Astro Man – A Quick Review of Astro ROVE, Especially in Comparison to the Other ROVE Installments

Astro Man – A Quick Review of Astro ROVE, Especially in Comparison to the Other ROVE Installments

Image taken from https://boardgamegeek.com/image/9288036/astro-rove-results-oriented-versatile-explorer

Designers: Dustin Dobson, Milan Zivkovic
Publisher: Button Shy
Artist: Filip Popovic


Astro ROVE is an eighteen-card solo game exactly like the other two ROVE games (ROVE and Aqua ROVE). It plays very similarly as well, with a few minor changes. The first significant difference is that the player can gain additional movement if the type of movement on the card played from hand matches that of the mission’s. The main aspect that provides uniqueness from other ROVE games is the fact that the six module cards don’t have a special ability. Instead, you can flip them over at any time to “convert” that card to a different module type. Once it’s been flipped, though, it can’t be returned. The last change is that the movement cards now have abilities that can be utilized as you play them from your hand.


Similar to Aqua ROVE, I enjoy this game, but the original is still my favorite. I appreciate the unique changes and challenges this one brings, but there’s just something about the OG that is so satisfying and brilliant. Of course, I wholeheartedly believe I have space for all three in my collection, especially since they do truly have some differentiation despite being the same standard core game.


If you like the original ROVE and/or Aqua ROVE and you want to expand the universe and play with a few unique, fresh rules, check this one out! If you own the others, I wouldn’t say acquiring this one is necessarily a need, but it does provide a different challenge. Despite the fact Aqua ROVE added a lot of variability in terms of mixing and matching, this one has a more unique puzzle, so it feels more distinct from the original in my opinion.

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