Space Kraken - Explanation, Thoughts, & Sessions

There was a bit of interest out there about this one, so I’ve decided to give it its own thread while I play. I’m gonna separate things out into smaller posts so it isn’t just a big wall of text.

So here is:

INITIAL SETUP AND LAYOUT

So for those unfamiliar, Space Kraken is a 1-4 player space exploration & dungeon crawler with narrative elements, all done in a book that requires some note taking. You can do this on certain pages with a pencil, or we bought the clear stickers that go over the portions you can write on to make them dry-erase compatible. In addition, I printed out some copies of the sheets you use to separate them from the book, and put those stickers on those print-outs instead. Not as high quality as if I’d laminated it but looks like this:


This is the page that tracks saved locations you’ve visited at the bottom, and where you are in the various narratives at the top.


I printed out all the many character sheets to have them separated from the book. You can use pre-made characters they created, a few of which may come up in the narratives, or you can make your own. Easy to adjust stats and traits as you want at creation too. You normally start with 3 of your 4 crew right off the bat, so I’ll get to what happened to poor Ray in another post. But he’s no longer with us.


This was the ship we chose for our first run. There are others. You can buy them later. Most are much more expensive and you only get 100 credits to buy gear and your ship at the start (at least without having done achievements that give you starting bonuses in later runs).


Page for notes and tracking other quests that you can pick up during planet exploration.


This is the Space Combat sheet for running through ship-to-ship combats.


And this is the enemies in the book and I left them there and put the dry-erase stickers directly here. I like the way they fold out here and it’s fine to flip through the pages with them like this. Your ship and crew members would normally be flipped out on the other side of the book if you don’t print things out separately like we did. You can keep it all very confined to this book if you want. But I’m not 100% on the survivability of the pages if you have stuff folded out on each side of the spiral-bound book all the time, while also flipping around for rules and other tables. But it is rather cleverly put together if you wan to use it the way it was intended.

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Our Crew Setup

So, let’s get into the flow of the game. There is a rather good tutorial that comes with it that runs you through a round of gameplay. You don’t actually play any of the parts, but just read and see the choices that were made. And it will send you to parts in the book when it’s time to read things there, etc… It’s a great overview that doesn’t discuss everything and all the options, but does cover what a basic game turn looks like. And a turn itself is much larger than you might be thinking.

But actually, before we get to turns let’s talk about setup. We are playing with two people, but chose not to use the multiplayer options at this time. Just to keep the first run simple. Normally the first player plays the crew and the additional players would choose either the mascot (cooperative as long as he’s fed well), the A.I. (mix of goals that could be cooperative or competitive), or the mind-slug (evil and competitive play). These extra characters have hidden info and limits on what they can communicate to the first player, as well as their own win conditions. I believe we’ll use the mascot later, who is a beneficial pet that can be built in a multitude of ways to help the crew and wins with them. Only he’s gotta beg for food and sometimes will steal money to buy space pizza… And if his hunger is ignored he can be forced to act out, and if it’s bad enough that can include eating crew members. Take care of your space pets, people!

Anyway, we painstakingly chose 3 crew members and geared them out the way they were in the book. We also get to choose a background and chose “early settlers” which allows us to give each crew member a tier 2 weapon or item for free. Which is great, because you gotta buy all the starting gear. And so we chose our decadent leader, Quinn. Paul, our melee badass with a chainsaw (very Doom) who can occasionally chain attacks, but is so aggressive he never runs away or does anything but attack if he can. And then poor Ray, our unfortunate ship’s tech expert. And we used the free items to armor up Paul and give him an energy shield. Melee fighters get attacked first and foremost in ground combat, so he needs the protection if we’re going to have just him up in the front.

Then we chose a ship and outfitted it with the basics. We went with the standard all-rounder because it’s the cheapest (gotta pay the hull cost to start with a ship). Then we gave it a primary shield, two crappy lasers as weapons, and a teleporter to beam crew members onto and off of planets. The basics. And we’re ready to go!

Playing The Game
Phase 1

Ah, so I forgot to mention difficulty. We’re playing on the 2nd highest which really just means it’s roguelike. No saving. Easier difficulties let you save every turn, or only at cloning stations when you find them. We don’t want to reload after death or bad events. No save-scumming here. Lets just experience the universe and see what happens. The next highest difficulty starts to make environments more hostile, and we don’t want that yet.

