Tabletop_Gaming__April_2019

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example, the one thread that ows through
the whole game is that the engineer creates
energy. ey have essentially a domino
puzzle, and they have to put the dominoes
together in such a way that it can send the
energy to the stations that are important at
that time. Maybe you want to move fast, so you
send it to navigation, or you’re in a ght and
you send it to weapons, and so on.
“e other tricky part was that we wanted
the mini-games to be relatively simple, but
also we wanted them to be somewhat skill-
based. We wanted it to be something that you
could get better at as you went on. It’s easy to
design mini-games based on luck, but that
doesn’t give you that feeling of growth and
that you’re working better together as a team.
It doesn’t give you that sense of: ‘Oh boy,
Susan’s fantastic on shields.’ ere was one
game where we played with a ten-year-old
girl who was just a killer at icking that disc
down the torpedo track, so she was always
on weapons. She was just a dead-eye with
that. at’s exciting, and it kind of fed into the
whole starship fantasy.”
If designing the game’s various tasks was tough,
playtesting also presented some challenges.

“One thing we underestimated, and
something I would approach dierently if I
were to do the game again is that there’s a
lot to learn,” Geo says. “Each mini-game
is pretty simple, but it means there’s a lot
to teach. You have to teach a dierent set of
rules to each individual person, and everyone
else is sitting staring at the wall. And plus, the
game works better with more players, so it’s
always more of a challenge when you need to
recruit more people,
“But then, one of the advantages of designing
with my kids was that we always had at least

three, and I could usually dragoon my wife into
joining us as well. And fortunately you could
test the mini-games in isolation to some extent;
you could sit someone down, give them 30
seconds on a task and see how well they did.
“Designing with my kids was both good and
bad. In one sense it was incredibly gratifying
to work with them. It was great having the
designers live in the same house. We’d be
driving in the car and I’d come up with an idea,
or they’d come up with an idea, or we’d be at
a restaurant or wherever, and you could just
throw stu out there and start scribbling

Designing with my kids was both


good and bad. We’d be at a


restaurant or wherever, and you


could just throw stuff out there


and start scribbling.


tabletopgaming.co.uk

3 2 5


Z-75 HUNTER-KILLER
No superlocks allowed.
Cannot be target of tractor beams.
Lock on Z-75 lost at end of each turn.

5 -2


3 4


-1


STEALTH OSPREY
o sensor points required for lock,
or Superlock.


2 2 5


FRIGATE


4 +2
5

2 2 3


CRUISER


4


2 0 5


VENGEANCE
dd damage Vengeance has suffered
o damage caused on players.

4 +?+?


3 2 2


STILETTO
Each torpedo fired at Stiletto does -1
damage. (minimum of zero)

2


2 1 2


SCOUT DRONE
If locked onto players at end of its
activation, enemy nearest Scout Drone
gains lock (if unlocked) and fires on
players if in range.

4


Z-75 HUNTER-KILLERZ-75 HUNTER-KILLERZ-75 HUNTER-KILLER


(^40)
PROXIMITY MINE
Remove if it explodes.
0
2

Free download pdf