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Rating: 7.2 Good
Players: 2-4 players
Playing time: 90-340 minutes

Created by: Mark Major, Brian Patterson

Published by: Tasty Minstrel Games (TMG), Game Brewer

Alternate Names: Chimera Station Deluxified


Chimera Station brings a new twist to the worker placement genre: customizable workers. Each worker can be modified in-game by splicing claws, tentacles, leaves or additional brains (or any combination of those) on them.

These workers are used to gather resources: points, food, credits, and living parts of aforementioned workers! During the game you'll build and expand the space station and open up tons of different strategic and tactical possibilities.

Featuring a grand total of 12 standard action spaces and 40 additional ones (modules), 22 perks, 16 different ways to configure your aliens (via components), and 4 different races, the possibilities are endless!

Artwork has been done by Brian Patterson from the webcomic "d20Monkey".

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Chimera Station: Interactive Modules Promo

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In the intergalactic commerce hub Chimera Station you don't just send your workers to their tasks ... You splice claws, tentacles and other parts onto them to give them an edge over the competition!

Gain resources and build modules to expand the board and open new opportunities. Construct the space station and take command to gain prestige and win!

The goal of Chimera Station is to earn the most prestige points by the end of the fifth round. The main ways to achieve that goal are building modules and taking command of the station at the Command Hub, but there are many other chances to gain points along the way. …

Once you're familiar with Chimera Station, feel free to use the B-sides of the player boards. The B-side gives you a particular faction with unique player powers, making you slightly better at certain strategies or at using one of the types of components.

You'll have a unique research track, and at the base tier you'll start the game with one attached component of your preferred type.

While the B-side player boards are fair to use against each other, they are not balanced against the A-sides. …

Default Modules

Important Notes:

  • In the event of any contradictions, the specific module, perk or player board rules always prevail over the general rules.

  • The start player marker may only change hands once per round. The start player can try to prevent losing it, by choosing an action that would give the start player marker to an opponent.But, as the marker doesn't 'change hands', this doesn't prevent opponents from obtaining the start player marker in another way, if possible. …

When you gain a perk, select one from the available face up perks. Then, if there are fewer than 3 available perks, immediately replace it with the top card from the perk deck. If you run out of perks in the deck, shuffle any discarded perks to create a new deck.

There are two kinds of perks: passive and module. Passive perks (red border) confer a constant bonus. Module perks (blue border) give you an exclusive module where you may place your workers. …

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