Space Monster Playtest After Action Report – Game 22
October 15, 2011
Location: ICON
Date: 9/11/11
Result: Minor Crew Victory
Current Tally:
22 Games
15 Space Monster Victories
7 Crew Victories
Play Tester Game Playing Level: High
Note – Italics indicate that a card was played as an event.
As Turn 1 began, the Space Monster moved to Cargo Hold One and successfully damaged it. The Captain moved to the Computer Room and Science Officer Cinder moved to the Infirmary. Cinder then discovered that the monster had a chameleon ability (One of the Monster Attributes). The Monster then emitted an EMP (another Monster attribute) which shut down all of the lights, monitors and the ship’s computer for the rest of the turn. Alarmed by this, the Crew decided to attempt to fix the ship and began moving to the damaged sections. The monster appeared in Corridor Two and attacked Second Officer Palance. Palance wounded the monster on the first combat roll, but was killed when the monster emitted a sonic screech (the third and final attribute of this monster). Both player decks would expand to 40 cards during the end phase.
(Crew Player Larry Haskell rolls the dice for the combat in Corridor Two.)
Turn 2 started with the Crew arming themselves with guns. Next, they discovered that the Monster was using the vents to move around the ship. They quickly decided to hunt down and kill the monster immediately. The Monster avoided detection and managed to heal its wound. The Crew finally located the monster and attacked. During the melee, Britt was wounded and the Monster managed to get away.
At the beginning of turn 3, Navigator Hamm and Executive Officer Abel moved to the Bridge and began plotting the ship’s exact position. This would take the entire turn. The rest of the Crew headed towards the damaged sections. The Monster now attempted to evolve, but was unsuccessful. Cinder and SISTER turned up something useful to use against the Monster, resulting in the Monster losing a card from next turn’s hand. The Engine room suddenly lost pressure, making it uninhabitable for the rest of the turn. The Crew finished out the turn by quickly constructing a couple of electrical prods to combat the monster.
Turn 4 began with a bang as the cargo in both holds exploded. The Crew headed to the damaged sections to attempt repairs. Just then, the Captain and Science Officer Cinder moved to the Infirmary to look at something interesting. They would be forced to spend the rest of the turn there. The rest of the crew reached the damaged areas and managed to repair the damage in Cargo Hold One. New damage was detected in the Crew Mess. The Crew responded by splitting up again. The Monster appeared in the Cargo Hold Two and wounded Chief Engineer Milton before he was able to escape. The Monster again emitted an EMP, shutting down the ship’s system’s for the turn. During the End Phase, the Monster evolved to Stage One.
(Monster Player Derek Rompot indicates which Section new damage has been detected in.)
Turn 5 started with the Monster quickly evolving to Stage Two. To negate the monster’s sonic screech attack, three of the surviving Crew members put on EVA suits. New damage was detected in Corridor One. The Crew decided that in order to better fight the monster they would split into two teams. But this idea was immediately negated when they started bickering and fighting and not trusting each other. New damage was detected in the Escape Pod. The Crew was able to repair the damage in Corridor One.
At the beginning of Turn 6, the Crew moved to the Bridge and held a burial in Space for Palance. This forced the Crew player to randomly discard a card from his hand. The monster became distracted by the lights on a control panel and had to randomly discard a card. The Captain came up with a plan to deal with the situation and the Crew went into action. The Captain then attempted to activate the SISTER computer to gain an extra card for next turn’s hand. But SISTER was unable to elaborate. The monster attacked and killed Science Officer Cinder in the Crew mess.
(A mid-game look at the game board.)
Turn 7 began with the five surviving Crew members suddenly developing suspended animation sickness, resulting in all of their Crew cards being flipped to the wounded side for this turn. First aid was applied to Milton and Britt, so they would be back to full strength once the animation sickness wore off at the end of turn. The monster attempted to damage the ship while the Crew succeeded in repairing the damage in Cargo Hold Two. Knowing that the monster was going to become more powerful as the game progressed, the Crew constructed two incinerators to help fight it.
