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Designer Diary: Panic Station – Creating a Paranoia Board Game // Game Preview

David Ausloos
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I don't know about you, but when I watch a great movie there is this small portion of my brain (not hijacked by fantasies of perfect Scandinavian boardgame storage systems) that triggers a potential idea for a game design. I know, it's kind of annoying – especially when you are watching an arthouse Ingmar Bergman-style drama and subconsciously try to find a mechanism to simulate the psychological frustration of the main protagonist, but this obsession surely can be an inspiration when you are watching, say, a John Carpenter movie. Prince of Darkness anyone?

And yes, it struck me while watching Carpenter's The Thing for the sixth time, without reservation his absolute pièce de résistance: Why isn't there a game that simulates the intense paranoia of this classic? Sure, I know Battlestar Galactica comes close paranoia-wise, but it's still far away from the claustrophobic feel of Carpenter's icy survival trip.

Five weeks of no sleep, midnight brainstorming sessions in my backyard with my insomniac neighbor, and at least four gallons of politically correct Ikea-water – you have no idea what that Swedish stuff does with your head – later and I had a rough draft for a game. The working title had haunted me right from the start, and I wrote it in large cinematographic capitals with a marker on the cover page of my notepad: PANIC STATION.

Add another five weeks of almost no sleep and there it was – the first rough prototype of the game.

And boy, did it look ugly. It was very minimal and used some primitive clip art that even the clumsiest child would run away from. It looked like a first grade project gone awry, but I figured that if people enjoy this version, then I'm on to something.


What I wanted to simulate with the game was the idea of a team of people being trapped in a situation where they had to share the same location, but weren't exactly sure that they could trust each other, while needing to find out soon who was okay and who was actually malicious – all in order to survive the harsh circumstances they needed to confront. A sort of balancing act of having a healthy dose of mistrust without getting overtaken by paranoia as players who do will not be able to complete the goal of the game, since the tools for defense are the same as those needed to complete the mission of the game.

At heart Panic Station is relatively easy to play: 4-6 players control two characters each: a trooper send by the government to a desolate army base and a mind-controlled android that's helping this trooper track down a deadly parasite that has overtaken the location and wiped out the entire crew to create a hive to breed offspring. Sounds creepy? Good!

Players use a limited set of Action Points to guide both characters through the "station", which is built on the table while exploring. Along the way they perform search actions in rooms to gather equipment and eliminate roaming parasites that appear out of the dark. There is some tactical decision-making right from the start as the placement of the rooms is crucial and the positioning of your characters opposed to the encounters will make the difference between life and death.

From clip to hip

While the android has the ability to eliminate the creatures, the trooper must try to locate the hive and destroy it. This is done by playing three Gas Can cards (to fill his Flamethrower) that are part of the search deck containing equipment cards. But, now comes the trick, the little wicked twist that makes the game:

During the first turns of the game while exploring the unmapped rooms of the station, one of the players will secretly receive a "Host" card that represents him being infected by the alien life form.

Enter: 40 minutes of intense paranoia.

From now on he will do anything possible to prevent the team from locating and destroying the hive. This is done by "infecting" other players, turning them one by one to his side. As you can imagine, right from the word go the game is riddled with paranoia as nobody trusts anybody but must at the same time work together to complete the main mission.

When I started to design the game, it was crucial to find a mechanism that forced interaction between the players, but the interaction could not involve open information. I wanted to follow the hidden information-path to create a feeling of uncertainty that the game desperately needed and that made me think of a blind trade system that players perform during their explorations. During such a transaction, players pass a face-down item card to a team member in the same location. At the start of the game, however, each player has received a set of "Infection" cards; since these cards share the same card back as a regular card, the host and the other infected players can play this card at any time instead of a regular item.

Because of this blind trade mechanism, it is crucial for both sides to carefully consider their next steps. The infecting members of the team need to play low profile first, gaining trust by doing some innocent trades, then striking at exactly the right moment. The humans need to closely watch the behavior of all the team members and use the tools of the station to gain information, such as a heat scan system that allows them to scan the entire base and determine the number of infectors present. A well-timed scan could be enough for a member to know whether those soldiers two rooms away are okay or are in fact planning a brutal ploy.

