Tutorial mission of Space Alert. Confusing! 🙃#spacealert #boardgame #boardgames (paikassa Lautapelikahvila Taverna)

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Tutorial mission of Space Alert. Confusing! 🙃#spacealert #boardgame #boardgames (paikassa Lautapelikahvila Taverna)

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Hold onto your hats—an asteroid might be headed toward Earth in 2032! 🌍💥 This massive space rock has scientists on high alert, as it could p
Singer Marianne Faithfull Passes Away at 78 💔 Legendary singer and icon Marianne Faithfull has passed away at the age of 78. Known for her h
A huge thank you to my friend and amazing writer, Shawn Gustafson, for these games. Now I have 3 games to add to my gaming library. Love those table too games! #Munchkin #SpaceAlert #MysteryOfTheAbbey #TabletopGames #Gaming #GreatFriends #NewGames #GamingLibrary #Growing (at Colorado Springs, Colorado) https://www.instagram.com/p/CIHK8M9BL86/?igshid=14752mkamuc35
太空警報四人局,玩了新手教學第一關跟初級模擬,雖然有人誤解規則導致一團混亂,不過還是輕鬆(?)地過關了 #boardgame #桌遊 #spacealert #太空警報

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I would love to see William Shatner, Patrick Stewart, Kathryn Mulgrew, and George Takei try to play #SpaceAlert !! #startrek
#CaptainSonar is exactly as chaotic as I expected. But it’s also that special kind of fun you can only get from chaotic communication games like #KeepTalkingAndNobodyExplodes and #ArtemisBridgeSimulator. This one has you and (preferably) 7 friends manning 2 opposing submarines in a duel to the death. The captain moves the ship one space at a time. With each move, the engineer must assign damage to a node, temporarily shutting down its matching system until repaired. The first mate also charges up any of the sub’s...subsystems: sonar, torpedoes, etc. The captain calls out directions as he draws the sub’s route, e.g. “HEAD NORTH!” and the first mate and engineer must respond with a clear “OK!” after they’ve done their part. Then the sub can move again. Meanwhile, the radio operator is tracking the enemy captain’s directions trying to deduce the location of the enemy sub. Each time a captain resolves a weapon or activates the sonar, real-time pauses. The two games I named in the intro are computer games, which are generally better than humans at keeping track of minutiae in stressful situations where you’re trying to act as fast as you can. Luckily there aren’t TOO many fiddly details in this game, but even with the 7 experienced gamers I played with, we still had a few rules hiccups and difficulties in hearing enemy captains, as well as awkward east-west mixups and move takebacks–e.g. firing damaged weapons. Despite that, most of us enjoyed it. I think it’s pretty fun, but requires disciplined gamers who make sure they’re not accidentally–or, unforgivably, purposefully–cheating. #SpaceAlert fixed this with a separate planning and resolution phase, but when you have two dueling teams, that’s nigh impossible to do. We did what the rulebook suggested and tried the turn-by-turn variant for our first game to learn the rules. It’s a decent game in its own right, but not as fun as the real-time duel–at least with 8. With 2 or 4 players, the turn-by-turn game could be a lot of fun too, but that remains to be seen. With the right people (disciplined and/or fun-loving folks who don’t mind a few rules mistakes) this game is an absolute riot. Recommended with those caveats.
#CaptainSonar is exactly as chaotic as I expected. But it’s also that special kind of fun you can only get from chaotic communication games like #KeepTalkingAndNobodyExplodes and #ArtemisBridgeSimulator. This one has you and (preferably) 7 friends manning 2 opposing submarines in a duel to the death. The captain moves the ship one space at a time. With each move, the engineer must assign damage to a node, temporarily shutting down its matching system until repaired. The first mate also charges up any of the sub’s...subsystems: sonar, torpedoes, etc. The captain calls out directions as he draws the sub’s route, e.g. “HEAD NORTH!” and the first mate and engineer must respond with a clear “OK!” after they’ve done their part. Then the sub can move again. Meanwhile, the radio operator is tracking the enemy captain’s directions trying to deduce the location of the enemy sub. Each time a captain resolves a weapon or activates the sonar, real-time pauses. The two games I named in the intro are computer games, which are generally better than humans at keeping track of minutiae in stressful situations where you’re trying to act as fast as you can. Luckily there aren’t TOO many fiddly details in this game, but even with the 7 experienced gamers I played with, we still had a few rules hiccups and difficulties in hearing enemy captains, as well as awkward east-west mixups and move takebacks–e.g. firing damaged weapons. Despite that, most of us enjoyed it. I think it’s pretty fun, but requires disciplined gamers who make sure they’re not accidentally–or, unforgivably, purposefully–cheating. #SpaceAlert fixed this with a separate planning and resolution phase, but when you have two dueling teams, that’s nigh impossible to do. We did what the rulebook suggested and tried the turn-by-turn variant for our first game to learn the rules. It’s a decent game in its own right, but not as fun as the real-time duel–at least with 8. With 2 or 4 players, the turn-by-turn game could be a lot of fun too, but that remains to be seen. With the right people (disciplined and/or fun-loving folks who don’t mind a few rules mistakes) this game is an absolute riot. Recommended with those caveats.