Space Alert

2008 · Ficção científica

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.

Jogadores
1–5 melhor com 5
Tempo de jogo
30 min
Idade
12+
Complexidade
3 / 5
7,2 na Ludoyaa partir de € 39,41Exploração espacialTempo realGestão da MãoJogo CooperativoJogo solo / Solitário
395
Partidas registradas
177
Jogadores
26m 47s
Partida média
77
Em ludotecas
17
Em listas de desejos

7,2/10

de 36 avaliações na Ludoya

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Dúvidas de regras

Respondidas a partir do manual pelo assistente de regras da Ludoya.

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).

Abre o assistente de regras da Ludoya, que lê o manual deste jogo.

Dados do jogo (jogadores, tempo de jogo, idade, créditos) do BoardGameGeek.