So as mentioned above, turns are quite large things and can include quite a lot, even a full dungeon run. You gotta think big when we’re talking turns. It starts with running through the narratives of the stories you’re working on based on the codes on that CGM Line Tracker page. You get a set of 4 codes of your choice from the book, and there’s 49 options, I think. Each having a unique set of 4 different stories. Comedic stories are noted in green text, and horror stories are in red, while the others are just listed in basic white. So you can kind of choose if you want a sillier or more horrific game. We chose a set with a good mix. You basically follow the codes to a matrix table and it will give you more codes that lead you to events and story choices or other things. In our game only one of our story lines resulted in anything, 3 of the 4 just gave us new starting points for another turn. You won’t always have to resolve 4 separate stories. And there’s rules to skip one if you want to delay things, or to hit a story line again in the same turn if you really want to speed something up.

So I won’t tell you what section we chose, but when you do a story line you gotta pick a crew member to be the “leader” for that story. It’s read from their perspective. In our case, we escaped Earth through a wormhole that a giant Kraken escaped through after escaping orbit by climbing up a space elevator and flinging itself off (part of the main story of the game) and we ended up in what appears to be hostile unknown space. And this is the very start of our game, after we spent a bunch of time building our starting crew… And this is also where our leader witnesses one of his crew lose his shit and try to kill another crew member. He has to shoot him to stop the attack, and despite not trying to kill the madman, he accidentally does. So there we are, with a choice of which of our other crew members were which. We decided Ray the techie lost his shit and went after Paul our melee badass. And now Ray is dead. But in compensation the event gave us 26 XP which is exactly enough to level our other two characters twice. At level up you can increase a single attribute or try to buy traits if your characters have less than 4. So we spent two levels buying Quinn the sniper trait which makes his ranged attacks easier to hit (and he’s got some good ranged weapons already). And then we gave 2 points of Tech to Paul because it’s an important stat to have and that was Ray’s specialty. Then our story indicated that Quinn has a grudge against the giant Kraken and wants to kill it. So we staked out an area where we found a scout and had a choice to flee from it or attack it. And we chose to attack it and this initiated a ground combat which is usually something that happens during the exploration phase. But anything can happen during the stories I guess. All of this does give you some choices to make, mostly A or B, or in our case which crew member died and which survived. And the stories aren’t random, but it does feel like no two games will ever play out the same due to all the variables.

Also of note, these story lines eventually end. And you can get new ones in the middle of play. And some of the stories will end with win conditions. And that is how you win a run. When the story tells you that whatever you did was big enough to end the game in a win (it’s not always going to be chasing down the Space Kraken). You lose if everyone dies or your ship is destroyed.

Ship Construction & Space Flight

So, the next phase is building parts for your ship. If you want to assign crew with decent tech to doing that for 1 or 2 turns you can. But keep in mind you have 4 crew max, and our group currently only has 2. Crew assigned to this can’t go on exploration missions if we find a place to explore. And also, they do get a discount from store prices based on their tech and a 2d6 roll, but building a ship system isn’t free. And so we avoid messing with this aspect now.

Then the next phase is a choice of many things. You can go on a space flight to find a new place to for your crew to explore. You can visit a previously discovered location that you want to continue exploring. You can trigger one of the narratives from the first phase again to speed one of them along. Or you can visit a grade 5 shop which lets you buy even high tier stuff. And we could go to one to buy new crew, at a cost of 10 credits per level, up to level 5 (the grade of the shop). But we’re broke.

So our two crew members decide the best course of action is to go on a space flight. First, you select location difficulty and since we’re in a rough situation we choose difficulty 1. Then you have some options which can give bonuses but will effect the “flight difficulty” which starts off based on the location difficulty of where you’re going. You can go cautiously, easily avoid space combats, and get a couple of modifiers when generating a random location (to make the rolls more favorable), but this makes it so you can’t land and explore in this turn. You can try to take a risky or dangerous shortcut, giving you modifiers to roll on location generation, but increasing flight difficulty (more chance of combat and harder combats). And you can pay a smuggler 5 credits to guide you and make the flight less difficult, or do smuggling of your own for 15 credits and increased flight difficulty. We chose to ignore anything that gives us modifiers to location generation and just up the flight difficulty by 2 to get those smuggling credits we need so badly, because we really want to find a shop and hire some new crew.

