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…

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One Response to “Space Monster Play Test After Action Report – Game 18”

  1. […] We’ll be using the feedback from these demos (and we’re getting great responses, thanks everyone!) to improve the game as we work towards publishing it. Steve (Mr. Blood) will be posting a series of After-Action reports on the demos, so you can get a sense of the game, and follow its development. The first one is on his blog. […]

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