Tabletop_Gaming__April_2019

(singke) #1

HOW WE MADEHOW WE MADEHOW WE MADE SPACE CADETS


40 April 2019


it down. It was so easy to just poke my head into
their room and say: ‘Hey, what about this?’”
“We ran into some conict sometimes.
Occasionally I had to put my foot down,
although more often than not it later turned out
I was wrong, which they never let me forget. I
guess that’s just an occupational hazard!”

THE FINAL FRONTIER
e collaborative process ultimately paid
o, and Space Cadets was released in 2012,
meeting with a positive response from fans.
“I was pretty excited about it,” Geo says.
“We got a lot of great press over it. I took it to
the conventions in the US, then we showed it
at the Essen Spiel game fair in Germany, and
just seeing people having fun with something
you’ve created is very gratifying.
“But one of the rst bits of feedback we got
was from people saying: ‘Hey, I’d love to be
able to ght ship-to-ship against another team
of players.’ We had tentatively started working
on some rules for that, but it all got a little bit
crazy – and that’s what led to the successor
game, Space Cadets: Dice Duel.
“It’s a similar concept in that each person
has a dierent station, but it’s kind of

simplied. It’s only a ship-versus-ship, team-
versus-team game, which is very fun.”
Geo returned to real-time design with
his 2017 release Pit Crew, a game about
mechanics rushing to repair cars in the
middle of a high-stakes motor race. He argues
that the approach creates an atmosphere
around the table that turn-based games nd
it hard to match.
“It certainly has a dierent sort of feel
to it,” he says. “You’re trying to create
that anxiety, that rush. Because of my
background in video games, I’ve always tried
to recreate that digital game experience as a
board game. Having real-time elements is a
way to do that, because people are so used
to doing that in a video game. It also helps
people stay focused, because everyone’s
constantly involved in the game.”
He points to other real-time designs as
examples of the format’s advantages.
“I’m a bit fan of Space Alert, and the rst
stages of Galaxy Trucker, by the same designer,
where people are trying to put together their
ship,” he says.
“I think Captain Sonar is really neat
as well. It’s similar to Dice Duel in some

approaches, but one thing it taught me is
that we were worried about players making
mistakes and cheating, whether intentionally
or not. Captain Sonar doesn’t worry about
that at all. Everything’s behind the screens;
people could make mistakes and you’d never
know. Maybe in a tournament setting that’s
important, but when people are just getting
together with friends they’re much more
willing to take the game on its own terms. You
don’t need to make it mistake-proof, and if
you don’t need to do that then it opens up a
lot of fun and interesting possibilities.”
In the years since Space Cadets’ release,
Geo has continued to produce games, and
he’s particularly enthusiastic about some of
his most recent projects.
“My most recently released game was Trade
on the Tigris,” he says. “It’s a trading game with
an open-ended real-time phase where people
are yelling at each other, and I’m very pleased
with that.
“Coming out this year we have Versaille
1919 , which is a simulation of the negotiations
around the Treaty of Versailles at the end of
World War I. We’re not trying to do that in real-
time, though.”

Space Cadets has
received promo
cards and an
expansion, as well
as spin-off Space
Cadets: Dice Duel

Massive
Crystal
+2 to required Tractor
Beam points.

Radioactive
Crystal
At end of Step 4, if player
ship is in same square
take two damage. If
adjacent, take 1 damage.
May be stopped by
shields, does not affect
enemies.

Explodes when success-
fully tractored.
Range 0: 4 damage
Range 1: 2 damage
Range 2: 1 damage
May be stopped by
shields.
Affects enemy ships.

Unstable
Crystal

Two sensor points
required to gain lock.
Superlock not possible.

Stealth
Crystal

Ignore ongoing effects
of Damage Cards at all
stations this turn.

NANOBOTS

1


DU

RING

Extend any Step by 30
seconds.

CHRONO
SKIP

?

AFTER

Blink without inactivat-
ing a Jump Flux card.

WARP
BUBBLE

8

DU

RING
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