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Cool Mini or Not | Project: Elite | Board Game | 1-6 Players | Ages 14+ | 60 Minute Playing Time

£49.615£99.23Clearance
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The Alien Spawning Phase spawns Aliens, d'oh! Depending on the difficulty level a number of Swarm cards is drawn. In easy and medium difficulty the number is equal to the number of players, while in hard difficulty it's the number of players plus one. These cards dictate the type, the number, the spawning area the Aliens will enter the board from (of which there are three), as well as whether the Aliens enter activated or not. Runners, Shooters and Biters are the three different types of swarming Aliens. From two to five Aliens might be spawned per turn per card, in any of the three spawning pools (mostly stated, sometimes decided by the players) and without prior knowledge of whether they will activate as soon as they enter or whether they will momentarily sit tight. After the Swarm is spawned, zero, one or two Bosses might also be spawned, depending on the difficulty level. The procedure is almost identical, even though Bosses always spawn activated and they are placed randomly on spawning locations. Each Boss is different, so the players face the additional uncertainty about what they will face. Coming with unique sculpts for the boss aliens and a uniform sculpt for each of the three swarm alien types the silhouettes of the aliens are ideal. Each is clearly different from a glance, so players know what to stay away from and what will be attempting to sprint past them during an upcoming alien activation phase. On top of merely looking different the aliens miniatures look awesome too, though the vibrant red of the boss miniatures could have been toned down somewhat – still this does distinguish them further from the basic aliens.

Depending on what difficulty players selected, players will draw and resolve a number of Swarm Spawn cards, followed by Boss Spawn cards. In a Medium difficulty game, players resolve one Swarm Spawn card per player and two Boss Spawns cards . This system guarantees that the more ELITE operatives there are on the board the greater the opposing force will be without upsetting the difficulty balance. I can't imagine an insert that would have protected the minis better than this one. It is custom made, of course. CMON has learned that you can't just produce a generic insert and expect your customers to be happy. A second note about attention to detail. The original Project: Elite counted on the player to provide the timer. Here, an electronic timer is included. Whaaa?! It's not expensive, I know, how many companies do that though? Even more so, the mobile app works very well. Forget the big timer and its visuals for the moment. The music is captivating, and there are many different musical carpets for the seven (!) maps that the app supports (the basic box under review here includes only two of them). You will get strong Alien and Starcraft vibes, not as an imitation, but as a tribute. Music is not just about ambience; you get blaring warnings at certain intervals, for you to know how much time you have left.In Project: ELITE, you’ll play up to eight rounds trying to hold off the alien invasion and complete your mission’s objective. The five missions have different objectives, including setting up explosives, capturing aliens, and gathering intelligence. The game comes with two maps and you can play any of the missions on either one. I think Project: ELITE is a fantastic real-time game. It was my second-most anticipated co-op of 2020 (behind only Sleeping Gods) and it has met my very high expectations. It’s surprisingly easy to learn and play, it’s about as exciting as board games get, and just about every game has two or three memorable moments. I’m not sure if I’d rank Project: ELITE above 5-Minute Dungeon, but it’s definitely one of the best real-time cooperative games that I’ve played. I’m happy with the number of heroes and bosses that come in the base game, but I think they should have included more swarm alien types for a bit more variety. Even two more would have worked and they could have kept the same number of miniatures in the box (nine miniatures of five types instead of 15 of three types). Both employees and self-employed workers will pay less in National Insurance from next year, Chancellor Jeremy Hunt has announced in today's Autumn Statement.

This is a game that needed asymmetry between the characters, and it got it in both its previous as well as its current iteration. It is immediately obvious that some characters are more oriented towards the lower player counts, while others like Kinje are more useful in higher counts, yet everybody has something to offer. The fact that everybody begins the game in with a different weapon every single time keeps the experience fresh. The rule about a maximum number of two weapons and unlimited items keeps the game honest and imposes hard choices on the group. All infrastructures within the Solar System have been destroyed. The Mars colony has been wiped out of existence. The aliens from Proxima Centauri b have now reached Earth and, from their massive fleet hidden behind the moon, they rain down destruction with total impunity, performing mass abductions and destroying our research facilities at the first opportunity. They have been forced to abandon their home world, scorched by the sun, and they turned their eyes toward Earth, determined to seize it by any means. For the first time in History, humanity stands united against a common enemy. Only one hope for free Earth remains - Project: ELITE! Autumn Statement: Workers to pay less in national insurance – but rate cuts don't offset the freezing of personal tax thresholds CMON Limited announced today they are producing an updated edition of the widely-acclaimed board game Project: ELITEby designers Konstantinos Kokkinis and Sotirios Tsantilas. Originally released in 2016, Project: ELITEis a unique real-time, cooperative board game like no other.

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Each scenario (Demolition, Extermination, Recon, Capture and Exploration) can be played in either map and any of the three levels of difficulty, varying its objectives and where they will be placed, as well as what Events will take place. In Demolition players must deliver the Demolition tiles that players have at their disposal in particular spots, activate them through dice rolling, and run like hell to the recovery area. Extermination is about going next to the Objective and exterminating it via persistent dice rolling within the confines of one round only. In Recon a player has to move an Objective Tile from the recovery area to the designated spot, activating them all the way there. The Objectives however cannot be stepped upon by either friend or foe; free ground is needed. Capture is about loading an objective with dice and timing it so that an alien swarm steps on it at the end of of action phase. Finally, Exploration is about activating exploration tokens throughout the map. Exploration tokens may have either favourable or unfavourable effects, like activating an extra Boss, granting a free Search card, etc.

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