So then we roll a D6 against the flight difficulty, which is now 3. And we got a 3, meeting the difficulty and avoiding space combat. We could’ve chose to have the combat anyway. We could’ve lost the roll and had to fight a random encounter based off of the flight difficulty. But we just avoid it entirely. So I don’t have much to say about flight combat yet other than it is very tactical, your weapons and shields matter, there can be objectives other than just killing everything that you need to fulfill, you can board other ships or be boarded by enemies and need to have your crew fight things out, you can repair systems on the fly, and every ship in the game has its own unique set of weapons, systems, and shields/hull that greatly effect multiple aspects of space travel and combat. You can be stealthy and have cloaking ships. You can have scanners and drones to scout locations. There’s a mix of weapon types and how they damage enemies (explosives do big damage but can’t crack shields, there’s weapons with trade-offs for over-clocking, there’s ammo to consider, etc…). You can get targeting systems and onboard defenses vs boarding parties, etc… There’s a lot going on here. And space combats will pit you against up to 4 different enemies at once. Also, during space combat, you will assign your crew members to do different things every turn, re-rolling weapon attacks or fixing damaged systems before they get destroyed, or sending them to board the enemy ships, etc… This part feels very Star Trek to me, and I have high hopes for later game space combats.

But, we avoided our early space combat and were thankful for it, because we’ve got two guys who want to go down and explore something.

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Location Generation & Exploration

Ok, so we made it to our new random destination. Hopefully we can get some money and new crew! It is worth mentioning that had we triggered a space combat, we could still have chosen to avoid it, at the cost of losing any location generation modifiers (even from ship systems), and losing our smuggling credits, and losing the ability to explore the new location this turn. This also happens if you try the combat and have any result other than winning it (escaping, timing out if there’s a limit, etc…).

So, at our new location we note down our difficulty which is 1 (chosen before space flight). Then we roll for a type of area and we get an Underground! Some facility beneath the surface of a planet. Then we have to roll for outside and inside atmosphere and we get no atmosphere for either. Meaning every action when outside or inside on the ground will cost us oxygen. At base we have 25 units. You can find places to refill on the ground, and you can increase that amount in different ways. But we don’t have that yet. It could’ve been worse mind you, there is a potential to roll for “hell” environments that double the rate of oxygen usage.

Ok, so we’re still not done generating. Next we roll for how many maps our area is (turns out to be 9 maps long). And we roll to see how far our teleporters can penetrate (in this case 7 maps deep). You always start at map 1, but you can pull yourself out by teleporter (as long as there’s no active disrupter on the map) down to map 7. And if you clear the earlier maps you can teleport back in later as far as map 7 (no need to walk!). However, we then roll for a potential specialty and find that this location will self-destruct after the first time we visit it. What are they doing down here? And we roll for a primary species. Unlike our first ground combat from the story phase, where we fought Kraken (weak to fire, good for us due to one of our weapons doing fire damage) we get the Greys. We don’t know much about them, but if you have the Species Compendium expansion it gives lore about every single enemy and adds a new enemy type. The only expansion meant to be used without extensive experience with the game. It’s great!

Alright, so you also roll for maps randomly on a D20. There’s 20 different ones for each area type. And they have a bunch of stuff on them, like locked bulkheads, hull breaches, enemies, bosses, mines, stores, quest givers, cloning stations, oxygen resupply, and of course, Treasure! We roll a 1 and go down to map 1.

You don’t need to do anything to put your crew on the map. They’re small 12x12 squares with icons and color-coded zones. Everyone moves together. You go area by area, triggering what’s in them by choice or by presence. Spending oxygen when there’s no atmosphere. Each action is a move (unless you want to stay put) and an interaction with whatever is there in the area. In this case we start at the blue square with the “>”. And automatically get pushed into the first light grey area there (inside area). We move onto the door for an action and open it. Then move to an outside zone (purple background) with a mine. We can attempt to disarm the mine with our best tech crew member, but if he fails he takes damage +2 from the explosion. And it’s a +2 mine so it’ll do the location difficulty +2 damage already. Seems best if everyone just tries to dodge the explosion because we have 4 agility on both characters. Paul dodges, and Quinn fails and gets hit for 3 damage and the mine is done. Then we have 2 hull breaches, which don’t matter since there’s no atmosphere inside or out. But we could’ve brought a welding torch (if we had one) and closed the breaches and made some of this outside area into inside area.

Next we have to climb over an obstacle which takes an action to move onto, and then off of on the otherside. This obstacle separated that first mine from a 2nd mine. And now we have to deal with that mine so we try the dodge again. This time with the same result. Thankfully we had a stimpack for Quinn to heal 3 (that we got from our fight with the kraken scout).