Room by room, players explore the station

When you write down a theoretical mechanism, there is this part of you that dreams about the potential for this idea to work, but it's not until your first playtest that you get the raw proof as to whether it actually does. To my own amazement, this worked; five minutes into the first test with some gaming friends there was already nervous laughter, fierce accusations and the pure unfiltered paranoia you find in a girls-only Catholic school after a valuable piece of jewelry is stolen during the night.

In short, the core system did what it needed to do: Created intense paranoia that grabbed player by the throat and never let go.

Panic Station is all about identifying the alien players through behavior, and doing efficiently timed heat checks of the building that offer team members crucial information of how many human and alien players are currently active. The main dilemma comes from the sparse Gas Can cards; players need them to both fend off infection attacks and destroy the hive, so too much paranoia can seriously lower the chances of the human side winning the game.

What I learned design-wise with this project is that interaction between players, even if it is non-verbal, is crucial for the future of boardgaming. If board games stand a chance against the ever-increasing technological advancements in the field of entertainment, it will be because board games offer a social structure in which players can interact with other players. An environment in which what happens on the table is only part of the appeal; the meta-game is just as important.

Panic Station, debuting at Spiel 2011 from White Goblin Games with Stronghold Games taking it under license for a North American release, is my attempt to incorporate this human factor into the reigns of cardboard and dice.

David Ausloos

From reactor room to storage room to a team search location to the parasite hive – it's a long walk...

•••


Game preview, by W. Eric Martin

David has succinctly described Panic Station above: One human character must collect three gas cans to power a flamethrower in the hive room to destroy the parasites and win the game. The parasite host, on the other hand, must prevent this from happening in order for him and any other infected parties to win.

One nice aspect of the design of this cooperative game is that no one starts as the parasite host, yet the host will definitely come into play within a certain number of rounds. How this works is that the host card is shuffled among the top 8-12 search cards, depending on the number of players, and everyone gets to enjoy a brief feeling of camaraderie before the situation heads south.

What's more, once the host is determined, the infection spreads from that character and not an outside force, as in Battlestar Galactica, through the blind trades David described above. What David didn't mention, though, is that players are forced to trade whenever either of their characters enters a room occupied by another player's character. The forced trade makes sense as anyone in a claustrophobic environment isn't going to just give a chin wave and keep walking, but would instead ask what the other character has seen and learned while checking out the station. And that's when an infection would strike – not that I'm speaking from experience or anything. Honest, I'm not infected!

The Infection cards are color coded, and a player can give someone else an Infection card only if it's his color. Thus, if you discover a heat scanner while searching the rooms and use it on another player – looking at that player's cards – you'll not only learn whether that person is the parasite host, but how many Infection cards he holds, which tells you how many other players have been infected. If the player holds an infection card of another color, then you know that person is infected as well as the person who gave him the card. But will you get everyone else to believe you when you drop that info on the group?!

Each round, once the parasites move and attack anyone in the same room, each player has 1-4 action points (APs) depending on the health of his characters, and he can spend those points to:

1. Explore, adding a new room to the station, with most rooms having something distinct about them: a parasite trigger, storage of extra goods, a run icon to show you get extra movement through this room, security doors that can be passed through only with a keycard, and so on. You must place the room adjacent to you, if possible, and doors must line up with doors. The parasite hive will be one of the final five locations in the deck of twenty, so you better stay in good health until you find it.

2. Move, with each room costing 1 AP to enter.

3. Fire the android's gun, either at parasites or other players. Weak parasites appear first and require only one shot to kill, while the double-tough parasites appear later.

4. Search a location, which gets you a search card from the deck, representing additional gas cans, better weapons, ammo, parasite attacks, armor, grenades, first aid and more. The storage rooms hold more material, and the team search rooms give something to everyone in the room, which may or may not be good. After a location has been searched once, it's flipped over to reveal a red icon instead of black, indicating that the next time this room is searched, the noise attracts a parasite, which is randomly placed in one of the adjacent rooms.

5. Activate a computer terminal, which lets you add a location anywhere in the station, open all locked security doors until the end of the round, or perform a heat scan. For this latter action, each player places one "check" card (showing infected or clean) in the truth pile and discards the other. Someone shuffles these cards, then reveals them, showing everyone how many infected players are currently in the station.

6. Heal in the sick bay, which boosts your health points and give you more actions and less death.

7. Use one of the items you've acquired, with some items requiring an AP cost or being a one-shot effect. A player must have at least five cards in hand at all times, so if playing a card would drop you below five, you can't play it, which means you need to search more, which means you're probably attracting parasites, which means you're doomed.

