Deane Gainey
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Hello there.

This thread will be a commumity-interactive construction project of a board game based loosely around the semi-popular video game, "Space Station 13".

Everyone who can be constructive is welcome to help. If your DOOM number is 18+, expect your constructive criticism to be met with skepticism.

[Looking at you, Forum Clown]

Following this immediately, we'll be getting started. Posts are separated according to design stage and element.
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Deane Gainey
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Inspirations and Design Goals

About 4 years ago I encountered a highly detailed, excellent multiplayer game in a hole in the internet, by the name of Space Station 13. This game reeked of complexity, with hundreds of items, occurred in real time, and challenged players to work and survive aboard a fantasy space station where everything could go wrong.

The game was an equal mix of hilarity, skill and chaos. A perfect setting, I think, for a board game!

But capturing the mystique of this game is easier said than done.

There are some hallmark elements of Space Station 13 that I would like to carry into the paper rendition.

1. Obfuscation. Each station has immense detail and each job throughout it is laden with trade secrets. Only a player who has tried everything, explored everything, truly knows the station's secrets. It may take 40+ games before a player acquires all the core knowledge available, from how to requisition more stuff from HQ to how to mix a cleaning solution that won't make players slip and fall.

2. A Unique Goal system fused with a Win or Lose mechanic. When the station burns down, you get the chance to reflect; was I really the best chef I could be? Each job has different criteria for success, but surviving is always good.

3. The possibility that you're the bad guy this time [and varying levels of suspicion to the various jobs.]

These are the things, more than others, that should be present in the final version.

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Deane Gainey
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List of Core Mechanics

Victory Condition

All players are able to earn Points through either Generic or Job-specific methods. If the game ends with 2 or more Survivors, then the game is scored by the Points earned, and each player will be ranked by their final score. This is called a Winning Outcome.

Each job also has a DOOM rating, from 1 to 20. There is one basic job, and one advanced job, for each Doom rating. [40 in all] If the station is destroyed, and only 0-1 survivor is left, then the player or 2 players with the highest DOOM number are the winners. This is a Traitor Outcome. If there is 1 Survivor, and he doesn't have the highest DOOM number, that player also wins. If he does have the high DOOM number, it is a Total Victory.

Note: In a 2 player game, if there is 1 Survivor, they may choose how to score the game.

Players are dealt 2 Job cards before the game, and choose one to set face-up. This assigns their job and personal scoring methods. [Except ASSISTANTS, which only receive a face-down job card and have no personal scoring method]. A player's DOOM number starts as the one on the face-up card, but at any time during or after the game, the player may change it to the face-down card's DOOM number instead.

IMPORTANT: A person playing as an Assistant can score points through generic methods, but is restricted from winning by Score - If the station survives, an Assistant may not win the game.

Assistants have only 2 roads to victory: Destroy the station with a high DOOM number, or somehow change jobs in the middle of the game.

Each location features a board tile, and a small deck of about 20 cards specifically for that location.
There are 20 basic and 20 Advanced locations, plus 10 common locations.
Each player has the privilege of placing the location connected to his job, and in addition, when drawing cards in their home location, a player may search through the entire deck rather than turn over cards one at a time.

This helps a player make the most of their home location quickly, plus allows them to pick up certain Item Storages, like tool belts, replete with all the associated equipment, in just a couple actions: While it would take someone else much longer.
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Deane Gainey
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Component List

Components are divided into 2 sets, the basic and advanced components. The game should first be played with Basic components, and using both sets provides a more detailed and open-ended challenge.

BASIC Job Cards x20:
Captain, DOOM 0
Sheriff, DOOM 2
Head of Security, DOOM 3
Engineer, DOOM 4
Scientist, DOOM 5
Chemist, DOOM 6
Pharmacist, DOOM 7
Doctor, DOOM 8
Janitor, DOOM 9
Chaplain, DOOM 10
Quartermaster, DOOM 11
Librarian, DOOM 12
Musician, DOOM 13
Bartender, DOOM 14
Chef, DOOM 15
Miner, DOOM 16
Botanist, DOOM 17
Pilot, DOOM 18
Monkey, DOOM 19
Clown, DOOM 20

Advanced Job Cards x20:
Head of Personnel, DOOM 1
Research Director, DOOM 2
Warden, DOOM 3
Medical Director, DOOM 4
Chief Engineer, DOOM 5
Detective, DOOM 6
Head Surgeon, DOOM 7
Cryologist, DOOM 8
Roboticist, DOOM 9
Corporate Representative, DOOM 10
Mechanic, DOOM 11
Maintenance, DOOM 12
Geneticist, DOOM 13
Archaeologist, DOOM 14
Virologist, DOOM 15
Cyborg, DOOM 16
Construction, DOOM 17
Tourist, DOOM 18
Lawyer, DOOM 19
A.I., DOOM 20

There are 20 basic, 20 advanced, and 10 generic Room Tiles that help comprise the board. The generic tiles include 2 special tiles. There is also a Special Spacer - one of the generic tiles is important, but is disguised as a normal tile. When the Docking Bay is played, the spacer is played around it to assure empty space adjacent to it. The Arrivals tile is awkwardly sized to make room for the tile deck and also to make some empty space behind.

