Andromeda’s Edge

Designed by: Luke Laurie,Maximus Laurie

In Andromeda’s Edge the players are lone factions escaping the oppression of their own homeworlds, and looking to establish a new civilisation in the Andromeda galaxy. Rather than combine and collaborate on this venture, however, we are following the hallowed human traditions of competition.

The board is broken into two parts. The lower section is the Andromeda galaxy, to where we will launch spaceships, populate moons and establish developments. The upper half shows five tracks which you hope to move up during play, as they represent your civilisation’s advances thematically – and literally, as you’ll score points for each one.

The game’s basic rhythm is your choosing from one of two options each turn: launching a ship from your personal Station board, or returning all your ships home again. Launching is what you’ll be doing most: sending a ship out onto the main board to one of the regions (tiles). If you’ve no ships out on the board, the ‘first’ launch must go to an unoccupied region. If you do, you have a little more flexibility; placing the newly-launched ship adjacent – or within its movement distance – to one of your other ships. Once placed, you take the action on the region tile. Planet locations allow you to claim a moon – we’ll come back to moons shortly – and Base locations give you an action to take. There are five such actions: buying modules – we’ll come back to modules too! – repairing damaged ships, trading to convert resources, or drawing tactics cards, which can be played on or sometimes off your turn, giving you surprise advantages in trade, movement, combat and so on. The last action is building a Development, which is thematically kind of a flag in the ground to reflect your growing status in the galaxy, and literally an avenue to some juicy hauls of points.

If your turn ends with you sharing a tile with any opponent player, or one of the games’ own automated bad guys, that will trigger combat. We won’t go into it in depth here, but suffice to say more or better ships are helpful, winning is advantageous, but losing is not generally catastrophic, as the game encourages combat so has taken the decision not to be punitive about failing at it.

If you return to station instead of launching, then each ship is used as a kind of power source to generate the above-mentioned resources. This is where the moons and modules come in, as both contribute to this resource-generation move becoming more and more powerful, furnishing you with more and more rewards as the game continues.

Various actions on the tiles and certain junctures on the tracks have the Event symbol on them, which serves as a kind of ticking clock, as players triggering a certain number of them will also trigger an actual event: scoring one of the tracks and heralding the arrival of another one of the game’s baddies, who will engage players in combat if they can.

Players can agree how many points will trigger the final round (we’ve played 50)  and then there’s some final scoring across a few different categories – but tracks are very important – before the player with the most points is announced Lord of Andromeda, God of the Galaxy, Duke of Dice (or their preferred title)

Sam says

Andromeda’s Edge is one of those games that it’s nigh-on impossible to ‘briefly introduce’ in what would optimistically be called an overview. Not only is it fairly complex, but all the component parts are cleverly interlinked in a way that is far easier to understand playing than it is by reading about it. So the description here barely covers the bases, but hopefully hints at both palpable aspects of flavour, and complexity, which isn’t exactly a trifle. But whilst I have minor reservations over some elements (the numerous scoring categories; the occasional fiddliness) I also have major thumb-up emojis for other aspects: it’s interactive, it’s (-once you’re familiar) fast-moving, it feels thematic and it basically offers some dice-chucking punch-ups in space, which the child inside me never objects to.  I also like how players can determine game length themselves: plump for a relatively pacey 90 minutes (-again, assuming familiarity) or line yourselves up for an evening-eating epic. I’m not sure it displaces my favourite space-opera games (Xia for immersive silliness, SpaceCorp for celestial exploration, Quantum for a compact tactical battle) but it’s a fun undertaking for the slightly-more-than-casual gamer crowd.

  • Take that! icon

    Take That!

    Yes, everyone is in potential conflict, and even if your competitors take a peaceable approach, the game's own nefarious 'raider' ships will be looking for a fight.

  • Take that! icon

    Fidget Factor!

    High on that first play, but dropping even as you play it. However the board is a situational affair that throws up the occasional bit of thinking time

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    Brain Burn!

    Maybe Andromeda's Edge could have been a bit simpler (for our tastes) as there's a fair amount to juggle. But again, get yourself a couple of plays under your belt and it feels like the biggest decisions you face come down to timing.

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    Again Again!

    Players each have a specific faction with its own ability and there's a few to choose from. The board geography and events each have random elements, and then you can (literally) throw in the dice as well. Plenty to be getting on with!