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Impuls, Czacha Games, 2016 — box (image provided by the publisher)
Impulse, in Cruisers and Transports.
She says she's a peaceful race.
Overview of changes between the prerelease (left) and final (right) versions
White Team played impulsively.
English second etition
Impulse Ships
Final Cover Art
Demo at Boston FIG 2013 (I took this pic at Boston FIG while there with Beyond the Horizon Radio)
A 4p game that ended up really tight.

Impulse (2013)

Players
2–6
Best: 3
Playing time
30–60 min
Age
13+
6.79
Average rating
2,257
Ratings
3.04/5
Weight
#2522
BGG rank
Top 5,000
Alternate names:Impuls
Designer:Carl Chudyk
Artist:Cara Judd, Alanna Cervenak, Zak Eidsvoog
Publisher:Asmadi Games +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 5, Interaction 10, Complexity 6.1, Theme 6
Strategy7.0
Luck5.0
Interaction10.0
Complexity6.1
Theme6.0

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

Card GameScience FictionEconomicBluffingFightingSpace ExplorationModular BoardVariable Player PowersTeam-Based GameHand ManagementVariable Phase OrderArea Majority / InfluenceGrid MovementPlayer EliminationAction QueueCard Play Conflict ResolutionRaceVariable Set-up

Overview

Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area.

The cards in the playing area start face down, with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter.

On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that's easier said than done.

When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., "Command [1] ship for one jump" or "Build [1] cruiser at home"; when you boost an action, you increase that numeral.

Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!

Expansions

Impulse: All Your Base
Impulse: Brake for Launch
Not available yet

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

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