September 24, 2011
Result: Major Space Monster Victory
13 Space Monster Victories
6 Crew Victories
Play Tester Game Playing Level: High
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.
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.
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?
September 17, 2011
Location: ICON Game Convention
Result: Major Space Monster Victory
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.
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…