In Turn 8, machines repaired the damage in the Escape Pod. But just as that was taken care of, new damage was detected on the Bridge. The Crew spent the rest of the turn attempting to repair the damage, and one of the incinerators ran out of fuel and was removed from play. The Monster evolved to Stage Three at the end of turn.
Turn 9 began with Milton and Britt refusing to work unless they got some more money. The Captain went into the vents to try to force the monster out of the ship. His attempt failed, and he was killed at the third junction. Hamm was told to go take care of something by herself in Corridor One. The Monster appeared out of the shadows there and killed the hapless navigator. Now only three crew members were left alive.
(Larry reacts to the Captain’s death at the Third Junction of the air vent system)
Turn 10 started with Milton and Britt again refusing to work. Machines repaired the damage to the Bridge. The Monster attacked again and killed Engineer Milton. The two survivors, Abel and Britt, quickly moved to the Bridge to plot their next move.
Turn 11 began with action as the Monster managed to get into the Bridge undetected and kill Britt in the ensuing battle. Abel, armed with both pistols, managed to inflict three wounds and drive off the monster. But the respite was only temporary as the Monster again attacked. Abel’s aim was true, and he killed the Monster. The game had ended in a Minor Crew Victory.
(Derrek congratulates Larry on an exciting victory for the Crew.)
Lessons Learned:
Another exciting game, this one ending with the Crew winning! We got to see the Sonic Screech and the EMP attributes used together. They could be a deadly combination. The EMP will have to be tweaked. One suggestion by the players was to have a recharge roll during the end phase to see if the EMP is available again after it has been fired. I like that idea, and will put it into play for the next batch of playtesting. I was glad to see the Crew win a game, but they still need help to give them more of a shot!
MOVIE REVIEW – CONTAGION
October 13, 2011
Directed by Steven Soderbergh
Rating System: 0 – 5 Bubbly Head Deaths with Zero being the lowest and five being the highest.
THE REVIEW
Contagion, hereafter referred to as Achu!, is a chilling story about a worldwide pandemic of a hybrid bat/pig flu. Achu! begins on day two of the outbreak as Beth Emhoff (Gwyneth Paltrow) is returning home to Minnesota from a business trip in China. Although already infected and suffering from a runny nose, cough and headache, Beth has time to stop at Chicago for a quickie with her lover. He too becomes infected, and starts to spread the disease himself. We also see in rapid succession other people that Beth came in contact with in China, all succumbing to the disease. This is a great, and frightening sequence letting us know how quickly a virus can be spread.
Once Beth gets home, she has a seizure and collapses. Her husband, Mitch (Matt Damon), rushes her to the hospital, where she quickly dies. Already stunned by this news, Mitch returns home to find that his son Clark (Griffin Kane) has also died from the virus. From here the story picks up all of its various threads and begins to tell the story from several perspectives.
Independent internet blogger Alan Krumwiede (Jude Law) picks up on the rising body count and starts posting about it; the World Health Organization sends Dr. Ornates (Marion Cotillard) to China to investigate. Prodded by the Department of Homeland Security, Dr. Cheever (Laurence Fishburne) of the CDC in Atlanta also starts to investigate.
The rest of the film shows us the spread of the virus and the medical community’s attempt to stop it. The multiple threads let the audience get to see the effects of the virus from different perspectives, from the ground level of Mitch Emhoff to the penthouse view of Dr. Cheever and the scientists at the CDC. Along the way we get to learn a lot of chilling concepts like what an r-not number is. The r-not of a virus, we learn, is a mathematical formula calculating the virus carrier and the number of people he or she will potentially infect. The flu, for example, has a normal r-not number of one. This means that a person infected with the flu is likely to infect one other person on average. The CDC soon estimates that the r-not of the film bug is more like 4, but it could be higher. The scary thing is, the r-not is a real thing, and it’s monitored by scientists every day!