Okay, maybe you're not doomed.

No, I'm sorry. You are.
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Lee Ambolt
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Linus Per Ambolt 13.12.2010
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it looks awesome, was this in any way inspired, or related to the great stuff I saw you did for the Aliens remake. Come to think of it, is that stuff still available? I'd love to make some PnP version of that, those maps you did with the lighting look a lot like these ones here, totally awesome!
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  • Posted Tue Aug 30, 2011 6:33 pm
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David Ausloos
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Wow...that was ages ago, but in a way these were a training for the stuff I did for Panic. Sure.
I just love to work with light and shadows. These are two of the most important weapons to create atmosphere.
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  • Posted Tue Aug 30, 2011 6:45 pm
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Rick Baptist
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On the wishlist. Loved your description and I agree, interaction is what board games are all about.
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  • Posted Tue Aug 30, 2011 6:45 pm
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Kareem Koh
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Looking forward to playing this!
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  • Posted Tue Aug 30, 2011 6:55 pm
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Marc
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Great read, David, thanks for your insight into the first steps of developing this game. I will preorder it for sure!

I also wanna watch The Thing again now
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  • Posted Tue Aug 30, 2011 6:56 pm
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Lee Ambolt
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ausloosd wrote:
Wow...that was ages ago, but in a way these were a training for the stuff I did for Panic. Sure.
I just love to work with light and shadows. These are two of the most important weapons to create atmosphere.


absolutely, which is why the game Thief is still perhaps my favourite all time computer game.

So, are the Aliens files available anywhere, I think I only saw 1 or 2 but your comments made it sound like you'd redesigned a whole level or the whole set of maps?
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  • Posted Tue Aug 30, 2011 6:59 pm
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Jason Persampieri
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So... who will have this at BGG.con?

 
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  • Posted Tue Aug 30, 2011 7:10 pm
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David Ausloos
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I will digg into my old computer files and try to find the maps I made.
I did revamp all the maps of the base game.
But I feel a bit reluctant to share them because looking back those were my first steps into boardgame visuals and I developed my skills alot since then. Its a bit like looking at an old baby picture of yourself, naked on a bearskin
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  • Edited Tue Aug 30, 2011 7:35 pm
  • Posted Tue Aug 30, 2011 7:34 pm
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Clay Blankenship
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Sounds interesting. People interested in this type of theme might want to check out an old game called Beest. It had a villain player who could infect other people.
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  • Posted Tue Aug 30, 2011 7:48 pm
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Jamie Scott
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I'll be honest with you, I didn't have time to read your article so initially wafted down (shamelessly to look at the pretty pictures) until I saw the picture with all the rooms in it and eyeballed "Created intense paranoia that grabbed player by the throat and never let go"

Hang on a sec, that sounds like The Thing (one of my favourite films of all time). So I whizzed back to read the whole article (putting off what I was about to do) to find out it is inspired by The Thing - Awesome! It sounds like you've got a great mechanism and theme to capture the essence of that movie - well done thumbsup.

I hope I get chance to play this at some point in the future.
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  • Posted Tue Aug 30, 2011 9:09 pm
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I was wondering what design decission lead to each player controlling both a human and an android character? What happens to the android when a human gets infected? The infected human keeps controlling the android?

Really looking forward to reading the rules and giving this a whirl.
 
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  • Posted Tue Aug 30, 2011 9:29 pm
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kronik wrote:

Really looking forward to reading the rules and giving this a whirl.


On a side note: next week, the rules will be posted here on Boardgamegeek!
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  • Posted Tue Aug 30, 2011 9:41 pm
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I was in a group who was the first to play a demo for this in North America (as stated by the guy who demoed it to us at WBC from Stronghold games). It was fun, I would recommend it. We did have a couple of rules questions, such as about the stun gun and could someone with a key hold the door open for others.

