The alien armada is on its method. It’s as much as you to get folks and provides moved to a protected location earlier than the planet is invaded or destroyed. No strain or something.
Exodus from Reynoldsworld is a print at dwelling roll n’ write that duties you with first constructing a ship after which utilizing it to move colonists and provides away from imminent destruction.
I explored by my first printable roll n’ writes this winter whereas on a two week enterprise journey. Over a foot of snow fell in my first couple of days leaving me successfully trapped in my trip rental as a substitute of exploring the environs as I had deliberate. These video games saved me sane. So I’ve developed a little bit of a mushy spot for roll n’ writes, even higher after I can print them at dwelling an hour earlier than I depart for the airport.
Will Exodus enter my assortment as a must have in case of stranding? Let’s see.
Gameplay Overview:
The sport requires the printed board (after all) and writing implements, one d4 and one d6. For solo avid gamers like myself add in a d8. After you have all that, you’re able to go.
The sport is performed over ten rounds. Your first step is to construct your ship. You’ll be able to construct 10 components per spherical and take as many rounds to construct your ship as you want. You inventory your ship with colonists and provides, then launch. Your pace is decided by the spherical by which your ship is launched. The later you launch, the slower you progress (pace = variety of areas).

Ships require engines and gas—these should be on the base of the ship and are pre-marked on the ship grid. You additionally want cargo holds for folks and provides. Reactors can present a pace increase, and eventually, you may add ice shields. The ice shields shield you from harm.
In the beginning of every journey spherical, you roll one d6 and mark a strike from a micro-meteorite in opposition to your ship within the indicated column. Every ice defend can take two hits earlier than it fails. Something that’s not a defend is instantly destroyed.
You journey by a hex grid map from the central planet (Reynoldsworld) to any of the six protected planets. There are three kinds of hexes: white hexes, which do no harm to the ship, grey hexes, which add one strike from micro-meteorites, and darker grey hexes, which add further micro-meteorite harm per hex you journey. When you arrive on the planet, you ship items and colonists and calculate the earned factors.
In case you are the primary ship to reach, you achieve a primary colony bonus decided by the spherical by which you landed (earlier within the sport is the next bonus). You additionally achieve factors for items and colonists. These values are decided utilizing d4 and d6 rolls throughout setup. Sure, there may be math. Nothing that may’t be accomplished in your head, although.
You’ll be able to return to Reynoldsworld for extra provides and colonists, however you can not restore your ship. On the finish of 10 rounds, calculate your scores, highest wins.

Recreation Impressions:
That is based mostly on solo play solely.
Solo guidelines add one d8 die rolled in the beginning of rounds 2 and 10 to dam first colony factors on a planet. In any other case, no rule adjustments. There’s a rating chart within the guidelines to assist gauge how effectively or poorly you probably did. I like these, and those in Exodus have simply the best notice of droll humor to make even poor scores amusing. For instance, one reads, “you saved some folks, they thanked you.” Should you do rather well, they title their planets after you.

The sport performs easily and fairly shortly when you’ve parsed the principles. There have been a number of sections within the guidelines that I needed to learn a number of occasions earlier than I totally grasped them. Most of them had been clarified after I truly began enjoying.
I’m apparently a little bit of a conservative participant, selecting to not overload reactors each transfer to spice up my pace and attempting to plot the least damaging path. Which implies general, I don’t do effectively. Enjoying conservatively, don’t count on to go to greater than two planets. Getting aggressive, you need to have the ability to go to extra. Realizing the primary colonist bonuses at first helps you intend which planets to go to to earn essentially the most factors. And it actually all comes right down to factors. Roll for harm, transfer, math, and repeat.
Last Ideas:
This sport has a simplified pick-up and ship theme that appeals to me in a style I’ve a particular fondness for. It’s a stable sport, and I feel they’ve structured it effectively. The one actual head scratcher is rolling a d8 in spherical 10. I feel this second roll must be earlier so as to add stress.
It’s a superb sport, I’ve no complaints with the mechanism or the sport construction. One thing about this simply didn’t land with me. It could possibly be that a number of the facets that add problem, like spherical = pace, and overloading a reactor to maneuver additional, really feel like they’re actually simply forcing you into rash selections that you’ll pay the value for later. Particularly since you may’t restore your ship.
It’s a stable sport. There may be nothing on this sport that I feel has been accomplished poorly, it simply doesn’t give me that ‘I can do higher, yet another sport’ feeling. Most likely this one will keep dwelling subsequent time I journey.
In case you are enthusiastic about testing Exodus from Reynoldsworld, it’s in funding now on Gamefound. Head over to the marketing campaign web page for more information, or to turn out to be a backer.