Space Alert

2008 · Tieteis

Space Alert

Players act as crew aboard a small starship on short, timed missions to scan dangerous sectors and return to hyperspace. A 10-minute audio track announces threats and events while serving as the game clock. During the real-time phase, the team assigns roles and coordinates actions: move between stations, allocate energy, fire weapons, launch missiles, deploy bots, and handle intruders or malfunctions. Players plan and resolve actions together to survive incoming ships, asteroids, monsters, and internal problems. The game supports one to five players, multiple difficulty levels, and offers variable missions that conclude with a quick evaluation after each run.

Pelaajat
1–5 paras 5
Peliaika
30 min
Ikä
12+
Monimutkaisuus
3 / 5
7,2 Ludoyassaalkaen 62,60 €AvaruustutkimusReaaliaikainenKädenhallintaYhteistyöpeliYksinpeli / solitääri

Ludoyan pöydissä

Kaikki tilastot Ludoyassa
395
Kirjatut pelisessiot
177
Pelaajat
26m 47s
Keskimääräinen peliaika
77
Kokoelmissa
17
Toivelistoilla

7,2/10

36 Ludoya-arvostelun perusteella

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Sääntökysymykset

Ludoyan sääntöapurin vastaukset sääntökirjasta.

Can I change my planned actions after I've placed my cards?

Yes — you may change the cards you played any time before you end that phase; once you pick up the next phase's cards you can no longer change the previous phase's planned actions (page 2).

If I misplay a card upside-down or with the wrong arrow, can I fix it?

You may announce “Oops, I tripped.” and perform the action you intended instead of the mis-played one, but your next turn's action is delayed (page 4).

What exactly happens when an action is delayed?

A delayed action is moved one turn later, pushing any card already in that spot forward as well; this cascades until an empty space or until a card is pushed off your last turn, in which case that action is lost (page 4).

If I take off in the interceptors (go into space), am I affected by ship threats or failed computer maintenance?

No — while in space you are not in any station or zone, so threat effects that knock out, delay, or otherwise affect players on the ship (including computer-maintenance delays) do not apply to you; interceptors attack on the turn you take off and you may take interceptor actions while in space (page 4).

How much damage can a zone take before we lose the mission?

Each zone has six damage tokens; if you must draw a seventh the zone is destroyed and the crew immediately loses the game; damage also reduces system effectiveness as described (page 6).

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