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JUMP: Into the Unknown
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from 4 customer reviews
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Introducing Evil Polish Brother's, LLC flagship title, JUMP: Into the Unknown, the new standard in space conquest board gaming.
The object: dominate the galaxy through conquest and diplomacy.
Up to 4 players can Justify their Use of Military Power and rules are provided for true solo play.
Easy to learn game mechanics and fog-of-war adds to JUMP's addictive game play that will please the most avid wargamer and hook beginning gamers.
With moveable map tiles, flexible map board configuration, random generation tables and variant victory conditions, no game ever plays the same way twice.
JUMP: Into the Unknown is also ideal as a campaign setting for players of tactical space miniature combat games to stage their battles.
Designed as a Core System, planned expansions include races, leaders, event cards, new map tiles, special map boards, additional pieces to accommodate 4 more players, modules, special encounters, advanced JUMP rules and more.
- 3 map boards
- 6 clear map tiles
- 200 foil stamped game pieces on solid black cardboard
- 40 plastic stands
- reference cards
- record sheets
- 2 six-sided dice
- 1 rule book
Average Rating: 4 in 4 reviews
An intelligent game for intelligent gamers. Love the 'Unknown' elements and the challenge of outsmarting/maneuvering your opponents. Solo play was good but lacked the competitive atmosphere. Nonetheless, Solo allowed me to try different unit combinations. Overall, a nice balance between passive (wimpy) and aggressive (Klingon) play. If you wait to long to expand (the classic Risk build and plow method), you may miss the train. If you expand too quickly, you can over extend. Yet, a passive play strategy can keep you off the radar while others pound on each other and an aggressive strategy can be very decisive. YET AGAIN, move too quickly and face the wrath of a 'gang-up' (like in UNO or Setters of Catan) or move to slow and be crushed. Boom. Fine balance? Luck? Call it calculated risks as nothing in life is certain nor is everything known. How good is your poker face?
Jump challenges you every turn. Unlike Axis and Allies (which I enjoy playing), Jump does not provide you with easy answers for attacking your opponent because you can not see exactly what they have. No, that type of game is simplistic and quickly wears thin. Think Third Reich by Avalon Hill. Loved the game but it always ENDS THE SAME. Fun for awhile. No, Jump offers more, the element of going against an unknown enemy. Yet, the enemy is not totally unknown.
The rules could have been organized better but the examples helped. My game group tried several of the optional rules, including the rule for withdrawing from combat. We also liked the different victory conditions. Bottom-line - yeah baby! Keep the dice rolling and the brains sharp. Join or be assimilated.
I just finished playing my first Jump game with my friends and really had a blast. The game combined the art of 'off-board' diplomacy with the skill of a chess game. Yes, this a nice game for back stabbing your opponent while you expand your empire. The really cool part was the ability to determine your own destiny. The basic concept is build, move, diplomacy, and attack. No micro level stuff like in some games. No die rolling for resources. Just grow your empire the old fashion way: with military strength.
My friends and I loved the components (with one exception and he was being picky probably because I took out his home world) and the ease of game play. The rules took a few minutes to grasp but after a couple of turns, we were flying. We also loved the flexibility afforded by the set-up. We can see how every game will be different and are pumped to try again.
Two thumbs up to the Evil Polish Brothers from another pole. The game is great. Now, to add the race rules and try out the new unit types. We took a quick look and the pieces look great. I have no doubt that game play will only be enhanced by the Genesis pieces. Review to follow...
If you are like me, you enjoy games with an original concept, solid rules, and high replay value. JUMP (stands for Justified Use of Military Power) Into the Unknown is exactly that. It is a game of large-scale interstellar warfare that not only lends itself to good tactical play, but has diplomatic elements as well. Aside from the fact that the game has a great system and quality layout, there are two elements that make this game a must have for any serious gamer.
JUMP has a system that makes game-play more appealing to those who appreciate true tactical simulation in that, as opposed to some other classic strategic military games such as [page scan/se=0431/sf=category/fi=stockall.asc/ml=20]Axis & Allies or [page scan/se=0033/sf=category/fi=stockall.asc/ml=20]Risk, there is a true fog of war. This means that unless you exercise heavy amounts of reconnaissance or hone your skills of tactics and strategy, you never will truly know exactly what resources and military might your opponent currently has or what part of the galaxy that it is currently located in. This is possible through the use of simple yet comprehensive record keeping techniques that JUMP utilizes to keep track of your entire empire. When two fleets cross paths, you are never truly aware of what your opponent may have waiting for you. The system is also such that in the case that a player may be suspected of cheating, an audit can be performed that only takes 1 to 2 minutes and will account for everything. The system is that solid.
The other primary appeal of JUMP is the high replay value that the game has. This is partially because the Technology Level, Disposition, and Resources of all of the planets change every time you play. JUMP also has a playing field that changes every game. The board consists of a generic star field that provides a background and hex template. The planets, black holes, gas clouds, etc. are printed on clear sections of plasticard, which allows for a different setup every game consisting of deep space, planets, and other anomalies.
JUMP has unlimited reply value and solid rules. It is a great science-fiction tactical game that combines original, refreshing concepts with elements reminiscient of Settlers of Catan, Axis and Allies, and Civilization. A combination of quality pieces and production as well as solid rules, unlimited replay value, and a great premise for the money made JUMP a great investment for me. I have recommended it to numerous friends of mine, and it is a game that I am proud to have in my collection.
The game suffers from a number of shortcomings:
1) The idea to purchase units hidden on a sheet of papper may seem fun at first(Not Really!), but the bookkeeping is tremendous and the help sheets does not support a good clean recording. Some of the game componenets are colored on a way that makes it very difficult to differ on normal lighting, e.g. different players' fleets may seem to have the same color in this situation.
2) The only way offered in the game to gather information about enemy fleets is to send a scout fleet into harms way which will very probably be destroyed after the encounter. This gains you information about the CURRENT strength of the other fleet. The information can not be used THIS turn for any intelligent operation. Next turn the same fleet may be reinforced by new purchases, but you will never know. The purchased units are not revealed to other players. So in effect, you never make an intelligent decision about where to hit enemies and where his strong flanks are. It is just a mad and blind chase in space. I just really can't call it tactical, strategical or even exciting.
3) Fleets tend to get large (20 units per fleet) and when you have 3 full strength fleets ( Not at all uncommon later in the game), imagine the conflict between two powerful players. There is no retreat rules in the game. Only 1 player survives the onslaugt. The other fleet is completely destroyed. The third player sneaking around uses his full strength fleet to crush both the other two weakened players and wins the game. Sneaky and cunning play you may call it from the third player, but stupid and hasty I will call it from the first two players. Usually the game ends like this. Two players fight and get battered and weakend, and the third wins the game. But what intelligent choices the first two players had? None really. They knew not much about the strength of other enemy fleets and his strong points. The game MUST end like this. I shouldn't call the first two players stupid and hasty. The GAME is stupid.
4) The way neutral planets react to your arrival is just laughable. The fleet strength of these neutral planets can crush your justly arrived fleet. The designers seems to have visioned a game where a lot of random effects and patterns make the game exciting and replayable. A game that uses this much chance to offer players playability does not land high in my book of games (or my fellow co-players). A good design would have given you a fair chance to assess the risks and counterweight it against the gains and give YOU the decision to take the chance or not. You have to take neutral planets to win the game. You have to visit these planets to make diplomacy or war upon them. But there is no intelligent way designed in the game to give YOU the choice what planet to turn your eyse on. I call it a bad design. Call it JUMP INTO THE UNKNOWN if you will.