Each Hyperspace expansion civilization comes with a Homeworld tile, 4 unique Citizens, 2 Super Units, and 2 Super Techs. The Automata are efficient, well-balanced, and effective as befits a machine civ. They can draw on tech powers without researching them, and their abilities are evenly divided between early- and late-game advantages. The Technotron is a...
Each Hyperspace expansion civilization comes with a Homeworld tile, 4 unique Citizens, 2 Super Units, and 2 Super Techs. The Glazaqtoq start with an extra homeworld, their major advantage. Their sloth and laziness means they don’t benefit from salvaged items, but this also acts as a sort of protection, since they are less likely to be on an interesting...
Each Hyperspace expansion civilization comes with a Homeworld tile, 4 unique Citizens, 2 Super Units, and 2 Super Techs. Deadly in battle, with an ever-growing economy, the Mendeku have the fascinating weakness that they cannot take any action they have not seen. Early in, this is a consideration even for other players. They think, “I want to attack, but...
Need a power-up? Use these high-tech gadgets to boost your abilities as you make your way through the level. Equipment Drop 4-card expansion adds new equipment to add variety to your starting equipment. With new combinations and wild buttons, you’ll have all-new ways to navigate the level and make it out of the space base. Shuffle all available equipment...
Just when you think you’ve got victory in hand, the screen shakes and you hear that daunting music: it’s the final boss fight! Use Final Bosses 3-card expansion to add one of the unique final bosses to your level. If you can get past the boss, you’ll immediately win, but it won’t be easy. Each two-stage boss has its own requirements and combos that must be...
Haste makes waste: pick up spent parts left behind from your failed runs and turn that trash into useful tech. Salvage Mode 5-card expansion adds new salvage cards with potent effects. Add a salvage after each run, then press the corresponding level to activate it in a subsequent run. Use the wreckage from your past attempts to power your way out, but be...
As if the Hyperstar base wasn’t already dangerous, the enemies have set traps throughout the level. Watch your step or you’ll end up in serious trouble! Trapped 6-card expansion features trap cards that complicate your path forward. Revealing one might extend your combo—or activate a trap that sets you back. Whenever you combo your way into a facedown...
June 1941, and the Russian hammer smites against the Soviet Union. Panzers stream eastwards amid fierce fighting as the Soviet Revolution fights for its very existance. Set amid the turmoil of Autumn of that year Rob Avery foucsses on the battles that were fought on the Smolensk-Vyazma axis, and presents nineteen scenarios for IABSM in a linked campaign...
From the Mau Mau in Kenya in the 1950's to South West Africa in the 1980's, B'Maso is our latest supplement for BOTH I Ain't Been Shot, Mum and Troops, Weapons & Tactics covering the Winds of Change wars in Africa. Containing full rule amendments, a history of counter-insurgency warfare in Africa, a look at all the major conflicts, along with data on...
An extensive history of the Italian invasion of Egypt and the British response: Operation Compass, the Five-Day Raid that turned into a campaign. Set between June 1940 and early February 1941, the booklet contains twenty-three unique scenarios for “I Ain’t Been Shot, Mum!” including attacks, counter-attacks, encounter battles, desperate defences, and the...