It was hard for me to keep a straight face because I was infected right at the beginning. I ordered it already from White Goblin Games. Looking forward to play again!
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  • Posted Tue Aug 30, 2011 10:00 pm
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Christopher Boat
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ausloosd wrote:
Its a bit like looking at an old baby picture of yourself, naked on a bearskin


did somebody say pre-order promo?

wait...no. sorry, that's creepy.
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  • Posted Tue Aug 30, 2011 10:18 pm
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Sounds like a great game!
Will colorblind players be able to play it without any problems?
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  • Posted Tue Aug 30, 2011 10:20 pm
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This sounds fantastic. I can't wait to get this.
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  • Posted Tue Aug 30, 2011 11:14 pm
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Eddy Sterckx
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Bartjes wrote:
kronik wrote:

Really looking forward to reading the rules and giving this a whirl.


On a side note: next week, the rules will be posted here on Boardgamegeek!


Excellent - that answered my first question.

It's still going to be for sale @ Spiel - right ?

Greetz,

Eddy Sterckx
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  • Posted Wed Aug 31, 2011 7:24 am
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eddy_sterckx wrote:
It's still going to be for sale @ Spiel - right ?

Yes, White Goblin Games will a multilingual version at Spiel 2011, while Stronghold Games will 100-ish copies of an English-only version in advance of the game's release in North America.
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  • Posted Wed Aug 31, 2011 7:45 am
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ausloosd wrote:
I will digg into my old computer files and try to find the maps I made.
I did revamp all the maps of the base game.
But I feel a bit reluctant to share them because looking back those were my first steps into boardgame visuals and I developed my skills alot since then. Its a bit like looking at an old baby picture of yourself, naked on a bearskin



please fight your reluctance and remember, your undeveloped skills lay well to the right on the skill chart of the rest of us mortals, and we would really love your work, if it helps, you can always upload it from a different user name and pretend it wasnt you :-)
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  • Posted Wed Aug 31, 2011 9:33 am
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Excellent designer diary, David. You really captured the feelings you had while developing PS; very insightful.

FOR ALL THOSE DAVE AUSLOOS FANS OUT THERE...HERE'S AN INTERVIEW:

http://superflycircus.blogspot.com/2011/02/conversation-with...
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  • Posted Wed Aug 31, 2011 1:12 pm
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Stephen Buonocore
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Sargondai wrote:
So... who will have this at BGG.con?



Hopefully, we will...

Thanks,
Stephen M. Buonocore
Stronghold Games LLC
 
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  • Posted Wed Aug 31, 2011 1:16 pm
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Garrett wrote:
I was in a group who was the first to play a demo for this in North America (as stated by the guy who demoed it to us at WBC from Stronghold games). It was fun, I would recommend it. We did have a couple of rules questions, such as about the stun gun and could someone with a key hold the door open for others.

It was hard for me to keep a straight face because I was infected right at the beginning. I ordered it already from White Goblin Games. Looking forward to play again!


Garrett,

Steve Oksienik and/or I did the demo at the WBC. Thanks for playing with us. I'm glad you enjoyed it!

Just a note for those in North America with regard to pre-ordering from White Goblin Games, who are are partners on the Panic Station project:

Stronghold Games will Panic Station in North America at the same time as WGG will have it in Europe. If you preorder from Stronghold Games, you will get the game earlier, the shipping will be substantially less, and you will of course get the same Bonus cards as well.

Thanks,
Stephen M. Buonocore
Stronghold Games LLC
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  • Posted Wed Aug 31, 2011 1:22 pm
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evilone wrote:
[q="Garrett"] If you preorder from Stronghold Games, you will get the game earlier, the shipping will be substantially less, and you will of course get the same Bonus cards as well.


Funny, I can't seem to find the pre-order page on the website...When will it be up?
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  • Posted Wed Aug 31, 2011 2:26 pm
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This game sounds amazing, nice work.

What would deter a infected human from waiting to the last minute to reveal that they are infected, which to me seems the most devious? I am asking this, because if there are mechanisms in the game that would force the hand of the infected humans quickly(maybe this if the heat scan), forcing them to change there strategy on the fly.

Also, if I thought that a particular character was infected, could I kill/attack them, only to later find out that they were not infected.

Scott

You mentioned that the antidote was one of the additional cards, which sounds amazing. Any other tid bits on the additional promotional cards.
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  • Posted Wed Aug 31, 2011 3:32 pm
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Am I the only one who came in with expectations from the article title, that this would be a game based on the RPG Paranoia (1st Edition)?
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  • Posted Wed Aug 31, 2011 4:48 pm
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Who's the more foolish? The fool or fool that plays after the fool?
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Sayburr wrote:
evilone wrote:
[q="Garrett"] If you preorder from Stronghold Games, you will get the game earlier, the shipping will be substantially less, and you will of course get the same Bonus cards as well.


