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Five Minutes to Impact

Yes, I realize this is one of the worst headers I've ever done. Sort of the publisher's fault for not putting out a box image that was bigger than 200 pixels wide, isn't it?

Much like Space Alert, XCOM, Space Cadets (whether the original or the head-to-head Dice Duel), or the deck-assembling portion of Millennium Blades, Meteor is a real-time game, meaning you’ve got a limited span of time to complete whatever objective has been set before you. With only a scant handful of minutes on the clock, tasks like navigating around an asteroid field, counting off how many turns until that stealth fighter drifts into range of your cannons, cobbling together a tournament deck, or calculating the odds of a squad of soldiers beating back an alien invasion — all simple assignments on their own, given enough time to actually evaluate your options — the stress ratchets up to, dare I say it, meteoric heights.

And yet, though I’ve played many real-time games, I’ve never seen anyone react with quite the same level of incredulity as when I start explaining Meteor.

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