At the
beginning of the game, the eight different tasks need to be delegated between
the different players, the game manual suggests suitable combinations depending
on how many players are in the game. We played the game with five players and
drew randomly what tasks each of us were responsible for.
Each round
starts off with a planning phase, which initially is five turns of an hourglass
(in the very first round this isn't timed, however), where all players discuss
what each of them should do, how the energy should be delegated between the
compartments and what areas need to be prioritized in the next round. Then each
player prepares for their tasks.
In the
third step, there are five tasks being solved simultaneously;
- Puzzling
7 tiles together to allocate energy for the next round
- Combining
strings of numbers to strengthen shields on specific sides of the ship
- Blindly
matching specific tetris-like pieces to cards to do sector scans, lock on
targets, etc.
- Putting
down flight cards to program the ship's flight route
- Puzzle
together pieces to create specific shapes to build missiles to fire on enemy
ships
Then the
flight route, the sensors and the shields are resolved. Dice are rolled to
determine whether enemy ships will lock onto the player ship, then moved in
direction of the player ship if they do, then dice are rolled to determine if
they manage to fire successfully. Then one player gets to try and fire missiles
back at the ships if they have any. This is done by flicking a disc along a
track during one turn of the hourglass.
If the
sensors have locked on a crystal, and there has been energy allocated to the
tractor beam, a player could attempt to pull in the crystal through trying to
match number and shape tokens on a grid (which plays out like memory).
If the ship
has taken any damage, another player could try to draw repair cards to fix it,
some are successful, others cause damage, so it's best to allocate enough
energy so an unsuccessful card may be switched.
Finally, in
order for a game to be successful, the players need to manage to pull in all
three crystals hidden in space, and then perform a successful jump. The way to
do this is to roll five matching dice after the third crystal has been pulled
in. The dice can be manipulated by cards that can be earned through throwing
specific dice combinations or totals throughout the game. This is done within
the turn of an hourglass at the end of the round if there has been any energy
allocated to it.
At some
point in the game, the ship might get core damage, and when that happens a core
repair needs to be resolved to prevent the ship from exploding and thus losing
the game. This is done through matching an image to a negative in a deck of
cards, and takes place in the regular third step of the game in addition to the
other five tasks. Core repair tasks needs to be distributed evenly between the
players, so one player needs to match their card before the next one can match
theirs and so on. When a player receives the deck, they need to temporary
abandon their other tasks until they find a match and can pass the deck on.
It's a very
intense game, where success heavily relies on every player pulling their
weight, so I think it's important to consider the group dynamic before trying
out this game, as well as the stress level of the players. It can be fun, but
it can also put some people off. I personally am not someone who enjoys timed
gameplay, neither in video games nor in table top games. I really, really hate to be rushed. I understand why it
must be this way with this game, and because of that I can enjoy the game, but
it will not be part of my collection.
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