Next is a bulkhead between our area and an inside area. We try to pick the lock with Paul who has the best tech. We need to roll a 12 on 2d6 plus Paul’s tech of 3. Doable, but we fail 3 times. Spending 3 oxygen. And the door is now auto-locked. Only way to open it is to spend a full magazine of ammo for a single weapon of equal grade to the bulkhead (in this case we need a grade 2 weapon) to blow it open. We do it with the laser rifle. No more fire damage.

Then we move off the bulkhead into the next inside area. Again, every move into an area and interaction costs us an oxygen. We’re getting low. The EX is the way to the next map. But we go for this other bulkhead to our left and manage to unlock it on the 3rd and final attempt. Then we move in and get an enemy of equal level to the location difficulty, who is also guarding two treasures.

So we start a ground combat. The first primary enemy will always be the species you rolled for during location generation. It’s level is equal to the location difficulty sometimes up to +3. So we have a level 1 grey to fight. This is a sweetie. Which the lore tells us is a pretty female genetically designed to take advantage of human emotion and then kill people or steal there stuff. And sure enough she does have the potential to steal items and run with them. But, she’s vulnerable to melee attacks and Paul has been walking around with a chainsaw. In addition there’s a chance to attack the first primary as soon as you see her.

We roll for that reaction phase and manage to get it. We can choose one crew member and one action. So we choose for Paul to attack her with the chainsaw before she can act. He has a melee skill of 4. Every two points can be used to increase melee damage by 1, or decrease the needed it hit roll by 1 on his attack. We make it so he hits on a 2+ instead of his normal 3+ and then add a damage too. A D6 roll of 1 is always a miss and it will also jam the weapon (or do something that requires repair to non-mechanical melee weapons). We get the hit and spend an ammo (chainsaws do have 4 ammo they use up). Managed to roll a 6 even, which adds another damage point. So he’s done 6 armor piercing damage with the chainsaw. She has no shields. And no armor either (otherwise we would’ve halved her armor). And since she’s vulnerable to melee we double the damage that gets through and she dies before getting to go. Nice!

Combat ended before it started. Of note, after reaction you do have to roll for the chance to get a 2nd primary enemy, but we didn’t have any. That one can be any species. There’s also a roll for 1-2 minions (a level lower than the primary) to show up. But since our grey was level 1, she can have no minions.

She dropped us a stimpack to replace the used one, and a ammo magazine for any grade 1 weapon. We take a rifle magazine. Chainsaws are grade 2 so we couldn’t get a reload for that.

Then we move onto the treasures behind her, grab them up. One was just a credit and nothing else. The other was a single credit and another ammo mag. It’s based on location difficulty… And we didn’t roll well.

Now, we’re almost out of oxygen and if we go through the exit we have no idea if the next map will start us in a fight or what. And since I didn’t mention it, without atmosphere, every round of a fight costs us an oxygen. Also, flanking maneuvers do as well. So we teleport out. And as per its’ specialty the underground facility explodes and we can never return.

No shops. No new crew. But we got 20 credits now so we could buy two level 1s if we find a shop.

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More To Come

Next I want to talk about ground combat more intricately and then return to going through the turn phase.

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this is a great writeup, thanks for taking the time. the oxygen cost for airless locations sounds like a really nice pressure valve, kinda like a torch burning down in a cave crawl. every room you poke into has a price. and losing Ray to a story event before you even fired a shot is harsh lol. does the book give you a way to bring in a replacement crew member or are you just a man down for the rest of the run? also curious how long a full session takes you with all the note taking

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Yep, you can get replacement crew at a shop. We just hadn’t found any yet. They show up in the exploration phase/dungeon crawl section. And you can at default save 2 locations (more with a ship upgrade) and go back and visit a cleared map with a shop at a saved location if you want each turn. Also, instead of an exploration you can visit a grade 5 shop. Which means if you’ve got more money than you know what to do with (unlikely for us at this juncture) you could buy a level 5 crew member there for 50 credits. It’s 10 credits per level, with the shop’s grade determining the max level. You can also sell crew off at a shop for 5 credits per level if you want. So you can sort of hack your way to higher levels if you’ve got extra money because you’re geared up and your ship is decked out. Max crew is always 4. And you normally start with 3.

