Space Alert Planetary Missions
For flavor, try printing these up on a deck of cards. When a mission declares an unconfirmed threat, pull a planetary mission card instead.
Failed missions will decrease your score.
Xenon – Transport Ambassador – Player must take an interceptor and fly to the surface to carry ambassador. He must now miss two turns (collecting the Ambassador's party on surface). And now plays another (C) to return. The player can not return if the ship took damage this round. SCORE: 6/-3
Hyperion – Harvest Energy Crystals – Play a A,C, B, action in lower white to gain 1 energy cylinder. SCORE: 4/0
Logos – Secret Tech – Essential to defeat enemies in this sector - Player must take battle bots interceptors out (C). He must now miss two turns (collecting the secret weapon). And now plays another (C) to return. The Player cannot return if there are any internal threats active. When returned, player gains 3 heroic action cards (or can instantly destroy one foe). SCORE: 6/-4
The Corraleon Nebula – Space Pirate Hold – Your crew must capture this space scourge. This mission requires Two cannon hits (2x A actions in any of the upper decks) to take out the pirate defenses. A player must also take the battlebots out in the interceptors (C). Hemust then play 2 Battlebot actions (Battling the pirates on the surface) to capture pirate captain before he can escape the area on turn 8. SCORE: 6/-4
Demias – Tractor Beam – This misty dark world are full of spacw wreckers who drag ships to her surface and tear them apart. Crew must maintain full engines – Use a (C) in the lower white deck (instead of for visual confirmation) to power the engines. Just like maintaining the computer, this must be done in one of the first 2 turns every phase to avoid its pull. SCORE: 6/Destroyed
Invisible Sun – Our sensors didn’t pick it up and now we’re dangerously close - Shields must be kept at full in all sectors or take 1 damage for each shield missing after each “card” turn in resolution. SCORE: 0/0
Black Hole – Power must be diverted to engines – lose 1 block every turn to engines. SCORE 0/0
Gaea – Deliver Medical Supplies – Only your crew can save this world from extinction. In the lower blue area perform a (C) action to dispatch med pods instead of rockets. Use rocket track. If enemy damage (external threat only) gets past your shields pod is destroyed. 2 of the 3 pods MUST reach the planet 8/-6
It's time to go Full Chort.
"NO FATE BUT THE NARRATIVES WE IMPOSE ON LIFE'S RANDOM CHAOS TO DISTRACT OURSELVES FROM OUR EXISTENTIAL PLIGHT"
Very interesting, but shouldn't this be under "variants" instead of "rules"?
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I moved it to variants.
Does anyone want to make a deck for artscow for this?
Do you intend these for the 4-player game as additional challenge, or to replace the additional threats for the 5-player game?
I like a lot of the ideas here, but I think it could also benefit from some polishing to make it fit better with the rest of Space Alert.
It might be nice if these were balanced with one another so they all had the same score, much like any other individual threat deck. Perhaps splitting them into regular and serious, and having advanced as well as basic versions of the planetary missions would be a good model for having different score ratings.
Xenon: What happens if the player cannot land on the turn he plays the C? Is she simply delayed until the first round in which the ship doesn't take damage, or is the C action wasted? [Thematically, I'm assuming the C was to launch from the planetside spaceport, so the interceptors are now in space.] Do the interceptors get to fire if they're stuck in space?
Does it still take a turn to land the interceptors like it does for taking them out normally?
Does the player need a battlebot complement to launch this interceptor? If not, are the other interceptors available to launch with battlebots while the player is gone?
I'd suggest moving to the normal mechanics: C to launch, spend a turn landing planetside [any action card there is delayed], C to launch [to return], spend a turn returning to the hangar. If battlebots *aren't* required, specify this in the card text as an exception. If they are (escort?), might want to specify this.
Logos - see Xenon for comments. Additionally, note that there probably won't be 3 heroic action cards available to draw (there are only 6), and that the player won't actually get a chance to play them anyway (as planning will be over). Destroy one foe seems potentially way too good. Maybe one/all cannons do +1 damage for the rest of the mission? That would be really helpful.
The Corraleon Nebula - This is the only planetary mission with a timer. Not all missions have an unconfirmed report in the same turn. I'd suggest instead using a marker on the Internal Threat track with a Z action of pirate captain escapes.
Demias - I really like this one. I'd clarify that the first C performed in lower white each phase boosts the engines, and further C actions work as normal. I'd suggest that this not take effect in any Phase in which the mission did not appear before or in the first round.
Invisible Sun - Nice. This is tough; you should get some reward for surviving it.
Gaea - Do med pods replace the rockets, or does the C presser somehow get to choose whether rockets or med pods are launched? If the latter, can two players in lower blue press C, one for rockets and one for pods, in the same turn?
A lot of these are untimed or affect the entire mission. Perhaps, instead of using the unconfirmed threat to signal a planetary mission, they should be, well, Missions: one is drawn at the beginning of the game before the Sitting Duck launches. [The global effect rather than mission type cards could be the normal "observation" mission, but with a twist.]