


MLEM - Agenzia Spaziale
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The FroGames Sheet
You have six dice. Each roll brings you closer to a planet. But too many rockets on the table and everything blows up. Do you retreat now or risk another roll? The others watch. Someone sneers.
WHAT IT'S ABOUT
Rockets, cats, and the moment you decide to stop
It's 2075. Cats have conquered Earth and are now aiming for space. MLEM: Space Agency, by Reiner Knizia and illustrated by Joanna Rzepecka, puts you in command of a feline space agency. The missions are ambitious, the equipment is precarious, and the crews are cats: what could possibly go wrong?
You roll dice, accumulate successes, and conquer planets in the Milky Way. But every rocket-die that appears risks blowing everything up. You have to decide each turn: do I stop here and secure my points, or do I roll again and risk losing everything? Majority on planets, scoring tracks, a handful of weighty decisions. Knizia does what he does best: rules in ten minutes, tension that builds with every roll.
What they say abroad
"Let me take you on a journey to the year 2075."
— Rebel Studio
Knizia knows his craft: simple mechanics, agonizing decisions, games that end with laughter or lament.
— FroGames
MLEM: Space Agency
What's in the box
The components of a feline space mission
Mission dice
Six faces: planets, rockets, special symbols. Every roll is a gamble. Rockets accumulate and when you have too many on the table, boom: you lose the whole turn.
Space board
The Milky Way with its planets to conquer. Each planet has limited spaces: whoever arrives first takes the best points, whoever arrives later settles for less.
Crew tokens
Your cat-astronauts. You place them on planets to claim majority. In the end, each planet gives points to whoever has the most presence, and each of your pawns counts towards the final score.
Score tracks
Paths where you advance with successes. The further you go, the more points you get at the end of the game. But you have to get there: each step requires specific symbols from the dice.
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
Each turn is identical: roll, evaluate, decide. Then you pass or re-roll. Simple until you explode.
You roll all six dice. Read the results: planets (they make you advance), rockets (dangerous), special symbols (various bonuses). Set aside the rockets: if you accumulate too many, the turn ends badly.
You can stop now and use the results to place tokens or advance on the tracks. Or you re-roll the non-rocket dice to try for better results. But be careful: each re-roll risks adding rockets.
If you accumulate too many rockets (the threshold depends on the number of players), you explode: you lose everything and the turn ends. Otherwise, you use the symbols obtained to conquer planets, advance on tracks, or activate special abilities.
End of your turn. The next player does the same. The game continues until someone reaches the end-game condition (usually a certain number of conquered planets or completed tracks).
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
A safe start
First turns, careful rolls. Everyone wants to place a few tokens without risking too much. The dice are kind, rockets are few. You think: "This game is easy." Spoiler: it's not.
The first to explode
Someone gets carried away. They roll once too many times, three rockets come up at once, the whole turn is burned. The others laugh. They swear they won't do it again. (They will.)
The race for planets
Mid-game, the real fight for majorities begins. That rich planet where you have an advantage? Now everyone wants to go there. Choices become tactical: blocking others or aiming for less contested secondary planets.
The legendary roll
Last round, you're behind. You need a miracle. You roll: all good symbols come up, zero rockets. You advance three spaces, conquer two planets. The table explodes (you don't). This is the moment you'll remember.
Final count
Planets, tracks, and bonuses are added up. Whoever was sure they won discovers that the planet they left free cost them the victory. Tight margins, often 2-3 points difference. Immediately, a rematch is requested.
🐸Things to know beforehandThree honest things, from friends▼
Things to know beforehand
Three things you need to know
Luck matters. A lot.
You can play perfectly and lose due to a series of unlucky rolls. The dice often decide more than strategy. If this bothers you, this isn't the game for you. If you like the thrill of risk, it's golden.
Almost zero downtime, but it depends
Turns are fast: roll, decide, done. But if there's someone at the table who counts the rockets three times and calculates probabilities for every re-roll, times stretch out. With fast players, you finish in half an hour, with analytical ones, up to 60 minutes.
Scales poorly above 4 players
With 5 players, the game works, but downtime increases and control over majorities becomes more chaotic. The sweet spot is 3-4 players: enough competition, sustained pace, compact games.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The game ends when a player reaches a specific objective. Points are tallied: whoever has the most points wins.
Victory
- Majorities on planets: each conquered planet gives points based on how many tokens you have placed
- Advancement on scoring tracks: the further you go, the more points you accumulate
- Final bonus: secret objectives or milestones achieved during the game
How to lose ground
- Exploding too often: lost turns = zero advancements, zero conquests, zero points
- Ignoring majorities: leaving planets to others and at the end of the game you miss those decisive 10-15 points
- Playing too safe: always stopping at the first roll, advancing little, ending up behind those who dared
MLEM: Space Agency is an honest push your luck game: few rules, lots of tension, a handful of curses and laughter. Knizia at his best.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about MLEM: Space Agency
What mechanics does MLEM: Space Agency use?
Push your luck with dice, area majority on planets, track movement on scoring paths. Each turn you roll dice, decide whether to re-roll or stop, and use the results to conquer spaces or advance. The more you risk, the more you gain, but too many rockets and you lose everything.
Does it work well as a family game?
Yes, it's perfect. Very simple rules, quick games, fun theme. Kids immediately grasp the concept (roll, risk, stop), adults appreciate the tactical decisions on majorities. Only limitation: those who hate dice luck will get frustrated.
How much does luck weigh compared to strategy?
Quite a lot. You can play well and lose due to a series of unlucky rolls. But it's not all chance: knowing when to stop, which planets to target, how to manage risk makes a difference in the long run. Let's say 60% luck, 40% decisions.
With how many players does it work best?
3-4 is ideal. With 2, it works but loses some competition over majorities. With 5, downtime increases and the table becomes more chaotic. If there are 4 of you, it's perfect.
Is it available in English?
Yes, the English edition published by Asmodee includes fully translated rulebook, cards and components. Game language: English.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
MLEM: Space Agency is a competitive board game by Reiner Knizia for 2-5 players, ages 8+, lasting 30-60 minutes. It combines push your luck with dice and majorities on planets: roll, decide whether to risk more or stop, conquer cosmic territories, and advance on scoring tracks. Main mechanics: dice rolling and area majority. English edition published by Asmodee, with illustrations by Joanna Rzepecka and a humorous feline theme set in 2075. Perfect as a family game or gateway game for those looking for quick, tense games without complex rules. Available on FroGames.it.

MLEM - Agenzia Spaziale
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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