Well, we actually don’t take a lot of notes during play. In fact, the save system (if you play on a difficulty with saving) is just taking a picture of your sheets that track everything you need to know. At the end of the session I spent less than 5 minutes writing down the major story beats that I wanted to remember. The session itself was one turn and took us two hours. But I was explaining the rules to another player, and at each phase went through the rulebook to explain anything that wasn’t covered in the tutorial. So a solo player going through that turn without doing that, and without discussing options, could get through a turn much faster. Though, if you’ve got more oxygen or a place with atmosphere you can conceivably go much deeper in a dungeon run. So time will always be variable per turn. But I think you could just end whenever and mark down which phase you’re in, and if you’re in a dungeon which map you’re on and then be good to go.

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Tangent for Ground Combat

Ok, so our ground combat during exploration was sort of anti-climactic and ended before it really began. So let’s go back to that first one I glossed over that happened during the story event. It told us that the primary was a Kraken species and that we should act like we were on the first map of a Space Station location with a location difficulty of 1. And the enemy we were facing was equivalent to an E1 on the map. Which means the primary that pops up will be a level 2 Kraken species, which is the Nautilus.

You can avoid fights on a map normally. There’s an agility-based way, tech-based way, charisma-based way (that you can add money to for better success chances), and a way based on crew levels to get past weaker enemies. But, if you have to step back into that area, then you have to deal with them again. Either another evasion or back to combat. But here we were pushed into combat by the story and that’s what we’re doing.

We rolled for reaction phase, and did get one, but missed our shot at the nautilus. A shame because he’s fire vulnerable and we have a laser rifle with 2 ammo that does 4 fire damage.

Then we roll for a 2nd primary. The chances of getting one are depending on how many maps deep you are. So we manage to avoid getting a 2nd primary in this fight.

Then we roll for minions and do get one. We roll it’s species and it turns out that it will also be a Kraken type. So we get a tentacle.

Next is initiative. Determined by a D6 + lowest agility on each side. Both our crew have an agility of 4. The nautilus is a 5, but the tentacle minion is a 2, which will slow them down. So we manage to go first. Great!

There’s a lot you can do in combat beside just normal attacking. There’s agility tests to flank for bonus damage. There’s berserk attacking for melee where you lose health to increase your damage. A crew member can use an item instead. Reload. Do a tech test to unjam a weapon. If you have a crew with Psi abilities you can attempt a Psi action in addition to a normal action each round. There’s also escape tests, with better success results if you sacrifice people by leaving them behind…

But we’re just going to try to kill this stuff. So Quinn fires the last shot in his laser rifle and hits the nautilus. He has 2 in his ranged stat so he chose to add a damage rather than increase hit chances because this thing already hits on a 2+ (1 is always a fail). The nautilus has 2 armor so we’re back to 3 fire damage getting through. And then that’s doubled because of the vulnerability. And this guy is still barely hanging on.

Paul attacks with his chainsaw and absolutely whiffs. And we totally forgot about adding hit chance or damage with his melee stat, so we screwed up that bit of the turn. Then the tentacle rolls a D6 to see what he does and attempts to strangle Paul (crew attacking with melee are always prioritized first) and misses. Then the nautilus has a trait giving him two actions, so he rolls twice. He’s gonna strangle Paul and then heal 2. He gets the strangle off, but if you remember, Paul is decked out with a personal shield that blocks 2 damage and then 2 armor. He’s made for tanking low level stuff. Not a problem for him.

And then we rinse and repeat until everything died. Of note in this fight was that Quinn Jammed his Rifle and ended up trying to flank and punch things for bonus damage. Quinn also jammed his chainsaw and switched to a knife that Quinn was carrying. And the tentacle if lowered to 2 health would have a chance of escaping during combat each time it acted, and because it had the swarm trait, if it did escape and the nautilus was still alive, it would have spawned another tentacle at full health.

This combat was much more dynamic despite us having total control of the situation just because of how tanky we set Paul up to be. And hopefully this gives you a better understanding of how ground combat flows. There’s a lot of character traits and enemy traits that effect things as well here. And you can end up in 4v4 fights if you get a 2nd primary and 2 minions spawned.

Rest of Turn

Ok, so back to the turn. We finished phase 3 which was exploring this underground facility that then self-destructed. Guess we won’t be coming back…

We get a rest after this, which means each crew member gets to heal 3 health back. And then we go to phase 4, which is the option to visit a previously discovered store at a saved location. We don’t have any saved locations because the only place we’ve found just exploded. So we won’t be doing that. Too bad, because we have 20 credits so we could by 2 level 1 crew or possibly a single level 2 crew member with that money if we had a grade 2 shop around. It’s 10 credits per level up to whatever the grade of the shop is to hire new crew on. And we would like someone new, and maybe someone with the Psi skill (max of 1 per crew) that can add some extra damage or support in combats and ground exploration. Psi skills are risky though, because failing your roll will damage the crew member and exhaust the ability until they meditate (which can harm them further during an exploration). But there’s a whole page of listed abilities that do various things including AOE attacks that ignore shields and armor!

