Shackleton Base Review: Modules. Also, Modules.



Tom, Chris and Wendy take a look at Shackelton Base!

0:00 Intro
0:51 Overview
8:30 Review
17:54 Final Thoughts

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BGG Link: https://boardgamegeek.com/boardgame/408180/shackleton-base-a-journey-to-the-moon

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11 thoughts on “Shackleton Base Review: Modules. Also, Modules.”

  1. Just played this twice and loved it. Engrossing from the first turn, the production is amazing and you get an insane amount of content for an affordable price. It's definitely a "modern euro" with a brain melting amount of systems but as far as that type of game goes I can't imagine one being more fun, so a 10 for me.

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  2. Too many little rules to remember on some actions that aren't within the board iconography and no player reference aid made the solo learning games a bit of a chore. It's not bad so far though prob more a 6 currently, have to see how multiplayer games fare.

    Having a selection of corps is pretty cool though you have to deal with 3 other bits of sub rules each game….

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  3. I think you guys might explain a rule wrong. on pg 9 rule of the rulebook on "Retrieve Astronauts from the crate" – it state "the player who has the biggest total structure size in the row facing the astronaut gains it and places it in their base, if able. If the player has no room for the astronaut, it is returned to the Lunar Gateway.In case of a tie, the astronaut goes to the tied player with the biggest structure in the sector closest to the astronaut slot.If there is no structure from any tied player in this sector, then check the second closest sector, etc." – Not just the biggest structure closest to the Astronauts

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