DarkStar (Deluxe Edition)
Products title that includes 'PRE-ORDER' is subject to our Pre-order Policy
Couldn't load pickup availability
Delivery and Shipping
Delivery and Shipping
For more details, please refer to our Shipping and Order Information.
Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
| Designer | Klaude Thomas |
| Publisher | Print & Play Productions |
| Players | 2-4 |
| Playtime | 120 mins |
| Suggested Age | 14 and up |
Set thousands of years in the future, the board game DarkStar is based on classics such as Dune, Cosmic Encounter, and Diplomacy.
Strategically, DarkStar plays out something like Chess, although the game mechanisms are wildly different. Your key pieces are squadrons that you move around the board in stacks. The board itself being gridded into systems (where resources are located) and subsectors (empty space). Squadrons move from square-to-square on the board as in Chess. As the game proceeds, stargates twist space so that squares change their position relative to one another.
Another big difference from Chess is that conflicts are resolved using tactical core cards that will feel to you more like rock-paper-scissors. Unlike in Chess, attacking pieces won't always win. Furthermore you will get free moves and other kinds of special actions through playing Imperial edict cards.
The most destructive force in the game are antimatter missiles. You build missiles in stages on your systems and launch them during your turn. These missiles are the reason why the goal of the game — collecting three different deep-defense codes — is so important. Missile detonations destroy everything in a square and even burn up the square itself so that nothing can enter it. Owning three colors of deep-defense codes makes some of your squares immune to antimatter detonations, upsetting the balance of power and giving you a chance to win.
