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JUMP: Genesis: Savage Manakins vs. Micro Titans
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The Micro Titans are the universe's most efficient and adaptable miners. Bred to ignore environment they are stout warriors who are now in for the fight of their lives against the Savage Manakins; living machines created and stored long ago but uncovered in a fateful mining exploration.
3 GAMES IN ONE!
Each Genesis expansion is a self-contained two-player game that can be played solo. Players may combine expansions to increase the number of players beyond two. Each Genesis expansion is also compatible with the JUMP: Into the Unknown core game. As an added bonus, rules and components are included for optional miniature game play.
Each JUMP: Genesis race expansion includes 212 large, full color, due cut playing pieces and easy to learn rules.
JUMP: GENESIS PLAY MECHANIC OVERVIEW
Each of the 212 Genesis game component race expansions allows players the option to eliminate the need to use record sheets in the JUMP Core game making Genesis quicker and easier to learn and play. Game play is so fast because units are stacked upside down into three piles - fortifications, space units and ground units. Instead of making math calculations when buying units, players decide which piles to draw new units from. Like forming a deck, armies can even be 'purchased' ahead of time. Of course, JUMP Core game players can chose to purchase units and record their fleets on the record sheets if they wish; new purchase charts for each race will be included.
There is no board in the Genesis version (but players can of course use the JUMP Core game boards and tiles) because movement is calculated between planets using unique 'short', 'medium' and 'long' movement sticks that have hexagons at their ends. With the use of these 'Movement Sticks' and the fact that all Genesis unit pieces are hexagons, super fast optional space tactical miniature rules are included. In addition, Genesis planets allows JUMP: Core game players to forgo rolling on the Planet Disposition Tech Level / Build Point Determination Table; players need only pick from the stack of planets that will neatly fit into their empire's ownership rings.
Combat and its phases are the same as the core game - roll a d6 to determine hits. However, units are not so generic due to the differences in the four races. New 'alien race' rules are also included specifically for use with the JUMP: Core game.