|Nexus Ops | Published 28 December 2011||Rating||12 votes|
/Incoming Transmission/ 10.09.2315: … Ares Inc. tasks you to capture and hold the monolithic mineral deposit in the moon’s gamma quadrant. Satellite scans suggest terrain hostile to bipedal transportation. You will find alien species, subjugate them, and mobilize them to secure the Monolith. Enemy forces to be met with extreme prejudice. Hold the Monolith at all costs… /End Transmission/
Corporate greed erupts into ferocious combat in Nexus Ops, the fast-based board game of lunar domination for 2-4 players. The year is 2315, and four megalithic corporations have all purchased “exclusive” mineral rights to an alien moon rich in rubium, the rare energy source necessary for all humanity’s most advanced technology. After the explorers who sold the mineral rights mysteriously disappeared, the corporations find themselves with only one means available to settle ownership of the moon–eliminate all contenders.
Today, we look at some of the ways Nexus Ops parlays corporate greed into fun and furious space battles.
Staking your claim
Each turn in Nexus Ops moves swiftly through six phases: Deployment, Movement, Exploration, Battle, Mining, and Draw. After players deploy forces and move them, exploring any new terrain, corporate forces wage battle to claim any contested tiles. Corporate troops have found means to draft the moon’s indigenous species into their service, and space-suited infantry stand alongside them as they face off with their rivals. These battles rage at the very core of Nexus Ops, as they earn you victory points and grant you the ability to seize valuable rubium mines, ensuring your ability to recruit more and stronger troops.
Sometimes, however, it’s in the corporations’ best interests to form tenuous alliances with one of their rivals. When two corporations seek to break their opponents before turning against each other, the only viable response for the other two corporations is to pool their strength and fend off the assault.
Nexus Ops preserves the alternate four-player team rules from the original game. In this variant, the players of allied corporations sit across from each other, and the two teams race to acquire 20 combined victory points.
King of the Hill
In the King of the Hill variant, players gain greater incentive to seize control of the central Monolith. Any player who controls the Monolith at the end of his turn may choose either to draw the standard two Energize cards or to take one King of the Hill card, each of which is worth a single victory point. Solidify your control of the Monolith, and you’re well on your way to victory!
Alternate Two-Player Boards
Another of the game’s eleven variants introduces alternate board arrangements for head-to-head battles between two players:
/Incoming Transmission/ 10.10.2315: … Zyborg Technologies have launched a shuttle to Outpost Delta Five. The wealth of rubium deposits in that sector are unknown. Send troops to investigate. Preemptive strikes have been authorized. /End Transmission/
Get ready for fierce combat and covert operations when Nexus Ops blasts into a store near you. Coming soon!
Nexus Ops is a frenzied board game of fierce battles and fantastic alien creatures. Two to four players control factions of corporate troops and indigenous life forms on an alien moon. Players deploy troops from their home base to explore the moon, mine resources, purchase troops, win battles, and fulfill missions to win the game.
Just played the original over the holidays. I'm glad to see that FFG is introducing optional variants. Seems to me the play could get somewhat stale otherwise.
Waiting for the releasing date