April 20, 2015
It’s been over a year since we made Specimen available in print-n-play form. Since then we’ve continued to work and improve it. Right now we’re working on an expansion for Specimen as well as a brand new companion game involving the rescue mission sent from DeLeo-Kaga.
In order to do these things, we needed to find out what happened to our Ship, Crew and Specimen in universe.
Now, we could have just made it up, cause we’re clever about stuff like that. But instead, we decided to play the game and have the results be what happened. So, we decided to run a special Specimen tournament, with the final game being used to determine the history. In honor of the NCAA men and women’s basketball tournament, we’re calling it Specimadness.
First, we got in touch with seven really good Specimen players (cause there are seven crew members in the game – get it?) and asked if they were interested.
Once they were all on board, we put together this nifty bracket and started scheduling the games.
It should be a lot of fun. We’ll be posting AARs of the games, so stay tuned faithful readers!
March 26, 2014
One of the most satisfying parts of designing Specimen was coming up with the different attributes of the monster. Many players have told us that they thought building their monster was one of the most fun parts of playing. Constructing your monster is something that should be done carefully and with some forethought. There are twenty-five attributes to chose from. So what combination will produce a winning Specimen?
Attributes cost 0, 1, 2, or 3 Attribute points. You have to take three attributes, but you can only spend three points. (yes, I know that if Attribute 25 Mutation is chosen, then that’s the only attribute you take – but in every other situation, you take three!) Usually, the more expensive the attribute, the more exotic or powerful it is. But don’t kid yourself; a 1, 1, 1 or 0, 0, 0 Specimen can go through a crew like swiss cheese just as well or better than a 3, 0, 0 Specimen. In fact, all of the Attributes will give your beastie an advantage in one way or another. The secret is recognizing those advantages and using them to their maximum potential.
0 AND 1 POINT ATTRIBUTES (1 thru 9)
Since you normally have to take three Attributes, you will be usually pulling two cards from this group every game. Don’t dismiss them just because they only cost zero or one point. These Attributes can definitely swing the game in your favor. Another advantage to this group is that you can use these Attributes right at the start of the game (chosen Attributes aren’t available until the Specimen life cycle stage is equal to or greater than the Attribute point cost). The first couple of Attributes like #1 Armored Exoskeleton and #4 Razor Sharp Talons give either a +drm to the Specimen combat roll, or a -drm to the Crew combat roll. Attribute #3 Chameleon Ability and #5 Polarized Carbon Cell Structure make the Specimen harder to detect. The next three, #6 Pheromone Emitter, #7 Hypnotic Gaze and #8 Sonic Screech all give the Specimen a special attack or defense, while #9 Goo Emitter allows the Specimen to leave goo in room sections, which can severely hamper Crew movement. All of these can help your beastie, and potentially leave a nasty surprise for the crew.
2 POINT ATTRIBUTES (10 thru 20)
You will only be choosing one Attribute from this group, but they’re all pretty good! Just look at Attribute #10 Spiked Tail. This Attribute gives you an additional combat die – a very powerful Attribute. Many of our playtesters used this one to great advantage. The other eight all give some sort of special ability to the Specimen. You can build a Lair on the ship, (and get a +3drm in Combat there!) or be able to emit an EMP which will disable all of the ship’s electronics. You can be Harder to Kill and take an extra wound before being killed. There are Attributes in this group that will negate one specific crew weapon, or allow your Specimen to move through the airducts or emit toxic blood when wounded. Again, some very powerful abilities that can help you win the game.
3 POINT ATTRIBUTES (21 thru 25)
This last group is what we refer to as the ‘exotic’ Attributes. Attribute #21 Faster Evolution lets you evolve one turn faster than normal. Attribute #22 Life Force Drainer gives you an extra roll in combat to drain the life force from a crew member (resulting in either wounding them or killing them!). #23 Embryo Implanter gives you the ability to create a whole new Specimen. We’ve had games that ended up with two beasties running amok on the ship! #24 Regeneration gives you the ability to heal wounds while #25 Mutation lets you draw a random attribute card in combat and see if it helps you. All of these are pretty powerful! With the exception of #21, which is available at the start of the game, these Attributes will not be available until your beastie reaches life cycle stage three.
Now you just have to build your monster. Here’s where you have to make some decisions on how you’re going to play the game. If you take Armored Exoskeleton (0), Razor Sharp Talons (0), and Spiked Tail (2), you’ve built a lethal killing machine. Your goal should be to shred the crew. Once you’ve reached Level Two and gotten the extra combat die from Spiked Tail, you shouldn’t be afraid to wade into 2 or 3 crew members at a time.
If you choose Thermal Vision (0), Chameleon Ability (0), and Walking EMP (2), your Specimen has been designed to operate in the dark. You would use your EMP to take out the lights and then stalk your prey as they bump around in the dark.