List of Room Tiles:
Generic Tiles:
[Ar] Arrivals [large]
Exit Space tile [goes around Docking Bay]
[DB] Docking Bay
[CQ] Crew Quarters
[Pl] Pool
[Gy] Gym
[TS] Tool Storage
[At] Art Room
[SR] Shower Room
[Ad] Arcade
[Bk] Break Room

Basic Tiles:
[Ca] Captain's Quarters
[PO] Police Office
[Am] Armory
[ME] Main Engineering
[SL] Science Lab
[Ch] Chem Lab
[MR] Med. Repository
[Si] Sickbay
[CC] Custodial Closet
[CU] Church
[CB] Cargo Bay
[Li] Library
[Lo] Lounge
[Ba] Bar
[Ki] Kitchen
[As] Asteroid Belt
[Hy] Hydroponics Lab
[Br] Bridge
[PG] Public Garden
[CT] Clown's Tent

Advanced Tiles:
[Pe] Personnel Office
[RD] Research Director's Office
[Bg] Brig
[CM] Chief Medical Office
[SC] Singularity Containment
[Fo] Forensics
[OT] Operating Theatre
[CL] Cryogenics Lab
[RL] Robotics Lab
[Co] Communications Hub
[AC] Atmospheric Control
[WD] Waste Disposal
[GL] Genetics Lab
[XL] Xenoarchive Lab
[BC] Bio-Containment Facility
[In] Interrogation
[MC] Materials Closet
[Ho] Holodeck
[Cr] Courtroom
[AI] A.I. Core

There is one Basic and Advanced Room Tile for each job...

In addition, each room has a microdeck of 20 cards marked with its 2 letter code on the back. These cards represent objects and equipment present in those rooms.
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Deane Gainey
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A Balanced Sense of Impending Doom

The concept of the Doom Number is very important to balancing SS13. The job pool is extremely diverse, and to give each job a perfectly equal chance to score points... it's just not going to happen.

Some jobs have ridiculous scoring methods, and very little power to win via score. These players are counterbalanced through their DOOM rating... While the clown might, somehow, win from points alone, its ability to survive and score efficiently is rather poor. Fortunately the clown's DOOM is 20... it has every reason to try to destroy the station!

The Captain is in the opposite position. A high-scoring job, who easily teams up with other high-scoring players, and lots of power to survive and control things, but no DOOM rating and indeed, a block on even playing Disasters, the Captain has every reason to try to protect it.

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Deane Gainey
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Laying Out A Space Station, for Dummies

Each character receives his associated Room Tile for his selected character [i.e. the Clown receives the Clown Tent, the Chef receives the Kitchen] and a handful of other random tiles to place.

It is up to that player to decide where - and IF - said tiles should be played. Various rules allow players to earn Score from smart tile placement, and most of the scoring rules revolve around s
Security Ranks. Rooms come in 3 levels of security. Open Security rooms are unsecured and allow all visitors. Low-Security Rooms require you to either be part of that department, or spend an Order opening the door. Anyone with an Order to spend can get in this way. Or you can spend several orders getting strict permission to access the room. High-Security rooms are only available to ersonnel in the same department.

Any door can be door-dashed, but this is a misdemeanor. Hacking in also might be possible.

Playing a room next to another room that shares a symbol, is worth +1 Score. Some rooms are specially marked - the marking increases the bonus by 1.

Some symbols are crossed out - matching these is a -2. Failing to place a Low Security room on Open Security costs 3 or 5 points depending what is in the way. High security blocking will also cost you points, or placing an Open Security room behind a high-security one.

Some examples.

Playing Main Engineering next to the Custodial Closet is worth +1 for matching engineering symbols. But careful - the other way round might keep the Custodial closet from touching open security: -3 if it is so for even one turn, making it -2.

Playing the Library next to the Church is +2 score as the two tiles are marked to grant each other the specific bonus.

Putting the Bar next to the kitchen is +3 - a bonus for matching supply symbols,and a bonus for specifically marked combination.

Don't put the pool next to the library! The crossed-out duo loses 3 points - you'll get the books wet.
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