Next is the Quest Timer phase, for any quests we might’ve picked up that have time limits. There are quest givers in the exploration phase but we did not find any, so we don’t have anything to do here.

Then if we hadn’t triggered a recovery phase earlier this turn (by having a dungeon exploration or ground combat encounter) we would get to do it here for 3 HP for every crew member. But we had triggered it (technically twice) already.

And that is our first turn of the game!

Expansions!

There are 3 expansion books. Only one of which is something you might want to use right off the bat. The Species Compendium gives lore about each enemy, adds a whole new faction/species (The Outlaws) that you can encounter, and gives an optional game modification where you can start with a random type of parasite hunting you down. These guys look hard to kill, but you get rewarded for finally doing it. They have a random chance of appearing on your explorations and will each alter rules about that exploration and the enemies found within depending on which parasite is stalking you. Sounds awesome, and hard, and we’re not doing that yet. But we are using the rest of this expansion already. Love it. The lore is great.

The next book is called Crazy Maneuvers and it’s for people who are already familiar with the game. It adds a ton of optional modifications and recommends that you only pick a couple per run. There’s rules for deeper realism (assassins, ramming, superstitious heroes, supply drops, realistic magazines and obstacles, experimental ammo, etc…), harder difficulties, more horrific events (“emergency teleporting”, “splatter movie”, etc…), Relationships, a space guild that gives out missions, more traits (positive, neutral, negative, and new double negative traits), more Psi-Powers, new items and weapons, and contracts. And some of these mods are varied within themselves. The contracts are mostly things you pay for (the earlier in the game the cheaper they are) and have an upkeep cost for some benefit. You could have an inflatable mechanic if you want to pay his upkeep! But there’s also the Spacetube Streamer contract that instead of a monetary upkeep cost has you ranking the excitement of your viewers. You lose the contract when you get a negative excitement result in the rewards phase. But, if you wanted to live the life of a space internet influencer, there’s rules for it right here! This book adds a ton of replay value to the game.

And the final expansion is the worlds compendium. This has a handful of more scripted missions/stories. They all use a new space map, that looks a bit like a hexcrawl. There’s a colony that you interact with. And space monsters which I assume are creatures you fight with your ship? I haven’t read much of the book. But it says it’s for very experienced players who know the game inside & out. It’s also compatible with any of the mods from Crazy Maneuvers that you want to throw in. So if you want a deeper narrative in a more defined world with pre-determined locations, this is the book for you!

Some More Thoughts

I haven’t played a ton of solo RPGs in a book type games. I think the closest thing I could compare it to would be some of the Blackoath games… Ker Nethalas or Salvage & Sorcery. If you’ve played Ker Nethalas I would say this one is easier to wrap your head around. And feels a bit more alive so far. There’s definitely been more work put into the story elements so you get a real mix of emergent stories and pre-defined occurrences (that will feel like random events anyway unless you keep playing from the same starting point of the 49 options). I’m definitely excited to get back to the table and see what happens. And I’m even excited for additional runs where I can try out the mascot cooperative 2nd player. I’m a bit interested in the A.I. player too because it has such wildly varying goals (you can even replace the first player and trap their consciousness in the A.I. - switching places) but I don’t know that we’ll ever play that game because we don’t often do well with semi-coop. :smiley:

I do think I’d give this game a whirl solo if I didn’t have someone I played with daily. There’s a lot to chew on here. The gameplay feels very satisfying to me. And it generates good stories. And as a Star Trek fan there’s definitely that feel to it. I really like that Space and Ground combat work differently. There was a lot of time and effort put into this game from an individual developer and it shows. He’s also regularly answering questions on BGG if you have any.

oh thats a neat save system, just snap a photo of the sheets and pack it away. way less hassle than writing it all down. and selling crew off to fund a higher level one is a fun little exploit, feels very roguelike. two hours for a first turn while teaching sounds pretty reasonable tbh, i bet it gets a lot quicker once you both know the phases. looking forward to the ground combat post

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It’s up there now! Been busy this morning.

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