Tabletop_Gaming__April_2019

(singke) #1

R


eal-time games are among the
most fun and frantic experiences
the tabletop hobby has to oer.
Where most games come with
calm and orderly turn-based
structures, the likes of Captain Sonar, Magic
Maze and Escape: e Curse of the Temple see
players all acting at once – the results can be
tense, raucous, confusing and sometimes side-
splittingly funny.
Over the years, a host of designers have
oered their own distinct spins on the
concept. But one of the most beloved – and
hectic – real-time releases is 2012’s Space
Cadets. A tabletop tribute to the kind of
dramatic ship battles seen in Star Trek, it
casts players as the crew of a starship and
hands them each their own role and set of
responsibilities as they navigate the depths
of space, ght o aggressive enemies and
attempt to complete a series of increasingly
perilous missions.
We spoke to designer Geo Engelstein,
who created the game along with his children
Brian and Sydney, to discover the story
behind its creation and the secret of its long-
lasting appeal.

TO BOLDLY GO
Geo Engelstein is a lifelong gamer, and over
the decades he’s played titles of just about
every imaginable type.
“I always played games with my family,”
he explains. “We played a lot of chess,
things like that. But eventually I discovered
Avalon Hill games like Diplomacy and
Panzer Blitz, and then a couple of years later
Dungeons & Dragons.
“I was gaming all the way through high
school, then in college I was the head of our
gaming group. I used to play more complex
games in college. en I got married, and we
had kids, and that was right at the time that
Eurogames were starting to make inroads
into the US market. ere were a couple of
companies importing games like Settlers of
Catan and some of Reiner Knizia’s games and
things like that. So gaming has always been
part of what I’ve done.”
While tabletop games are a long-standing
part of Engelstein’s life, he also took an early
interest in the then-nascent eld of video
game development.
“When I was in high school I had an Apple
II computer,” he says, “and I used to program
some video games. I had a couple of computer
games published in the mid ‘80s, one of which
you can still play in a web implementation
to this day. It was called Star Blaster. Even in
college, we played around with coding games,
but then I got super busy and started working,
so that took a back seat.”

While his opportunities to make video
games were curtailed, Engelstein maintained
his interest in the tabletop side of the hobby.
“I was travelling a lot for business,” he says,
“and I would always try to reach out to people
and say: ‘Hey, I’m going to be in Cleveland,
I’m going to be in LA,’ or wherever it was. ‘Do
you want to meet up and play something?’ It
was a great way to meet new people and keep
things interesting on the road.
“en in the early 2000s I was travelling over
to Korea, and during one of the trips I looked
up Tom Vasel from the Dice Tower podcast,
who was living over there at the time. I said: ‘Hey,
I’m going to be in Seoul and I’d love to meet you,’
so we got together and played some games, and
then every time I went to Korea we’d get together.
at evolved into me being part of e Dice
To w e r and doing a segment where I talked about
some of the math and science behind games. So I
thought: ‘I’ve always been involved in the hobby,
I’ve enjoyed programming computer games; I
should just sit down and do a board game.’”
Engelstein’s rst release, developed in
partnership with his son, Brian, was the sci-
card game e Ares Project. It wasn’t the last
time they’d visit a futuristic theme; the idea for
their second title was inspired by one of the
most iconic science-ction series of all time.
“Space Cadets was actually inspired by a
Star Trek roleplaying game that came out in

the ‘80s or ‘90s,” Engelstein recalls. “In that
game, when you were on the bridge, each
player had their own console. One player
controlled the weapons and one player
controlled the sensors, and it was really
rudimentary, but I really liked that idea of
the asymmetry where every player had their
own responsibility.”
He developed the idea, envisioning a
game in which a group of players collectively
controlled a spaceship. One player would be
an engineer, generating energy to power the
ship’s systems. Another would be a weapons
technician, ghting o attacking enemies.
One would control sensors, hunting for
objects and potential threats in the cold,
black depths of space.
“e original idea was actually to do it as
a computer game,” he says. “Online games
were in their early stages, and I thought it
would be really cool if we could set it up
so that every person’s screen would be a
separate console. So I pitched it to a video
game company, and they said: ‘Oh, this is
just Puzzle Pirates in space.’
“Puzzle Pirates was a game back then
where each player had their own mini-game.
So I was a little dismayed, and I kind of put it
on the shelf. But it kept kind of germinating
in my mind and eventually I thought: ‘is
could make a pretty cool board game.’”

Each player
has a different
role aboard the
starship – the
crew must deal
with problems
together

tabletopgaming.co.uk 37

Return one
Active Jump
Flux card to the
inactive pool
(player choice).

Absorb 1
Energy assigned
to Jump.

FLUX BREACH
Return one
Active Jump
All shots do one
less damage
(not less than
zero)

DETONATION
FAIL
Active Jump
Flux card to the Flux card to the

Remove 1
inactive Jump
Flux card
(player choice)
from the game.

Absorb 1
Energy assigned
to Jump.

FLUX LOSS
Remove 1
inactive Jump
Flux card
(player choice)
from the game.

Absorb 1
Energy assigned
to Jump.

Flux card to the

from the game.

Energy assigned

Before Distrib-
uting Energy
(Step 1), lose 2
Energy that were
generated (player
choice).

CIRCUIT
BREAKER
Free download pdf