Endure the Stars is a 1-6 player cooperative action survival game set on the planet-colonising ship, the N.W.E. Hikari. Players pick up the story one year into the Hikari's colonisation efforts and everything has fallen to ruin. Scientists aboard the ship were attempting to genetically engineer life forms to explore the planet below, unbeknownst to the ships general populace. But a series of tragedies lead to the truth being discovered and the ensuing chaos released the creatures from containment, where they rampaged through the ship, killing anyone they came across. Now the remaining crew live in small groups, salvaging whatever they can to survive.
Endure the Stars Preview Rulebook
Find the rulebook at the link below:
Please be aware that this is a Preview Rulebook and rules may still be tweaked and changed.
Endure the Stars Gameplay Walkthrough
Find a gameplay walkthrough at the link below:
Gameplay videos from Board Game Brawl
Review from Undead Viking
Endure the Stars is being manufactured by industry veterans Ludofact, the exclusive manufacturer of CoolMiniOrNot's board games!
The Kickstarter version of Endure the Stars now comes with 121 highly detailed miniatures (including stretch goals), including 6 unique character classes and the fearsome Titan! (variant sculpts replace existing miniatures in the core game)
In Endure the Stars, players take control of one or more survivors and attempt to complete missions by exploring the ruins of the once thriving ship. Players control 6 unique character classes, each with their own special abilities that can turn the tide of any game.
Game play walk through at the bottom of the page
Any stretch goals marked with this symbol:
Are NOT part of the core retail box and will be given to backers for free!
The game tiles that represent the ship have been designed in a modular style, which allows for near limitless map sizes and set-ups. Games can last anywhere between 30 minutes to 3 hours depending on the chosen scenario and difficulty, so there's never an excuse not to play!
During their turn players spend actions to move, attack, search the ship for weapons and items and use their characters special abilities. Players must plan their actions as a team and avoid making too much noise, or else they'll attract some of the escaped genetic experiments, known as the GEPs.
When humanity headed into the stars, they were faced with a challenge. How do we best colonise these new worlds, even if they are completely different from our own? The answer was the G.E.P.E.C program. Genetically Engineered Planetary Explorer Candidates, or GEPs for short, are creatures that were grown to be a custom designed race, tailored to whatever atmospheric conditions that the planet had to offer. The Hikari was 12 months into it's G.E.P.E.C program when one of the larger creatures, project name Titan, escaped and killed 37 civilians. The program was top secret and the ensuing public outrage and civil unrest culminated in a raid on the science labs. The angry mob intended to destroy all of the GEPs, but were slaughtered when they inadvertently released the test subjects.
Once the players turn is over, it becomes the GEPs turn. GEPs are represented as radar tokens, which are controlled by the game itself and that move around the ship with the help of a directional die. That is unless players make too much noise and attract them. Radar tokens only flip over once a player has them within their line of sight, so you won't know what's after you until it's too late!
Complete your objective and exit the map before the GEPs overrun you, or worse, you get the attention of the Titan. With it's own deck of cards that dictate how the Titan behaves, every confrontation with this enemy is both unique and deadly!
- 12 Double sided game tiles
- 6 unique survivor miniatures
- 30 Swarmer miniartures
- 20 Jaeger miniatures
- 20 Icarus miniatures
- 20 Solomon miniatures
- 1 Titan miniature
- 1 Exo Loader miniature
- 6 D6 dice
- 1 injury die
- 1 directional die
- 180 cards
- 90 tokens
- 6 character dashboards
- 1 Titan dashboard
Shipping will be charged after the campaign is finished. This is to make sure that each and every backer gets the best price that we can offer them. Below is an approximate estimate of how much shipping will cost by country, based on the weight of a standard miniature game (4kg volumetric weight) These are still just estimates and are subject to change depending on how much extra content we manage to unlock!
USA & Europe - £5-£10
Canada - £5-£15
China & Hong Kong - £5-£10
Latin America - £35-£40
Oceania - £20
Everywhere else - £35+
Meet the creators
Adam Smith - Game creator
Mike Brown - Director
Brian Coughlan - Concept artist
Nassos Apollonatos - Character sculptor
Francesco Orru - Creature sculptor
Urban Giants - Graphic designer
How does the game play?
Endure the Stars is a fully-cooperative Sci-Fi adventure game. This means that all players take on the roles of the surviving crew, venturing forth from the safe havens that they’ve carved out, to explore the derelict halls and winding corridors of the once thriving ship. Missions and campaigns will see you gathering supplies for your refuge, rescuing lost survivors and pushing back the monstrous tide of GEPs to name just a few.
1-5 players each select 1 of the unique character classes available to play as. Each character class has at their disposal 3 unique abilities known as their Passive, Active and Crisis abilities. We’ll use the Engineer as an example:
The Engineer’s 3 unique abilities are listed on the right hand side of the dashboard. The first is the Passive ability, Power suit. Passive abilities remain in effect at all times and do not require activation. The Engineer’s Exo suit grants him increased strength, so he gets +1 to all melee damage he deals. Next is the Active ability, which requires the player to spend 1 action to activate. For the Engineer, Making it Last allows him to get 2 uses from single-use items. Last of all is the powerful Crisis ability, which also requires 1 action and may only be used once per game. Improvised Exit allows the Engineer to cut through walls, making a brand new door.
