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Space Alert» Forums » General

Subject: You gotta be kidding me? This is a rulebook??? rss

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Nico
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But I don’t want to go among mad people
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This game has two rulebooks. One is a little bit uncommon but I think both explain the game very well.

I'm not sure what you understood and what you want to know.
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Andrew MacLeod
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And when, exactly, are we playing Churchill again?
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Don't use the rulebook, which is really only meant as a kind of appendix. Use the "How to be a Space Explorer in Ten Easy Lessons" book, or whatever it's called.
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Andrew MacLeod
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And when, exactly, are we playing Churchill again?
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Read the manual, not the rulebook.
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Nico
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Space Alert has one of the best Rulebooks in the Boardgame world, at least for me and if you are into light hearted written rulebooks. Also, pretty sure that the way Space alert did it, inspired FFG to do the "Get started" and "Manual" rule book splits.

Anyway, here is the game in a nutshell:

First Phase: The Ship Board and miniatures doesn't matter for the purpose of this Phase, at all. Use it to communicate or don't your choice. The only thing that matters is what everyone has "programmed" in his board "the one with the 1, 2, 3 in different colors". First Phase is timed, via a cd track. The CD track tells you what event happened, and a card draw determines what exactly happend, so its not on rails. There are no real turns, everyone does everything. As long as you have programmed moves on your player board, you did this phase correctly. Again, this phase is chaos, its frantic and only the 1, 2, 3 boards matter for the second phase. The CD just tells when to skip to the next player board, when communication is not allowed (static noise) when you can trade cards or take new ones and ofc when threats appear on the terror tracks.

Second phase: The board, if used, is reset. And now the other board with the weird icons is followed step by step and every one flips their "Programmed" cards on their 1, 2, 3 boards and you follow along what happened via the flight. I like to refere to the second phase as the "blackbox" or "flight recorder" phase. You have absolutely no choices in this phase (afair) you only check what had actually happened and if you and the ship survived.

This is the basic idea of the game, now read that Rookie book, its fun and explain everything quiet well.

have fun!
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Rood Bird
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Just as a matter of interest how did you manage to play the CD but still keep the game in shrink?


RB
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Paul Grogan
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Check out all my instructional How to Play videos at youtube.com/GamingRulesVideos
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As others have said, the rulebook is not meant to be the first thing you read. In fact, you probably dont need it at all for the first 8 training missions.

The training manual is what should be read first, and yeah, that manual is one of the best "rulebooks" ever written. I can say that even though I work for CGE because I had nothing to do with it - but I appreciated it as a work of genius. Clearly laid out, very informative and funny. Learning this game from the manual was one of the best, if not the best game learning experience I've ever had.
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Nico
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MGAC wrote:

So...I have one copy, still in shrink, up for grabs on EBay.

I don't get why you print out and read the rulebook and watch videos on youtube AFTER buying the game and then deciding it's not for you.
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Andrew MacLeod
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And when, exactly, are we playing Churchill again?
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MGAC wrote:
roodbird wrote:
Just as a matter of interest how did you manage to play the CD but still keep the game in shrink?


RB

It's all online. I picked the game up on someone else's recommendation. We like games like Escape: Curse of the Temple, and I thought we'd like this one. Watching vids of people playing the game (specifically Team Hypercube) made the game look like a hot mess.


Be warned, though: while Escape is (in many ways) a simplified version of Space Alert, there are huge differences, not least of which being the necessity of good luck in the former, while the latter is more of making sure your timing (and cards) is played right.
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David Garrick
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MGAC wrote:
roodbird wrote:
Just as a matter of interest how did you manage to play the CD but still keep the game in shrink?


RB

Watching vids of people playing the game (specifically Team Hypercube) made the game look like a hot mess.


I like team hypercube, spesifically the Betrayal at House on the Hill play throughs, I got in to 2 minutes of their Space Alert play through and said No.

No im not watching this and No im not buying this.

It put me off the game for about a year, I managed to pick one up in a trade for a game I never played any more so saw no harm if i didnt like it

Even though I have only played solo, me playing all 4 players at once (mayhem)

and I loved it, THC didnt do the game justice at all.

Hope you enjoy it now youve figured the rules.
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quaoar 10
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While I agree that the rulebook is a good, entertaining read, I do not consider it a good rulebook. The reason is that whenever I want to look up a rule it takes me ages to find that information. For instance, I wanted to check what happens with unconscious player characters. This information is deeply hidden in a long text description on threat cards. The section is not highlighted and it took me five minutes to find it which is annoying, in particular since a game only lasts 15 minutes.
However, I like that they introduce the concept of the game in various stages, from test run to full mission.
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Ben Kyo
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quaoar10 wrote:
While I agree that the rulebook is a good, entertaining read, I do not consider it a good rulebook. The reason is that whenever I want to look up a rule it takes me ages to find that information. For instance, I wanted to check what happens with unconscious player characters. This information is deeply hidden in a long text description on threat cards. The section is not highlighted and it took me five minutes to find it which is annoying, in particular since a game only lasts 15 minutes.
However, I like that they introduce the concept of the game in various stages, from test run to full mission.
Are you using the handbook as a rules reference? That would be backwards.

It is where I'd expect it to be, under 3.4 Threat Actions, highlighted under the sub-heading (All players, players in that station, etc.) are knocked out. Since being knocked out is something that can only happen according to an action by a threat, it couldn't really be anywhere else in the rulebook.
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Andrew MacLeod
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And when, exactly, are we playing Churchill again?
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Benkyo wrote:
quaoar10 wrote:
While I agree that the rulebook is a good, entertaining read, I do not consider it a good rulebook. The reason is that whenever I want to look up a rule it takes me ages to find that information. For instance, I wanted to check what happens with unconscious player characters. This information is deeply hidden in a long text description on threat cards. The section is not highlighted and it took me five minutes to find it which is annoying, in particular since a game only lasts 15 minutes.
However, I like that they introduce the concept of the game in various stages, from test run to full mission.
Are you using the handbook as a rules reference? That would be backwards.

It is where I'd expect it to be, under 3.4 Threat Actions, highlighted under the sub-heading (All players, players in that station, etc.) are knocked out. Since being knocked out is something that can only happen according to an action by a threat, it couldn't really be anywhere else in the rulebook.

Correct on all points: but it's still a nightmare to find!

Having said that, the occasional chaos of the rules doesn't prevent Space Alert from being the best game I've ever played!
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quaoar 10
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@Ben

You are right, I've overlooked it there. The reason was that someone asked me what the consequences of being unconscious are - without referring to the threat cards. So I tried to find it in the manual without making that connection. So yes, my fault, but still: there's other rulebooks for games of similar complexity which I find much more accessible than this one (Trickerion to name one example). But tastes differ and the game itself I do like a lot.
 
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Eddie
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Just fell on this thread, I think it was obvious OP had ignored/missed the learning manual! If someone started with the rulebook, oh boy things would definitely be much trickier to pick up.

OP, whether solo (as a puzzler in a way) or with a group, this game is quite something. Make sure you pick a group (so be 4 players) and then go through the learning manual IN STEP and IN ORDER, don't try to play smart and skip or say "this is too easy".

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Ian Klinck
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You may - or may not - find this uesful:

Space Alert: The New Frontier Teaching Notes

It's some teaching notes I put together to quickly get new players up to speed to play with a crew of veterans, specifically with the expansion (which has an experience system).

I do find the tutorial that comes in the box to be excellent, but maybe this angle will help - at least for an overview of how to play.
 
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