Playing a Specimen with a three point Attribute (Except #21 Faster Evolution) will require some patience on your part. You’ll have to avoid any major combat in the early turns and concentrate on damaging the ship and possibly striking against solitary crew members. Once you reach Stage Three, then you can unleash your exotic Attribute on the unsuspecting crew.
All the Attributes are fun. Some are harder to win with than others, but that’s the cool part. You get to play ‘mad scientist’ and try to build the perfect beast. Happy building!
September 6, 2012
“Well, we’re on our way.” – FDR upon learning that American troops had set sail for the invasion of North Africa
So here we are. After months of feverish activity, lots of late nights, and gallons of leaded coffee, our Kickstarter campaign for Specimen is now up and running. I would like to say that I’m relieved, but that just ain’t true. To paraphrase the tag line for Specimen, “When the Kickstarter starts, the terror begins.”
At least I had some semblance of control while we were preparing everything. Now, it’s up to you guys. Oh sure, Joe and I will be furiously tweeting, blogging, and posting on Facebook, basically doing everything we can to get people interested. But really, a board game like Specimen will either appeal to you or it won’t.
So, now begins 30 days of prodding, poking, and cajoling to everyone and anyone I can find to support this project.
That being said, visit www.kickstarter.com/projects/toxicbag/specimen-board-game to donate to the kickstarter.
Please, take a minute to check out the rewards we have for pledging at different levels. And if you think the project is as cool as we think it is, please consider pledging a few bucks. You can be part of the Specimen Community and help send this great, fun game out into the world!
Every little bit helps, and Joe and I will be very grateful.
Finally, I can’t express enough how proud I am of all the hard work and contributions I’ve gotten from everyone involved with Specimen. You guys listened to the crazy ramblings of wide eyed, obviously mentally impaired or over-medicated bald guy and somehow turned them into a really cool, slick looking game. And for that, I will be eternally grateful, whatever Specimen’s end.
YOU GUYS ROCK!
And so far in the first day, we’ve raised over one thousand dollars!
Well, we’re on our way!
Now, if we can just raise a million bucks…
‘Course, what do I know?
August 7, 2012
I have a confession to make. I am a faux-trailer maker. There, I said it. I admit it. What exactly is a faux-trailer maker, you ask? It’s a person who makes trailers for movies that don’t technically exist. And I’m one of them. I know, weird, right? What kind of a weirdo would spend the time, effort, and money to make a trailer for a movie that was never made?
This kind, I guess…
Anyway, it all started back in April when Joe and I released the “Ghost in the Graveyard” soundtrack. I got the crazy idea to cut together a trailer for the imaginary film that the soundtrack was written for. I thought it could allow the customer to hear the music used in a horror setting. Sooo, we called up an actor friend and put together a shot list and off we went. We shot the trailer, nobody got hurt (despite the bloody wound seen in the trailer!) and I had a blast.
I thought that it would be a one-time thing. I was just experimenting, you know, pushing my boundries. But I enjoyed the feeling. After we finished, I started to miss it. Then in May we did our big photo shoot for our new board game “Specimen.” I saw my chance. As we were running through our setups for the new card images, I had Joe shoot some video clips of our cast looking scared and what not. We’re currently putting the finishing touches on the trailer. The photo up above is me working on some state-of-the-art special effects for it. We should get it posted real soon.
So that will be two trailers and counting. I know, I know, I should stop. This can’t be healthy for me. If anybody knows about any support groups out there, please forward me the contact information. But I got to tell you, it’s so much fun, I don’t think I can stop. And I’m not sure I want too.
Gotta go, I just had a cool idea for a trailer for “The Girl with the Dagon Tattoo” project. It will be epic.
‘Course, what do I know?
-Editors note. Steve is currently ‘resting’ in the Miskatonic Home for Wayward Trailer Makers. He is making excellent progress and hopes to be rejoin society and enjoy watching real movies, and the trailers that advertise them very soon.
July 23, 2012
For the past few months we’ve been working feverishly to enhance the look of our new game, Specimen. Armed with gigabytes of new images from our photo shoot, we’re updating the graphics and design of every aspect of the game. Recently I’ve taken on the challenge of redoing the Attribute cards. Out of all the materials of our prototype, the Attribute cards were in the most dire need of a re-boot. Plain and un-imaginative, these cards were whipped out to be purely functional.
The original prototype version of an Attribute card
Since our specimen is part of Doctor Viktor’s research, it made sense to me that the attributes would be his findings. So I designed a display screen that has all the pertinent game info but also included some other cool window dressing as well.
First draft of the new look attribute card
I think that this new look is a step in the right direction.
What do you think?
The Specimen project moving on. You guys have been asking a lot of questions about the game and how it works. So, I decided to give you guys more of a feel for what this game is about, Enjoy! – Steve
Toxic Bag: Tell us about the new look for Specimen.