Funny, I can't seem to find the pre-order page on the website...When will it be up?

The game page for Panic Station has a link to Cool Stuff's pre-order page.

Here it is directly:
http://www.coolstuffinc.com/main_boardGame.php?viewType=view...

Other online retailers are also available.
 
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  • Edited Wed Aug 31, 2011 5:26 pm
  • Posted Wed Aug 31, 2011 5:25 pm
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loofish wrote:
Sayburr wrote:
evilone wrote:
[q="Garrett"] If you preorder from Stronghold Games, you will get the game earlier, the shipping will be substantially less, and you will of course get the same Bonus cards as well.


Funny, I can't seem to find the pre-order page on the website...When will it be up?

The game page for Panic Station has a link to Cool Stuff's pre-order page.

Here it is directly:
http://www.coolstuffinc.com/main_boardGame.php?viewType=view...

Other online retailers are also available.


We are talking about the pre-order from Stronghold, to get it sooner and with the promo materials.

In the Panic Station forum it says when it will be up, but should be in the first half of Sept.
 
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  • Posted Wed Aug 31, 2011 5:43 pm
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Who's the more foolish? The fool or fool that plays after the fool?
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Apologies, I thought I must be missing something.
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  • Posted Wed Aug 31, 2011 5:48 pm
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kronik wrote:
I was wondering what design decission lead to each player controlling both a human and an android character? What happens to the android when a human gets infected? The infected human keeps controlling the android?

Really looking forward to reading the rules and giving this a whirl.


I wanted to create a rather crowded situation, were alot of soldiers walked in these small corridors with lots of opportunities to interact.
Playing with 4 players with each player only controlling 1 character would seriously limit possible interactions.
When you will play the game, you will understand.

Furthermore I liked the idea of players having to survive the game with 2 characters and letting these two characters work together in their survival. You can not win the game without the trooper, but the trooper will not stay alive without the Android fending off parasite attacks.

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  • Posted Wed Aug 31, 2011 10:04 pm
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kuaneos wrote:
Sounds like a great game!
Will colorblind players be able to play it without any problems?


That would be potentially problematic, since the infection cards are color coded.
 
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  • Posted Wed Aug 31, 2011 10:06 pm
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eddy_sterckx wrote:
Bartjes wrote:
kronik wrote:

Really looking forward to reading the rules and giving this a whirl.


On a side note: next week, the rules will be posted here on Boardgamegeek!


Excellent - that answered my first question.

It's still going to be for sale @ Spiel - right ?

Greetz,

Eddy Sterckx


Absolutely Eddy.
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  • Posted Wed Aug 31, 2011 10:07 pm
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clodius wrote:
This game sounds amazing, nice work.

What would deter a infected human from waiting to the last minute to reveal that they are infected, which to me seems the most devious? I am asking this, because if there are mechanisms in the game that would force the hand of the infected humans quickly(maybe this if the heat scan), forcing them to change there strategy on the fly.

Also, if I thought that a particular character was infected, could I kill/attack them, only to later find out that they were not infected.

Scott

You mentioned that the antidote was one of the additional cards, which sounds amazing. Any other tid bits on the additional promotional cards.


Well, that would be a very good strategy, and a good host keeps his identity secret right until the end. I have seen some fantastic traitors at twork, helping out the team during battles with parasites, gaining trust amongst the group...to strike at an unexpected moment.
But since this infection attack happens through hidden information mechanics nobody at the table will see this happening, so a good traitor can stay low profile right until the end...that is, if he is not hunted down by a supecting player with the right equipment. There is one item
in the deck that allows a player to peek at the "hand" of a player at the table, possibly revealing his/her true identity.
But in reality there are several ways to discover/deduct/guess the identity of an infected player. The behavior on the board is a good way to start looking for infected players. I also like to observe facial expressions. Yes...there is definitly a meta-game present.

Sure, you can attack a teammate at any point in the game, but believe me...that is a risky approach that often (I have seen it happen many times) backfires. But yes, it can be done, and sometimes it effectively turns out the player eliminated an innocent character.
That cold-sweated paranoia is exactly what the game is about, and sometimes it drives players towards harsh decissions.

