Very nicely explained, thx. How does the game hold up after 3 years? Would you still recommend it, especially comparing to other space dungeon crawlers?
I find it weird that the purge moves as a whole after the players. With the "activation"-mechanics I would have thought that you simply activate them per unit just like with 2 players. Would it make sense to house rule that or could it create problems?
I wouldn't really be able to put the items into the box without accidental seeing what I'm putting in there. Would it make sense to pull from the sack when you open the crate for the first time and then just drop the rest in there once you have looted it?
I dont know how this ruler mechanic for movement even passed test phase. Its a terrible design for any game, let alone one that has so many parts. It feels really clunky and Im amazed that you have to use it for every movement action you take. This might be the only feature that will make me give a pass on this one. Another minor thing that actually feels less thematic is the fact that in the future, money, in this case credits, would occupy inventory space. Not very well thought. Nice video though, thanks.
This may seem like a board game but it's just as much a tabletop wargame, and they've used a ruler or measuring tape for decades. If you're playing alone or with an agreeable friend, you might consider using the squares on the mat instead?
It might not be visible in the video but the game mat is printed with 1 inch squares you can use for movement instead. There are certain rules that prohibit serial diagonal moves and others that describe moving around terrain on the grid. I usually move my traders with the ruler but enemies and npcs I use the grid to speed things up.
The Core Space expansion book "Dangerous Days" introduces simple grid based movement, where the number of inches simply becomes number of squares you can move, including diagonally. Since the squares are 1 inch in size, you don't even need to convert anything - 3 inches becomes 3 squares.
Thank you for this well explained video.
I love this game!
Thanks for the tutorial series, its a great help. One thing .....I noticed that you haven't used doors. would you normally use doors on missions?
Very nicely explained, thx. How does the game hold up after 3 years? Would you still recommend it, especially comparing to other space dungeon crawlers?
Thanks so much for your tutorial series!
I find it weird that the purge moves as a whole after the players. With the "activation"-mechanics I would have thought that you simply activate them per unit just like with 2 players. Would it make sense to house rule that or could it create problems?
I wouldn't really be able to put the items into the box without accidental seeing what I'm putting in there. Would it make sense to pull from the sack when you open the crate for the first time and then just drop the rest in there once you have looted it?
Yes, that's a viable alternative--good idea!
So after 40 minutes of gameplay, the first enemy spawns with one default and weak model. Uf..
I dont know how this ruler mechanic for movement even passed test phase. Its a terrible design for any game, let alone one that has so many parts. It feels really clunky and Im amazed that you have to use it for every movement action you take. This might be the only feature that will make me give a pass on this one.
Another minor thing that actually feels less thematic is the fact that in the future, money, in this case credits, would occupy inventory space. Not very well thought.
Nice video though, thanks.
As far as I understand the Data Credits can be "banked" straight to the ship and don't need carrying back, but other purple resources do.
This may seem like a board game but it's just as much a tabletop wargame, and they've used a ruler or measuring tape for decades. If you're playing alone or with an agreeable friend, you might consider using the squares on the mat instead?
It might not be visible in the video but the game mat is printed with 1 inch squares you can use for movement instead. There are certain rules that prohibit serial diagonal moves and others that describe moving around terrain on the grid. I usually move my traders with the ruler but enemies and npcs I use the grid to speed things up.
yea I would set the ruler to the side and guesstimate, adds a bit of realistic variance in actions
The Core Space expansion book "Dangerous Days" introduces simple grid based movement, where the number of inches simply becomes number of squares you can move, including diagonally. Since the squares are 1 inch in size, you don't even need to convert anything - 3 inches becomes 3 squares.