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Cool Mini or Not | Project: Elite | Board Game | 1-6 Players | Ages 14+ | 60 Minute Playing Time

£49.615£99.23Clearance
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All infrastructures within the Solar System have been destroyed. The Mars colony has been wiped out of existence. The aliens from Proxima Centauri b have now reached Earth and, from their massive fleet hidden behind the moon, they rain down destruction on our planet with total impunity, performing mass abductions and destroying our research facilities at the first opportunity. They have been forced to abandon their home world, scorched by their sun, and they turned their eyes toward Earth, determined to seize it by any means. For the first time in history, humanity stands united against a common enemy.

Project: ELITE is a real time cooperative board game, of which a new edition has just been released by Artipia Games and CMON. Designed by Konstantinos Kokkinis, Marco Portugal and Sotirios Tsantilas, the game sees players going up against an alien invasion. With miniatures flooding the board, real time dice based gameplay and different missions to complete Project: ELITE plays with 1 – 6 players. However, is it fun to fight an onslaught of aliens? Let’s find out! These fearless soldiers have been assigned several missions that must be fulfilled before their window of operations closes and time runs out. While the game itself controls the aliens and their activations, players engage in frantic rounds of real-time dice rolling that allow them to move, search for weapons and items, and fight against the incoming swarm of aliens. I’ve always liked the tension in real-time cooperative games, and the tension level is pretty insane in Project: ELITE. Those two minutes fly by as you frantically roll your dice, move your hero, move the aliens, shoot the aliens, and try to complete those objectives. All of that does the job of making you feel like you’re in a super-fast-paced action scene in a sci-fi movie.The weak points: The obvious things first. A real-time game means that by definition mistakes cannot be corrected. I am not talking about tactical or strategic mistakes; that's the point behind the real time mechanism after all. I am talking about forgetting a rule or two, not executing a dice result, doing things wrong during the timed Action Phases etc. None of these mistakes can be corrected. There is no way around it: everybody should know the game's rules equally well, without any exception. From there on, adrenaline or not, each player is responsible for his actions. Cheating in a coop is already moronic enough, yet cheating in a timed coop deserves a special kind of hell.

Project: ELITE is a fast-paced cooperative game for 1-6 players who take on the role of members of an ELITE squad recruited to stop an invading alien force. Y esto es para todos aquellos que piensen que la exploración en la vida real o la exploración en elite dangerous es aburrida, porque siempre vas a pensar que no vas a descubrir nada nuevo que valga la pena, que no vas a descubrir algo que nadie haya visto antes, pero siempre vas a estampar contra el suelo esas ideas al hacerlo, al aventurarte y explorar lo desconocido, porque por algo es desconocido, porque no puedes asegurar que vaya a ser aburrido. Siempre vas a encontrar lugares diferentes, configuraciones de sistemas diferentes, que desembocan en escenarios diferentes, brindado vistas diferentes, sentimientos únicos, experiencias únicas. Y en esto se basa la exploración, en llegar donde nadie ha llegado antes, en descubrir si al final todo es siempre lo mismo, mismo trabajo, mismos amigos, misma ciudad… o descubrir que no es así, que has encontrado algo nuevo, algo que vale la pena, y siempre lo ha valido. I’m a big fan of this rulebook. It clearly explains each phase of the game and there are examples for just about everything. Even the line of sight rules were easy to understand.Overall, I find Project: ELITE to be a fairly easy game. So much so, that I’ve never bothered attempting to play on Easy mode. My wife and I learned to play on the medium difficulty and it came close a few times, but we managed to hold a 100% win rate playing with a range of two to four players. It wasn’t until we started playing on the hardest difficulty that we truly found the game to be challenging.

The most notable inclusion is the Deathmaw boss itself which can be incorporated into the base game or any of Deathmaw Valley‘s six scenarios. The Deathmaw is a giant centipede-like boss that’s constructed of a number of segmented body parts based on the number of players. The segments not only determine the size of the Deathmaw, but also its health. Most of the roll results have conditional applications. The wrench, magnifying glass, hand, and gun symbols only have use if there is a slot to place that die nearby. Basic weapons will almost always accept a weapon die to ready the weapon before the die can be spent to fire the weapon. Magnifying glasses can be spent to search a location for useful items, but only when players are standing adjacent to a search token on the board. Otherwise, the magnifying glasses do not serve a specific purpose. Tokens on the board as well as item cards will always indicate what actions outside are available to players with symbols that match those on the dice. NatWest, RBS and Ulster Bank to close at least 172 branches in 2023/24 – here's the full list, plus alternatives

There are 5 variations of gameplay available so you can certainly keep things relevant and interesting. I have tried all 5 of these variations and they offer a good variety and while they may not be massively different in some regards, I am more than happy to have the option to choose which objective to play during each game. The gameplay is pretty simple and mostly contained within the Action Phase. During most of the other phases, you’re basically taking actions that you have to take because they’re automated by the game. During the Action Phase, each player has a pool of dice. You roll this pool of dice to get symbols you can use in different ways, such as a hand symbol to activate something, a gun for shooting, etc. You also need to assign these dice to spaces on various on-board tokens to win the game in most cases.

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