Review
SpaceCorp: 2025-2300AD
SpaceCorp with Ventures is a tight, lively full package, and it is notably better at three, where blocking and close scores make every move matter. You may complain before realising how dangerous your company becomes in the final phase; that is part of the pleasure.
- Published
- 2018
- Designer
- John H. Butterfield
- Publisher
- GMT Games, Nuts! Publishing
- Players
- 1–4
- Playing time
- 240 min
SpaceCorp: 2025-2300AD with Ventures reminded me how well the full package holds together. At three it found its rhythm straight away: warm, lively, and carrying that nice tension which has you checking another company’s position more often than you would care to admit.
The game unfolds across three phases, and the company you build does not reveal its full strength at once. You can spend the first two phases performing my personal brand of kiu kiu jitsu — strategic whining — then discover that your company becomes properly alarming in the last and most important phase.
All those complexes turn the board into contested ground rather than a private puzzle.
TheCuttlefish
All those complexes turn the board into contested ground rather than a private puzzle. You cut someone off, they cut you off, and the scoring stays close enough that no small irritation is ever merely small; it is an invitation to the next round.
This is not a game that simply rolls along; it keeps you alert to the end, then leaves that odd sensation of plainsong giving way to the Cure. Full SpaceCorp is quietly excellent, especially when three companies are squeezing each other for room.
Full SpaceCorp is quietly excellent, especially when three companies are squeezing each other for room.
TheCuttlefish
Source: BoardGameGeek
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