The promo-set contains also a parasite signal players can use to lure parasites into another direction and a sniper rifle that can hit parasites from further away than the regular gun.


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  • Posted Wed Aug 31, 2011 10:17 pm
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Chanfan wrote:
Am I the only one who came in with expectations from the article title, that this would be a game based on the RPG Paranoia (1st Edition)?


Nope, that was my expectation, too.

Nonetheless, it sounds good, and will go on my dance card for BGG Con. I hope someone will have a copy out!
 
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  • Posted Wed Aug 31, 2011 11:42 pm
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Chanfan wrote:
Am I the only one who came in with expectations from the article title, that this would be a game based on the RPG Paranoia (1st Edition)?


ROY G BIV
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  • Posted Thu Sep 1, 2011 12:09 am
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ausloosd wrote:
kuaneos wrote:
Sounds like a great game!
Will colorblind players be able to play it without any problems?


That would be potentially problematic, since the infection cards are color coded.


Which are the colors for the infection cards? Can a player choose his color?
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  • Edited Thu Sep 1, 2011 2:55 am
  • Posted Thu Sep 1, 2011 2:37 am
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Ryan Full
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This entry totally sold me on the game.

I will be pre-ordering this when I can find it. To be clear, you have to pre-order from Stronghold to get the promos?
 
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  • Posted Fri Sep 2, 2011 12:34 am
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kuaneos wrote:
ausloosd wrote:
kuaneos wrote:
Sounds like a great game!
Will colorblind players be able to play it without any problems?


That would be potentially problematic, since the infection cards are color coded.


Which are the colors for the infection cards? Can a player choose his color?


Yes, player can choose their color.
the playing colors are: red, white, light blue, purple, orange and green.
 
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  • Posted Fri Sep 2, 2011 10:07 am
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ausloosd wrote:
kuaneos wrote:
ausloosd wrote:
kuaneos wrote:
Sounds like a great game!
Will colorblind players be able to play it without any problems?


That would be potentially problematic, since the infection cards are color coded.


Which are the colors for the infection cards? Can a player choose his color?


Yes, player can choose their color.
the playing colors are: red, white, light blue, purple, orange and green.


If these are the colors then it could indeed be potentially problematic, but at least for me they are recognizable enough.
If possible, please add some kind of symbol or different background texture for each color in future printings/revisions.
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  • Posted Fri Sep 2, 2011 2:37 pm
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David Ausloos
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kuaneos wrote:
ausloosd wrote:
kuaneos wrote:
ausloosd wrote:
kuaneos wrote:
Sounds like a great game!
Will colorblind players be able to play it without any problems?


That would be potentially problematic, since the infection cards are color coded.


Which are the colors for the infection cards? Can a player choose his color?


Yes, player can choose their color.
the playing colors are: red, white, light blue, purple, orange and green.


If these are the colors then it could indeed be potentially problematic, but at least for me they are recognizable enough.
If possible, please add some kind of symbol or different background texture for each color in future printings/revisions.


Ok, I certainly take that in mind.
 
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  • Edited Sat Sep 3, 2011 10:12 am
  • Posted Fri Sep 2, 2011 10:01 pm
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Michael Cook
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ausloosd wrote:
kuaneos wrote:
ausloosd wrote:
kuaneos wrote:
ausloosd wrote:
kuaneos wrote:
Sounds like a great game!
Will colorblind players be able to play it without any problems?


That would be potentially problematic, since the infection cards are color coded.


Which are the colors for the infection cards? Can a player choose his color?


Yes, player can choose their color.
the playing colors are: red, white, light blue, purple, orange and green.


If these are the colors then it could indeed be potentially problematic, but at least for me they are recognizable enough.
If possible, please add some kind of symbol or different background texture for each color in future printings/revisions.


Ok, I certainly take that in mind.


Thanks for the preview of the game. It looks like great fun. You've comvinced me to pre-order this game which I have done.

Although, I am a bit disappointed that you never thought about color blind folks reading the cards of the game when having the art done. It is a simple addition of a small symbol on each card that really does not add to the cost of the production I would think. I regularly play games with a couple of friends that are color blind and it amazes me how many companies totally forget about this. So now I will have to mark my cards. So my color blind friends can join in the fun...

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  • Posted Wed Sep 14, 2011 1:50 pm
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