Table Town
TABLE TOWN
Tabletop community
Home · Hot games · Science Fiction
Interrupt Tech Cards
Kickstarter bonus techs

Exile Sun: Tech Interrupt Cards (2012)

Players
2–6
Best: 4
Playing time
160–160 min
Age
14+
5.95
Average rating
11
Ratings
3.00/5
Weight
Designer:Eric A. Martin
Artist:Eric J. Carter
Publisher:Game Knight Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 3, Interaction 5, Complexity 6, Theme 7
Strategy9.0
Luck3.0
Interaction5.0
Complexity6.0
Theme7.0

This game's strategy, luck, interaction, complexity and theme.

Science FictionExpansion for Base-gameFightingVariable Player PowersSecret Unit DeploymentHexagon GridHand ManagementOpen DraftingWorker Placement

Overview

This is a set of supplemental technology cards that were only available to those who pledged to support the "Exile Sun" project on Kickstarter.

These cards will add a little variety to the base game. The standard technology cards that come with Exile Sun are one time use abilities that players can buy and then use on their turn to gain different advantages in many categories. The details of this standard set of tech cards are outlined on the back of the Exile Sun rulebook.

The Kickstarter exclusive reward Tech Interrupt Cards are different in that they are termed 'interrupt' other tech cards. They allow players to effect the game outside their own turns. Using these cards will be an optional variant to the base game. Shuffled in among the regular Tech cards, these Kickstarter only cards will be rare, but when used at the right time, they provide some additional interaction and strategic planning.

Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

View on BoardGameGeek ↗

Discussions

BGGView discussions on BoardGameGeek

Be the first to discuss

Reviews

No reviews yet
to write a review.