Monday, August 17, 2009

Space Alert

(image courtesy karel_danek @ BGG)
In space, nobody can hear you scream. Apparently nobody told that to Vlaada Chvátil (designer of Space Alert) because this game is anything but silent!

Space Alert is the latest in the wave of cooperative games that have been hitting the market lately. I've talked about some like Battlestar Galactica, Shadows over Camelot and Pandemic but Space Alert is an entirely different beast. Players are members of a star ship, hopping to new sectors in space and dealing with (read: destroying) whatever they encounter. Space is unforgiving, though, and the crew will struggle to keep their ship in one piece!

The game takes place in two parts. Part one is the planning phase which is played out in real time to a CD soundtrack. Yes, that's right: a CD soundtrack. Each player has a track with 12 spots where they will play action cards designating what they will be doing on that turn. The catch is that you are planning your actions out in real-time as the soundtrack barks out commands. A single mission lasts seven to ten minutes and is divided into three phases. You may only play cards on the spots that correspond to the current phase you are in, making planning even trickier. The soundtrack is going to give out commands like:

"Phase one ends in 20 seconds."
"Data transfer."
"Threat T+3 zone blue."
(image courtesy fehrmeister @ BGG)
There are a variety of things that may happen but the core of the game are the threats. The ship is divided into three sections (red, white blue) and the soundtrack will announce which turn (T+3 means turn 3) a threat appears. You then draw a random card from the threat deck to see what appears in round three and what you need to do to deal with it. Then players start planning out their actions, turn by turn, to figure out what needs to be done. You are free to move your pieces around on the board to help you visualize but you are not actually doing anything in this phase, only programming your actions for each turn.

Once the mission is done, the game board is reset and the resolution phase of the game begins. You now walk through the actions and events turn-by-turn to see how well the crew's plans work out!

It may sound simple but the game is anything but. Resource management is key and you'll be fighting it your entire mission. The ship has a limited amount of energy and firing weapons and powering shields draws from the energy pool so you must make sure there's enough energy in the right place at the right time. Taking down enemy ships is also often tricky as typically you need to coordinate attacks from multiple guns at once if you want to do any real damage. Threats will also attack back and you also need to plan for when they'll be firing and what you need to do to prepare for it. Do you try and take it down before it does much damage or raise the shields to absorb the hits? Once you play the full game (there are several introductary scenarios to help you get up to speed) you'll also have threats on board your ship to deal with, screen savers to keep from kicking in, battle bots to control and windows to look out of.
(image courtesy Meat @ BGG)
If Space Alert sounds crazy, that's because it is. This is, without a doubt, one of the most insane board games I've played and I love every second of it. When you first see two CDs in the box you'll cringe, afraid of what that could possibly lead to. Thankfully the "soundtracks" are really bare-bones audio files that mostly just have the computer voice barking out commands. There is a lot to coordinate across all players and you'll scramble to get everything worked out and planned before the next phase begins. Failing to deal with a threat will typically either damage the ship which causes it to perform less efficiently or may cause players to delay a turn. Delaying can be very bad as all of your actions will slide down one spot to the right, meaning everything else you had planned is now one turn off from what you originally expected. Truly devistating when coordination is such an important part of the game.

I can see where some will really not care for Space Alert. It is a stressful game and requires a lot of communication amongst the group. You need to be a very assertive player; you won't do anything unless you start planning out actions but to succeed you need to coordinate with your fellow players. You also need to be very tolerant of others' mistakes as all it takes is one person doing the wrong thing on one turn for all your well-made plans to fall apart. Failure is always an option (and a likely one at that) in Space Alert; some may not enjoy seeing themselves or others make mistakes that cost the game for the whole group.

(image courtesy filwi @ BGG)
I love this game. The real-time planning phase is brilliant and is unlike anything else out there. Random encounters mean near-infinite replayability and when you use everything the game has to offer it is pretty much impossible to fully plan out all of your moves correctly. Sometimes you'll look back and curse one mistimed action that cost you the game while other times nothing clicks for the group and hilarity ensues. The more you play with the same players, though, the better you'll become at communicating efficiently and the better you will do. Each mission takes 7-10 minutes of real-time play and probably an equal amount of time to resolve. Don't be surprised if you find yourself playing two, three or more missions back-to-back.

I wish words could do this game justice but it really needs to be experienced to appreciate. Vlaada Chvátil is quickly becoming one of my favorite game designers and I will always be up for some Space Alert.