. I was enchanted by the concept and decided to give the game a try, despite generally negative reviews. It has provided some brief entertainment, but ultimately the game is fatally flawed and after boxing it back up after our third game, I'm fairly sure we won't un-box it again.First the good: the models are simple, but detailed enough to be instantly recognisable. The wings on some of the smallest ships are vulnerable to bending, but the models overall are quite robust as are the stands they are placed upon. Game cards are well made, and the board is solid. The box easily accommodates all the pieces once unwrapped and assembled (ships mounted onto stands, stands clipped into bases) although the central section of the box with moulded compartments for all the ships is of little use as detaching and re-attaching all the stands each time would likely result in damage (the stands click into place very firmly). The system of targeting a location on an enemy vessel by rolling a letter die and a number die to give Battleship-style co-ordinates and thus determine a hit, miss, or critical hit is a nice call-back to the classic game.The bad: this game is poorly designed from a gameplay perspective at almost every level. Tactical decks for use during play are rather limited. Rules concern the use of cards that do not exist (ship upgrades or weapons for fighter squadrons). Very few mission scenarios are provided in the book, and besides the first (and most basic) all seem poorly thought out such that victory becomes almost impossible for one side. One mission asks the player to field a 48-point fleet, but removes one of the more expensive ships from the options, leaving only a maximum possible 44 points to choose from. The two factions are terrifically unbalanced, primarily because one faction's ships cost significantly less power points to activate than the others, and this faction also has stronger tactics cards to use with the excess energy.The power points mechanic, whereby you gain a finite amount of power per turn and must spend this power to deploy, activate or upgrade any of your ships, causes the flow of the game to feel very unnatural. Sometimes it may be tactically advantageous to activate one ship repeatedly, turn after turn, while all other ships sit motionless in space. This might have made for an engaging depth of strategy if the rules were properly balanced, but it feels inappropriate for a game of spaceship fleet battles. Weapons are far too damaging, especially once upgraded, and ships relatively too fragile. The game feels rushed while at the same time being shackled by the power point mechanic. A more consistent pacing would have better suited the aesthetic.The game is flawed at a fundamental level, so much so that house or variant rules would not likely fix the situation. The basic approach chosen was poorly conceived. The miniatures alone are insufficient to justify the price, leaving me unable to recommend this to anyone."}],"aggregateRating":{"@type":"AggregateRating","ratingValue":3.6666666666666665,"bestRating":5,"ratingCount":3}}