Soderbergh and his cast and crew are pros, and they go about their business in a professional way. Overall, I enjoyed this movie. I especially loved the mid-movie montage of abandoned locations. We see in quick succession the gym, the mall, the bank and several other places that are usually teeming with people and noise, all dark and abandoned. There is something unsettling about seeing these familiar places in such unfamiliar conditions. The apocalypse fan in me also loved the scenes showing the breakdown of society. People looting and killing and being generally unpleasant with one another as soon as the power goes out shows us a scary concept: the idea that acting civilized and obeying the law goes out the window as soon as personal preservation kicks in. We see this demonstrated when Mitch witnesses some armed looters break in to a neighbor’s house. He promptly calls 911 to report the break in and gets an endless automated message. (“You have selected regicide. If you know the name of the king or queen being murdered…press one.”) Later on we see that Mitch himself is now looting his neighbor’s houses. Survival has trumped law and order. And to be fair, I don’t blame him; I would probably do the same thing. This concept of “where exactly is the line between obeying the rules of society and doing what you have to in order to survive” is a powerful one, and it would have been great to see more of it. The film makers could have shown us the moral struggle Mitch Emhoff experiences as he makes these decisions. And an actor like Damon has the chops to pull it off. But since there were so many other threads going on, the audience quickly got whisked away to another character’s storyline, and any drama about Mitch’s decision to rob and steal to survive was quickly dropped into the memory hole. The next time we see Mitch, the danger is pretty much over and power has definitely come back on.
This brings me to the movie’s main flaw. I felt that the film was a bit bloated. There were too many characters trying to tell too many stories. Especially the Dr. Ornates storyline in China. I wouldn’t have missed it if that whole bit had been dropped, and the pacing would have improved dramatically.
GAME INSPIRATIONS FROM THE MOVIE
By itself, Achu! doesn’t really fit into a workable game. Some serious re-working would have to be done. Something or someone causing all the unpleasantness would have to be added on. Call of Cthulhu has a lot of potential beasties that could be responsible for the outbreak, but any modern day rule set could work. It could also be re-worked for a fantasy setting as well. This could be a lot of fun, especially when you can throw in the medical knowledge and sensibilities of the period. Again, a lot of extra work for the GM, but it could be satisfying.
I loved the storyline involving the doomed Dr. Mears (Kate Winslet). One of my favorite scenes involves her interaction with the Minnesota Department of Health officials. She gives them a shopping list of what needs to be done; shelters, morgues, food, water and supplies. Their response was great. Instead of taking the steps needed to save as many lives as possible, they are more concerned with questioning how much her plan is going to cost and who’s budget it’s coming out of. It’s only a few exchanges, but the actors nail it. It felt real, and that was scary!
‘Course, what do I know?
You can check out this review as well as all the others at the Bloodwork blog on toxicbag.com.
Space Monster Play Test After Action Report – Game 21
October 1, 2011
Location: ICON
Date: 9/10/11
Result: Major Space Monster Victory
Current Tally:
21 Games
15 Space Monster Victories
6 Crew Victories
Play Tester Game Playing Level: High
Note – Italics indicate that a card was played as an event.
Turn 1 saw the engineers, Milton and Britt, complaining about their contract and refusing to work, while the rest of the Crew moved to normal duty stations. The Monster unsuccessfully attempted to evolve and the Crew decided to build the motion trackers. The monster moved about the ship and unsuccessfully attempted to damage it. The end of the turn saw machines repair the damaged cargo hold.
Turn 2 had new damage detected in Corridor One. Both engineers moved to the damaged section, but were unable to repair it. The rest of the Crew built the high-strength nets.
(Paul Hassebrook plays a card as the Crew player)
At the beginning of turn 3, the Monster damaged the now-vacant Engine Room, and Cinder discovered that the Monster was going to be harder to kill (One of the Monster Attributes). The Crew then constructed the electrical prods; Britt was told to go to corridor one to take care of something. All by himself, Britt was attacked and killed by the monster. While the rest of the Crew attempted to find it, the Monster again tried to evolve, but failed. The end of this turn would see the player decks expand to 40 cards.
