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Nexus Ops is a game of competing corporate mercenaries battling for control of a resource-rich world far from mother Earth. Players explore the alien landscape, mine the precious rubium ore, and recruit native creatures into their armies to gain control of the richest find this side of the Crab Nebula. In the 24th century, war is business carried out by different means.
The board for Nexus Ops is assembled from individual hex tiles so that it's different every game. The tiles portray five types of alien terrain: Liquifungus Forest, home to the Fungoids; Magma Pool, home to the Lava Leapers; Crystal Spires, home to the Crystallines; Rock Plains, home to the Rock Striders; and the Monolith, the domain of the mighty Rubium Dragons.
Each type of terrain has its own effects on different units. In general, units that are native to a terrain receive a bonus of some type when fighting in it or moving through it. Humans are prohibited from entering Magma Pools and the enigmatic Monolith.
Excluding home base tiles, the board is only 19 hexes big. That may not sound like much, and that's the idea. It's a small moon, and the corporations are going to get into conflict over resources sooner rather than later.
Played once so far, with 4 players. Great fun.
Light combat game. Easy to learn. Nice miniatures. Unique (garish?) colors. A mix of units each with different costs, and different pros and cons. Felt a bit like a board game version of Starcraft, except everyone has identical units available to them. A fair amount of complexity. Game board will be different every time. The objective cards, special action cards, terrain effects, initial exploration tile goodies, and "king of the hill" element add to the fun.
The first couple turns were a land grab, but battle lines quickly stagnated. Then it was all about fighting lots of little battles for victory points. If you like sweeping across the board and gaining territory, this game isn't for you (at least with 4 players). Some gamers will dislike all the dice rolling (randomness). Took longer than expected - about 2 hours I think. Sure it's derivative - but it's fun, so who cares.
I love large rulebooks, and plenty of pieces as much as the next guy, but sometimes i want a short, quick and entertaining game. And Nexus Ops was a perfect fit.
I loved the plethora of miniatures, in vibrant, distinctive colors, which me being slightly color blind, helped tell colors apart easily. The whole game system is a breeze to learn, taking under 10 minutes for me to read and understand, which put me into playing the game fast.
the game is simple strategy, nothing mind numbing here, and is great to teach people who are unfamiliar with these kind of board games, or youngsters getting into games that want a gratifying experience without a 4 hour lesson on how to play.
Simply put, you fight for points, control of the center objective, called "The Nexus" which gives you a strong advantage by drawing "Energize" cards which help you in combat. Whoever gets to the point goal first wins. simple, but very fun.
So to sum it up, simple to learn, quick to play with a gratifying experience for up to 4 players. Worth taking a look at.
Well I finally got around to playing Nexus Ops. I've had the game for a while, but on the surface it did not seem to have a lot of strategy, and since one reviewer said it took 2 hours; I had been putting off playing it.
I was very pleasantly surprised at how well I enjoyed the game. With three players it took about an hour and a half, but since we were all new to the game, I'm sure the next time we play we can finish a 3-player game in under an hour. The goal is 12 victory points, so if you really are concerned about a long game, you could play to 10 vp's. or even less.
The basic idea of the game is that each player controls a mercenary group of planet explorers. Your goal is to explore the planet, locate the valuable rubium mines, and fulfill secret missions to gain victory points. The main way to get victory points is through combat, which uses a dice system. Each of your units has different combat abilities, mostly depending upon which terrain they are fighting in. There are also energize cards which give special abilities. (such as, "add 2 to the dice roll of one of your units in battle," or "move two units one space further this turn") However the main way to get energize cards is to lose a battle, ensuring that the playing field stays fairly even throughout the game.
The game components have to go first in the pros list. Detailed miniature alien units rock! The colors suit me fine also.
The rules were simple to understand; and each player gets a rules card to keep in front of them that summarizes all the rules.
The combat system is slightly different than like Axis and Allies or Samurai Swords in that your strong units attack first, so if you choose to remove a weak unit that unit won't be able to fight in the battle. Just the fact that something is different is a pro for me.
Probably the main con is the fact that there aren't as many strategies and options for victory available. The dice rolling does add a luck factor to the game, that some die-hard strategists may not enjoy. In the game I played, there were no game breaking upsets (a very strong and costly unit getting beat by a very weak and cheap unit) but it could happen.
This is a definite war game with really nothing to do but fight. (this may be a pro for you)
All in all, I enjoyed playing this game, and I felt like it held enough strategy to reward a forward thinking player. (and someone who has played before)