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List Price: $24.95
Your Price: $19.99
(Worth 1,999 Funagain Points!)
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The space race is on!
You are battling to build the biggest, baddest rockets possible and send them soaring into space. Each rocket requires metal, fuel, and the expertise needed for liftoff. As you build your rockets, beware of your opponents, who are eager to steal your goods and sabotage your work--you may even have some tricks of your own to thwart their progress.
All the while, the launch pad is being constructed--as soon as it’s ready, the rockets that are "go" for launch will blast off into space, leaving all others behind!
Do you have what it takes to make your rockets soar before it’s too late?
Players: 2 - 4
Time: 30 or more minutes
Ages: 10 and up
Weight: 468 grams
Average Rating: 2.5 in 1 review
The box looks neat and the art on the cards is kind of a '50s/'60s throwback. Really nice! Basically, you're building rockets using the right amounts of fuel and metal and trying to get then to the launch zone before anyone tampers with it. In this way you score points and win. It's not quite that easy however as there are action cards played by opponents to steal rocket components or send you back down to a lower level, thus not reaching the launch zone. It is actually quite fun finding components and constructing your rocket and advancing it from one level to the next. Of course you have to draw the card you need for completing a rocket so, there is a good amount of luck involved. But that's the case with pretty much any card game. The area where it becomes a little tiresome is where everyone has several rockets built and has an expert for each level which allows a player to advance a rocket. At this point there are mostly action cards left in the draw deck. These do damage to other players. So a player has a handful of action cards and steals from an opponent then, the next player does the same and then the next. So, progress is stifled and the game time lengthens considerably. Of course, once all four Launch Pad cards reach the Launch Area it triggers the last turn for everyone anyway, so this helps a bit. I enjoyed playing this game and everyone else seemed to. My wife reminded me that there are a couple of cards that hasten the arrival of the Launch Pad cards to the Launch Area but I wish there was a way to balance play once you arrive at the last quarter of gameplay. Maybe we'll solve this with increased play. Certainly not a game I would turn down if someone wanted to play but, perhaps not my first choice in take that filler games.