Turn 4 began with the Crew learning that the Monster was strong and smart and out to kill them. This resulted in the Monster drawing an extra card for its next hand. Realizing this, the Crew decided to construct 2 incinerators. Both Cargo Holds suddenly exploded, causing light damage in each. Machines quickly repaired one of the holds. The Monster appeared in the Crew Mess and although it received a wound, it killed Navigator Hamm. The Captain came up with a plan and the Crew attempted to find the monster. The Monster evolved to Stage One at the end of the turn.
(Paul reacts to Hamm’s death in the Crew Mess)
Turn 5 had the Crew arguing amongst themselves, costing them a card for next turn’s hand. Cinder and SISTER then turned up something useful to use against the Monster, resulting in the Monster losing a card from next turn’s hand. Smith, the ship’s cat, got loose, making it more difficult for the Crew to track the Monster. The rest of the turn saw the Crew trying to repair the damaged sections and the Monster healing its wound.
Turn 6 saw the Captain activate SISTER and ask for advice, gaining an extra die in combat. The lights on C deck suddenly went out, making it much harder for the Crew to search.
Turn 7 began with the Crew discovering that the Monster was using the vents to move around the ship more quickly. New Damage was detected in the Engine Room, but was quickly repaired by machine. Engineer Milton was attacked by the Space Monster in Corridor Two. When the rest of the Crew got there…he was gone. The rest of the Crew spent the rest of the turn trying to fix the damaged sections.
Turn 8 had the Monster appear out of the shadows and attack the Crew. Although wounded twice, it succeeded in killing the Captain and Executive Officer Abel, the latter by emitting a sonic screech (one of the Monster Attributes). To protect themselves from this new deadly attack, the rest of the Crew donned EVA suits. The Monster evolved to Stage Two at the end of turn.
Turn 9 began with the Monster quickly evolving to Stage Three. The surviving Crew members quickly assembled on the Bridge and decided that they were gonna kill the Monster, rather than attempt to abandon the ship. The Airlock depressurized, making it inaccessible for the turn. The highly evolved Monster attacked and killed Cinder on the bridge. This left Palance alone to fight the Monster.
(Shane Beddingfield surveys the game board and his cards as he contemplates the Monster’s next move. Designer Steve Baldwin watches in the background)
Turn 10 saw Palance decide to make a last stand in the Computer room. She activated SISTER and would receive an extra card for the next turn…assuming there would be one. The Monster didn’t attack and instead attempted to damage the ship.
Turn 11 had the Monster attack Palance in the Computer Room. In the first two rounds of Combat, Palance succeeded in wounding the Monster. With only one wound left, the Monster attacked again and succeeded. With her dying breath, Palance fired a harpoon gun. If it hit (by rolling a 1), the Monster would be killed, resulting in a draw. But the die came up with a 4. Palance was dead, and the Monster had won the game.
(The final roll for the Harpoon gun. A 1 will kill the monster. Sadly a 4 was the result.)
Lessons Learned:
Another exciting game; this one ending with both players having a chance to win the game. We got to see the Sonic Screech attribute used successfully. The Search mechanic is still not working right. I’m also thinking that the bowels of the ship area – a safe haven for the Monster – will have to be adjusted as well. The Crew player needs something to even the odds. But again, the overall experience was positive!
Space Monster Play Test After Action Report – Game 19
September 24, 2011
Location: I-CON
Date: 9/10/11
Result: Major Space Monster Victory
Current Tally:
19 Games
13 Space Monster Victories
6 Crew Victories
Play Tester Game Playing Level: High
The Space Monster Player (Derek Hurley) chooses the Space Monster Attributes while The Crew player (Matt Aper) looks on.
Turn 1 saw the crew move to normal duty stations and then decide to build motion tracking units to help in finding the monster. The monster moved about the ship and unsuccessfully attempted to damage it. Cargo hold Two was repaired by machine. The Monster revealed one of its attributes by emitting an electromagnetic pulse (EMP) which shut down the electronics of the ship for the turn.