Steve: I have always conceived of the game as a film. I was actually imagining scenes from an imaginary sci-fi film as I was coming up with the game events. So I decided early on that instead of having artwork done for the events and characters, I wanted live actors posed with costumes and props. Once playtesting had progressed to a point that I was happy with the game design, Joe and I hired a costume director, a photographer, and six actors, and started building props. The end result was a nine-hour photo shoot that produced some amazing pictures. Joe and I are now in the process of manipulating the photos and we hope to start releasing them in the next few weeks. I’m very excited about how they’re coming out! Now if I can only find a place to store that flamethrower prop…
The Crew of the TCS Brown searches for the Specimen
Toxic Bag: How long does it generally take to play Specimen?
Steve: It was really important to me to make a game that can be played in one sitting. So far in play testing we’ve found that the game can be played as quickly as two hours, but three and a half hours seems to be the norm.
Toxic Bag: Is this a two-player game only? Can more than two people play?
Steve: I’ve been asked that question a lot during our open play tests. The current version of the game is for two players. I’ve explored optional rules that would make the game for 8 players (one person would control each crew member and the monster.) The biggest obstacles are distributing the cards and the fragile nature of the crew. I haven’t worked out a system that would give every crewmember a card or two to play each turn that I like. Also, crewmembers die very easily, and I’m not sure how excited I would be if my character died 15 minutes into a 3 and half hour game…
Toxic Bag: Could you compare this game to some of the other Card-driven games on the market?
Steve: I would say that Specimen uses a hybrid version of the CDG game systems that are out there. The biggest difference is game scale. Most of the other CDG games that I have seen are historical/strategic games that cover an entire campaign or war involving millions of men and equipment. Specimen focuses on the events taking place on one spaceship. There are seven astronauts and one monster. That’s it.
Since there are no reinforcements, each side has to be very careful not to waste the crew’s lives or Specimen’s wounds. I think that this limitation makes the game more intense in the mid to late stages. The players have to decide whether to play OPS and move or have an event happen. And that decision gets tougher when either the Crew is split up and alone or the Specimen only has one or two wounds left.
Toxic Bag: Please explain the Specimen attributes for us as well as how a player ‘builds’ their monster.
Steve: The current version of the game has 24 attributes to choose from. The Attributes can be broken down into three categories: offensive, defensive and special. Offensive attributes can be anything from a spikey tail (which gives a bonus die in combat) to razor-sharp talons (a +1drm for combat rolls). Defensive attributes help the monster negate the Crew attacks. Things like an armored exoskeleton (a -1drm for Crew combat rolls) to toxic blood (if wounded, there is a chance that the creature’s blood will get on the Crew and potentially kill them! The Special attributes are just that; special. Faster evolution (the monster gets bigger, quicker) and embryo implanter (the monster can reproduce!) are just a couple of examples.
Each attribute also has a point cost associated to it of zero to three points. The Specimen player has three points to spend on attributes and must take three attributes. So, whichever trio of cards they take, the total point cost can’t be more than three.
The rule of thumb is the higher the cost, the better the attribute. However, you can build a very nasty creature with three 0 or 1 point attributes.
Toxic Bag: I see that some of the crewmembers are officers. How does rank affect the game?
Steve: I wanted to make the crew makeup realistic. So it was obvious that there’d be a Captain of the ship. After that, I decided to have a first and second officer. One of my goals was to make this game have a horror flavor to it, and so rank only really enters play later in the game when the monster attacks. As the crew dwindles, the chances increase that the survivors will panic when the monster attacks. Having an officer present helps the rest of the Crew with their panic checks. ‘Course, that means you have to keep the officers alive too. (Laughs)
Toxic Bag: This is a CDG, so how important is hand management?
Steve: Like any CDG, there are certain cards that really should be played as the event. Specimen is no different. Crew events like the flamethrowers and the trackers are really important events and skipping them can be adverse to the Crew’s health. As for the monster, not playing the Air vent movement event really puts the monster in a bad spot. But for the most part, I tried to design the card events as things that you want to have happen, but you could probably win without. That’s where hand management comes in. Holding a card or two, waiting hand after hand to draw that one specific card to work out a sequence is not a winning strategy. You have to play the hand you’re dealt, not the hand you wanted.
Toxic Bag: How do you see the strategy challenge for a player in Specimen?
Steve: Both sides face big challenges in the game. The Crew holds the advantage in the early turns, but they have several choices facing them. Do they hunt down the monster while it’s tiny and weak or do they fix the ship so they don’t explode? Maybe they split up (always a great idea in horror!) and try to do both? The monster has to be careful in the beginning, this is when it is at its weakest. During the middle turns, things even out as the Monster evolves and gets stronger, and the Crew fatalities start to increase. The situation flips during the later turns when the monster has the advantage. But the Crew isn’t totally helpless, as they will be better armed (guns and flamethrowers) and can always abandon the ship.
October 1, 2011
Result: Major Space Monster Victory
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.
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.
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.
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.
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!
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 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…