SpaceCorp: Ventures
2021
Add distinct enterprises, evolving capabilities, new contracts, and enhanced solitaire play to your exploration of the Solar System and beyond.
240
minutes
1 - 4
player(s)
12+
Medium Heavy
About this expansion
SpaceCorp: Ventures is the first module for SpaceCorp: 2025-2300AD, a game for 1–4 players with a play time of 240 minutes. It expands the exploration and development of the Solar System and beyond with specialized enterprises and additional ways to pursue profit.
At the heart of the module are fourteen double-sided HQ boards. Each HQ places a player in control of a different corporation, agency, or institution, with its own capabilities and missions. An HQ also assigns specific start cards, Infra, advantages, and limitations across all three eras of the game.
These HQ advantages and limitations evolve as play moves through Planeteers and Starfarers. Every HQ also provides a special alternate final profit option at the end of the game, giving each enterprise another way to pursue its goals.
- Allied Transit: specializes in spaceports and transportation networks.
- Humanistics: supports populating space with “pure” humans.
- InfraMaxx: focuses on deep-space infrastructure.
- Next Generation: rapidly adapts humanity for life among the stars.
- Nova Capital: invests in and speculates on other space ventures.
- Polaris GCI: offers enhanced multi-use base-building capabilities.
- Stellar Security: keeps players safe in the stars—for a price.
At the beginning of each era, one player selects an eighth contract to be fulfilled. This adds another route to gaining profit and completing the era.
Ten of the fourteen HQ boards can be flipped for solitaire play, providing an enhanced HQ against the competition AI. With 14 double-sided HQ boards, 27 cards, a contract disc, an updated solitaire player aid, and a rulebook, SpaceCorp: Ventures adds variety to the SpaceCorp experience.