Manufacturer: Tasty Minstrel GamesEminent Domain, the innovative "deck learning" game is back with its long awaited first expansion, Escalation!
Welcome back, Emperor. The time for unchecked expansion is over. Warmongers raise their flags over weaker empires, while civilized planets take shelter behind peace treaties. Brace yourself for rising tensions in this next chapter of Eminent Domain: Escalation!
This expansion for Eminent Domain puts the following new tools at the Emperor's disposal:
New meaning to the larger-sized ships in Eminent Domain
Additional Role cards to support a fifth player
Additional technologies, each with an alternate cost in addition to their normal Research cost
A new category of technology ("Diverse"), requiring one planet of each type to research
Optional scenarios for asymmetric starting positions and technologies for each player
15 Planet Cards (6 Civilized, 3 Hostile, 6 Bustling)
6 Start Planet Tiles
5 Fleet Tiles
32 New Technology Cards (9 Advanced, 9 Fertile, 9 Metallic, 5 Diverse)
18 Scenario Cards
28 Role Cards (now supporting up to five players)
1 Player Aid Tile
2 Central Display Errata Stickers (Warfare Icon, Survey Icon)
3 Errata Cards (Logistics, Abundance, Bureaucracy)
Game Length: 60 minutes
This is not a stand-alone game. A copy of Eminent Domain is required to play.
Share your thoughts with other customersAdd a Review
- A great expansion for Eminent Domain
I am a big fan of Eminent Domain. Anything that would expand the options for tech cards is an instant win for me, because while the research available with the base game is abundant, it becomes too predictable which ones will be the best for a certain player who has already formed their deck.
With this expansion, research takes on a whole new dimension. Now there are, in effect, specialized military research. These tech cards can be purchased with normal technology icons, or using fighters. This allows more research to be done and utilized fighters for more than simply attacking planets.
I first thought that military would become overused, or that these changes would change very little. After all, why focus on research using fighters when you can just conquer planets? I'm glad I was wrong. In addition to using fighters for new actions, fighters can also be upgraded to new ship types (before unused in the base game). New planets with better effects require some of these upgraded ship types to be conquered.
But the tech cards themselves help mitigate this problem. Many give you fighters as an action, but some also have icons that can be used as a substitute to fighters of those types. And there are even some worlds that will provide you free fighters to use each turn.
With all these changes that both require more fighters to utilize and give more fighters to use, the game remains very balanced.
My only downside with this expansion (and really to any expansion for this game) is that the plethora of tech cards and introducing new planet types makes it STRONGLY advisable to play several games without it before introducing. Because of that, I have only played this expansion with one other person and only a few times.
Game Play Quality Price Value