8.5
rating
Ludopedia
8.2
rating
BGG
Our Verdict
The ultimate upgrade for those seeking more depth in SpaceCorp.
Highlights
- Strategy variety with 14 HQs
- New ways to score
- Enhanced solitaire mode
- High replayability
Keep in mind
- Language dependency on cards
- Increases game complexity
RECOMMENDED
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If you're already a SpaceCorp fan and feel like the base game is just the beginning of your cosmic journey, get ready: SpaceCorp: Ventures is exactly what you need to upgrade your space experience. This isn't just any expansion; it's a robust module that opens up a vast array of strategies through fourteen brand-new Headquarters (HQ) mats. Each of these mats puts you in command of a unique entity—be it a billionaire corporation, a government agency, or a research institution—each with its own missions, advantages, and, of course, those challenges that make gaming interesting.
What makes this module special is how it tweaks the core game structure. Each HQ provides specific starting cards and affects your infrastructure development throughout the game's three eras. As you progress through the Planeteers and Starfarers eras, your capabilities evolve, and the coolest part is that each HQ offers an alternative final scoring option, allowing you to play in a way completely different from the standard rules. Additionally, the game gains an extra layer of dynamism with special contracts that emerge at the start of each era, creating new paths to profit.
And for solo gamers who love a challenge, there's great news: ten of the fourteen HQs can be flipped to enable an enhanced solitaire experience against a competitive AI. It's the perfect module for those seeking more depth, more replayability, and the feeling that every session is a brand-new space mission. Just a friendly heads-up: keep a dictionary handy, as the game has a significant language dependency to fully enjoy all the card details!
What makes this module special is how it tweaks the core game structure. Each HQ provides specific starting cards and affects your infrastructure development throughout the game's three eras. As you progress through the Planeteers and Starfarers eras, your capabilities evolve, and the coolest part is that each HQ offers an alternative final scoring option, allowing you to play in a way completely different from the standard rules. Additionally, the game gains an extra layer of dynamism with special contracts that emerge at the start of each era, creating new paths to profit.
And for solo gamers who love a challenge, there's great news: ten of the fourteen HQs can be flipped to enable an enhanced solitaire experience against a competitive AI. It's the perfect module for those seeking more depth, more replayability, and the feeling that every session is a brand-new space mission. Just a friendly heads-up: keep a dictionary handy, as the game has a significant language dependency to fully enjoy all the card details!
GALLERY
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Mechanics
Categories
Families
Publisher
GMT Games, Nuts! Publishing
Designer
John H. Butterfield
Artist
Kurt Miller
Do I need the base game to play Ventures?
Absolutely! This is an expansion module and requires the SpaceCorp base game to play.
Does the expansion make the game much harder?
Complexity increases slightly due to the new HQ abilities, but that's what makes the gameplay more strategic and fun.
Can I play solo with Ventures?
Yes! Ten of the new HQs allow for a much richer and more challenging solo mode.
Is there a lot of English text in the game?
Yes, there is a high language dependency, especially on the cards, so being familiar with English is recommended.
How many players can play with this module?
The module supports 1 to 4 players, following the base game's rules.