Turn 2 began with Milton and Britt refusing to work unless they got more money. The Captain successfully activated SISTER, resulting in an extra card draw combat at the end of the turn. The Monster attacked Milton in the Engine Room, but only succeeded in wounding him before he was able to run away. This convinced the Crew that weapons would be needed to fight the monster, so high strength nets were hastily constructed. New damage was detected in the Crew Mess, and then both Cargo holds exploded with light damage in both being the result. The Crew began to move to the damaged section. The Monster appeared in Corridor Two and killed Cinder. Despite this loss, the crew, was able to repair the damage in Cargo hold one. New damage was detected in the Crew Mess. The Captain moved to the computer room and again activated SISTER.. The information he received would provide an extra die in any upcoming combat. The monster finished the turn by attempting to evolve, but was unsuccessful. The crew finished out the turn by repairing the damaged Crew Mess. The end of this turn would see the player decks expand to 40 cards.
The Monster began turn 3 by getting wounded in an unsuccessful attack on the Captain in the Crew Mess. Milton was healed with the timely application of first aid. The Monster attempted to damage to ship and failed. During the end phase the Monster evolved to Stage Two. (another Monster Attribute, although the Crew was unaware of this development)
Turn 4 had the Captain spend the entire turn in the Infirmary to study something interesting. The rest of the crew searched for the monster, found it in the Crew Mess, and in the ensuing melee was able to wound it. The Space Monster retreated into the bowels of the ship. The Crew spent the rest of the turn fruitlessly searching for the wounded beast.
The Monster started turn 5 healing one wound while the Crew attempted to locate it. The Monster surprised Engineer Milton in the Engine room and killed him. The Crew then decided to split into two teams to maximize their efforts. The Monster, despite this, was able to avoid detection. At the end of the turn, Palance and Britt located the monster and attacked, and although they succeeded in wounding the monster, both were killed in the battle. Now there were only 3 crew members left, so abandoning the ship became a viable solution.
Turn 6 began with the Engine room suddenly losing pressure. The monster became distracted by the lights on a control panel and had to randomly discard a card. The surviving crew members argued over who was in command, resulting in the random discard of a card from their hand, also. After calming down, the crew constructed 2 high strength nets. The Captain then decided to try to force the monster out of the ship by going into the vents. His attempt failed and he was killed at the third junction.
Turn 7 began with action as the monster attacked the two remaining crew members, seemingly from out of the shadows. Hamm was wounded in this attack, but Abel succeeded in driving the monster off in the second round of combat, inflicting another wound. Abel then went to the computer room and asked SISTER for advice, gaining an extra die in combat at the end of the turn. The Monster evolved to stage three in the end phase.
In turn 8, Hamm became suspicious of Abel’s motives and didn’t trust him. Despite this rift, both survivors decided to kill the monster, rather than abandon the ship. The Monster, with only two wounds left, did not attack the crew, instead attempting to damage the Infirmary…but was unsuccessful.
Turn 9 saw Hamm discovering a secret corporate directive in the ship’s records indicating that one of the Crew was secretly put on board to protect the monster. Abel and Hamm then built incinerators and searched for the monster but were unsuccessful. The monster again tried to damage the ship but was unsuccessful.
Turn 10 opened with Hamm discovering that not only was Abel placed on board to protect the monster, but that he’s also a robot! Hamm decided to make a last stand in the hibernation room. The Robot then attacked Hamm and killed her with an incinerator, ending the game in a major Space Monster Victory.
The game ends with the entire crew wiped out by the Space Monster
Lessons Learned:
We finally got to see the robot show up! The mechanic seemed to work, but it’s hard to know for sure with only one appearance. The Monster is still too hard to locate – searching will have to adjusted. Another Airduct attack almost wins the game for the Crew. The EMP attribute will have to be better defined. As it stands now, it effectively removes the SISTER bonus card draw. Another fun and exciting game, with both players getting a chance to win the game. And we got to see the robot – armed with a flamethrower, no less.
Meet the new thing…Same as the old thing
September 22, 2011
Oct 14 will see the release of another remake of the Thing.
You can view the new redband trailer here.
I’m not sure what to think of this. It appears that it’s a prequel to John Carpenter’s The Thing with this story concerning the Norwegians’ first discovery of the alien life form. It would be fun to finally see how the base that MacReady and Copper discover got torched. And who the guy was who slit his wrists and neck and then froze to death in the chair. I hope that this group of filmmakers have a sense of continuity.
