Back when I was still writing rules summary posts for upcoming KS releases (as this one has been successfully funded on KS, and now the late pledge is opening on Gamefound), I had covered this one, but it had never been published for reasons that elude me. So here it is if you want to know more!
Cosmic Voyage is a 1-4 players dice rolling and card game in which, like in the Star Trek: Voyager series, your spaceship has gone through a dimensional rift and must know face the unknowns and hardships of space to go back home. The 29 days long Kickstarter campaign for the game has launched on August 24.
To begin the game, you pick the role of the Captain and choose or draw one Tactic card that will provide you a special ability throughout the game. During the game, you will track your Captain HP, your ship shields and energy levels, and your advancement on your way home.
You first lay face-down Discovery cards on a 3x3 grid. In each round, you begin with refilling this grid if needed. You then have the possibility to reveal cards so that there are up to 3 cards revealed in total, which is the Discovery phase. These cards are of different kinds: they may be Mission cards that you can attempt during the next Exploratory phase, Black Holes, that will force you to discard all adjacent Discovery cards in the grid (and they will not be refilled until the Black Hole is dealt with), Solar Storms, that will damage the shields of your ship at the end of each turn, and Wormholes, in which you may venture if you feel bold enough. When you venture into a Wormhole, you will draw special mission cards from a separated deck until you have successfully completed three of them.
During the Exploration phase, you have four actions. You can try to deal with Solar Storms by rolling a d12: if you do 5 or more, you can put a token on the Solar Strom card, and it gets discarded once you put a fourth token (dealing with Black Holes is similar). You can try to fulfill a mission card, choosing one of the two options of the card. You must then beat two numbers, one with a d12, one with a d6. If you beat both, you get the listed reward (it can be an item card, energy, shields, or moving forward on the overall advancement track), but if you fail, you get the listed penalty. Finally, you may take an action to recover one HP at the cost of one energy.
You also win XP by performing given tasks (completing missions or removing threats). You can then spend this XP to gain a permanent perk, such as having a second Tactic card to help you, recovering energy, removing a solar storm card, etc. You can also rely on probe cards that are one-time bonuses that may help you fulfilling missions or dealing with Black Holes.
As soon as you reach the end of the advancement track, you are safely back home and have won the game! However, if your Captain’s HP or your ship’s shields go to 0, you instantly lose the game!
Thanks, Z. Damn it, though! I searched for it first and didn't find it (I obviously didn't go back far enough), so I Posted something. Sorry.
Back when I was still writing rules summary posts for upcoming KS releases (as this one has been successfully funded on KS, and now the late pledge is opening on Gamefound), I had covered this one, but it had never been published for reasons that elude me. So here it is if you want to know more!
Cosmic Voyage is a 1-4 players dice rolling and card game in which, like in the Star Trek: Voyager series, your spaceship has gone through a dimensional rift and must know face the unknowns and hardships of space to go back home. The 29 days long Kickstarter campaign for the game has launched on August 24.
To begin the game, you pick the role of the Captain and choose or draw one Tactic card that will provide you a special ability throughout the game. During the game, you will track your Captain HP, your ship shields and energy levels, and your advancement on your way home.
You first lay face-down Discovery cards on a 3x3 grid. In each round, you begin with refilling this grid if needed. You then have the possibility to reveal cards so that there are up to 3 cards revealed in total, which is the Discovery phase. These cards are of different kinds: they may be Mission cards that you can attempt during the next Exploratory phase, Black Holes, that will force you to discard all adjacent Discovery cards in the grid (and they will not be refilled until the Black Hole is dealt with), Solar Storms, that will damage the shields of your ship at the end of each turn, and Wormholes, in which you may venture if you feel bold enough. When you venture into a Wormhole, you will draw special mission cards from a separated deck until you have successfully completed three of them.
During the Exploration phase, you have four actions. You can try to deal with Solar Storms by rolling a d12: if you do 5 or more, you can put a token on the Solar Strom card, and it gets discarded once you put a fourth token (dealing with Black Holes is similar). You can try to fulfill a mission card, choosing one of the two options of the card. You must then beat two numbers, one with a d12, one with a d6. If you beat both, you get the listed reward (it can be an item card, energy, shields, or moving forward on the overall advancement track), but if you fail, you get the listed penalty. Finally, you may take an action to recover one HP at the cost of one energy.
You also win XP by performing given tasks (completing missions or removing threats). You can then spend this XP to gain a permanent perk, such as having a second Tactic card to help you, recovering energy, removing a solar storm card, etc. You can also rely on probe cards that are one-time bonuses that may help you fulfilling missions or dealing with Black Holes.
As soon as you reach the end of the advancement track, you are safely back home and have won the game! However, if your Captain’s HP or your ship’s shields go to 0, you instantly lose the game!