Difference between revisions of "Space Alert"

From gdp3
Jump to: navigation, search
(Main Gameplay Design Patterns)
Line 42: Line 42:
== References ==
== References ==
References to external sources that describe the game, e.g. Wikipedia entries.
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]

Revision as of 15:02, 20 November 2009


The players are ausronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters live. If not- tough luck.


With the help of command cards, the players plan their actions in order to destroy incoming enemies and fix on board problems. This is done simultaneously over a set period of time during which the different dangers are only gradually revealed. After this initial phase, the players enact their orders, often with humourous results. If the ship survives a set number of turns, it jumps back into hyperspace and the players have survived. Their success is gauged by how damaged their ship is and by how many enemies they have managed to destroy. The main difficulty lies in coordinating the player's actions during the frantic realtime part of the game. The game comes with different "scenarios" of varying difficulty, controlled through the use of different sound tracks on the cd that comes with the game.

Example Game Mode 1

The first part of the game, where the players listen to the soundtrack and place actions. A frantic experience requiring both coordination and foresight.

Example Game Mode 2

The second part of the game, in which players enact the orders from the previous round. This part of the game contains no actual gameplay/player input; it is only an enactment of the decisions previously taken. An experience with much laughter and hand-wringing as players realise that their actions are unccordinated (e.g. A fires the cannons, but B only loads them the turn after) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).

Main Gameplay Design Patterns


Time Pressure

Substantial Excise

Assymetrical Abilities (Based on random card draw in the beginning of the game)

Other Noteworthy Aspects


Main Designer: Vlaada (Vladimír) Chvátil


Czech Games Edition Heidelberger Spieleverlag Quined White Goblin Games (QWG) Rio Grande Games


BoardGameGeek entry for Space Alert