Once everyone has chosen a character, players take the corresponding miniature and character dashboard and decide which mission or campaign they wish to play from the rulebook. Construct the map from the game tiles as directed, and place all tokens where designated. Everyone also receives one random starting weapon. The weapon is placed below the dashboard in the area marked Inventory and each player places their Health and Resolve tracker tokens at the top left hand corner of the tracks. All of the card decks that are required for the mission are shuffled and placed face down next to the game board. Now you’re ready to begin play.
The Game’s Phases Game rounds are made up of 3 distinct phases; the Player phase, the GEP phase and the Resolution phase. At the start of each round, the first player token moves clockwise around the table and the player holding it is the first to act. Survivors now use their turn to perform 3 actions, which may be used to move, attack, search, trade, activate objectives or use their special abilities. Searching for gear is an important part of Endure the Stars, as many useful weapons, items and armours were left behind when the GEPs escaped. But mixed into the item deck are noise cards, which when drawn generate the amount of noise that is numbered on the card. If an enemy is within range of the noise, it will head for your zone!
Next is the GEPs phase. GEPs are either represented on the board by radar tokens or by miniatures, if the radar token has been revealed. Radar token are revealed and become GEP miniatures if it enters a player’s field of view or a special ability reveals it. Players are never sure what lurks on the game map until the tokens are revealed. Players may take it turns to resolve the GEPs actions or may elect one person to do so for the entire game. There are 2 states the GEPs exist in, Passive and Alert. If a radar token or GEP miniature has not been alerted by a noise or seen a survivor, they will wander the map in a random direction. Players roll the directional die for each token/miniature and move it 1 zone in that direction. GEPs must always move if able to. Once something has got the attention of the GEPs, they enter an Alert state and head towards whatever their target is at a rate dependant on the GEP type (some move faster than others).
Lastly is the Resolution phase. Players remove from the game board any expired or non-relevant tokens and cards and draw 1 card from the Event Deck. Without a crew to maintain the Hikari, the ship has begun to fall to ruin. The Event deck represents the unstable nature of the ship. The card is put into play immediately and its effects last as long as is specified on the card. Event cards can cause blackouts, lockdowns and power failures to name just a few. This completes a game round.
When a player decides to enter combat they must first choose the weapon they wish to attack with and announce their intended target. All Weapon cards have 4 statistics; the range the weapon may fire, the number of dice that you need to roll, the value you need to get on a die to land a successful hit and the noise that the weapon generates when used. Roll the amount of dice displayed on the card and if the die roll is equal to or higher than the number on the card, it’s a hit and the target takes 1 damage for each successful dice roll. Damage to enemies does not persist past the individual’s attack (except in the case of bosses) so if the attack fails to kill the target, then it is assumed that the creature was wounded but survived the attack. Place a Noise token with the corresponding value in the zone from which the player attacked.
A GEP will always attack a player if able to. Hits are automatically successful, unless a player is wearing armour, in which case an armour save roll is made for each blow. Armour cards display a number value, which players must roll equal to or higher than to deflect the hit.
Whenever players receive damage from any source they must roll the body damage die, which has head, chest and legs icons on several of its faces. If a blow causes damage to one of these areas, players place an injury token on that area on their character dashboard and suffer the penalties of the related injury (e.g. stun, movement restrictions)
Health and Resolve
Each player has a limited amount of Health and Resolve. Health is depleted by sustaining injuries, whereas Resolve is lost in several ways, such as sighting GEPs for the first time or as an effect of an event card. If your Health entirely depletes, your character dies and is removed from the game. If you have no Resolve left, your character loses the will to carry on and must roll at the start of every turn to determine whether he/she is strong enough to act that turn.
Fighting a Titan
Certain missions will require you to place a radar token on the map that hides a Titan GEP, Titans are incredibly dangerous and powerful creatures and entering into combat with one is quite different from fighting other GEPs. When attacking a Titan, players follow the standard rules for combat, however just like the player, for every successfully landed blow you must roll the body damage die and deal damage accordingly. When it’s the Titan’s turn to attack, players draw a card from the Titan deck. Titan deck cards come in 2 different kinds; attacks & moods. When it’s the Titan’s turn to attack, draw the top card from the Titan deck and place it in the “attack” space of the Titan’s character sheet. Then play out the actions on the card. Part of what makes Titan’s so dangerous is their unpredictability. Mood cards affect the Titan’s power to attack, defend and move. If you draw a mood card, place it in the “mood” space of the Titan’s character sheet. This stays in play until another mood card is drawn to replace it.
Risks and challenges
As with all board games with this many components there are potential production, shipping and customs delays, but the game is being produced by industry veterans Ludofact, who produce CoolMiniOrNot's board games.
Since the game is 99% complete the core game is ready to go, but depending on how many stretch goals are unlocked we will want to make sure that any new ideas added to the game are perfect before putting into mass production.Learn about accountability on Kickstarter
- (30 days)