Looks like a lot of CGI, but it could be fun!
What do you guys think?
Space Monster Play Test After Action Report – Game 18
September 17, 2011
Location: ICON Game Convention
Date: 9/10/11
Result: Major Space Monster Victory
Current Tally:
18 Games
12 Space Monster Victories
6 Crew Victories
Play Tester Game Playing Level: High
We spent a very enjoyable weekend at ICON in Springfield, IL. Got to meet a lot of cool folks, make a few new friends, and get in 5 playtest games of SPACE MONSTER.
(The Prototype Game Board at the beginning of the game. All Seven Astronauts are located in the Hibernation room, while the Monster starts in the bowels of the ship.)
New Damage was detected in Corridor One and the Crew Mess, some of which was quickly repaired by machine. The Crew decided they had to repair the rest of the damage and moved to Cargo Hold Two and succeeded in their efforts. The Monster then began secreting goo (one of the Monster Attributes) while the Crew constructed the high strength nets to finish out the turn.
Turn two began with the Monster unsuccessfully attempting to damage the ship and the Crew constructing the electrical prods. The Corridor One Section doors suddenly became jammed trapping Milton and Britt inside. Palance moved to the Computer room and successfully activated SISTER to gain a bonus card for next turn. Milton and Britt, trapped in Corridor One, announced that they weren’t gonna work anymore until they got more money. The rest of the Crew spent the rest of turn fruitlessly searching for the Monster.
The Cargo in Cargo Hold 1 and 2 exploded, nearly killing Cinder to start Turn three with a bang. Automated repair quickly repaired one of the holds. The Crew then decided that the damage was too severe to repair in Space. The turn ended with the Crew still unable to locate the elusive Monster. During the end phase the Monster evolved to Stage One due to a Monster Attribute.
Turn Four began with the Space Monster quickly evolving to Stage Two, an ominous sign for the Crew. The Crew again continued their efforts to find the monster and Palance again activated SISTER to earn the extra card. The mascot got loose and the Captain and Cinder went to the Infirmary to discuss an interesting discovery. This discovery led to the Crew learning about the Space Monster’s ability to evolve more quickly.
Cinder and Hamm spent the entire fifth turn on the bridge to plot the ship’s current position. New damage was detected in multiple sections. The turn ended with Milton being killed by a surprisingly large and powerful creature. With the first crew player killed, the player decks would expand to 40 cards at the the end of this turn.
The Monster appeared out of the shadows and killed Palance and Britt in quick succession. The Crew, finally becoming aware of the seriousness of the situation, opened the weapons locker and armed themselves. The Monster attacked the Captain but was fought off when the Captain overloaded his electrical prod and wounded the monster.
The four remaining crew members located the monster and attacked it. The Captain was killed in the attack. The Space Monster healed its wound, making the Crew’s chances even worse. The end of the turn saw the Monster evolving to stage three.
The Monster evolved to stage four but was quickly distracted by the flashing lights of a control panel and was unable to attack anyone this turn.
Abel was killed in a savage attack from the now fully mature monster. Cinder and Hamm, realizing that their chances of surviving were slim, decided to attempt to force the monster out the airlock. Cinder almost succeeded, falling short on the final roll and dying in the air ducts.
(Mikel Frost attempts the final roll in the Airlock attack. Success will eject the monster into space and win the game. Failure will result in Science Officer Cinder’s death.)
(Mikel’s reaction to coming up short on the final roll.)
Turn ten began with Hamm, all alone, deciding to make a last stand in Corridor One. The Monster attacked and killed the panicked and defenseless Hamm, ending the game.
LESSONS LEARNED:
The Monster still appears to be too powerful. How can we tone it down enough to give the Crew a fighting chance, yet still retain the horror flavor? The search mechanism also needs to be tweaked. It’s still just blind luck for the Crew, and that is not enough. Still, this was a fun and exciting game, with the overmatched crew almost winning with the airduct attack on Turn 9. We will see how the rest of the weekend’s games go…










