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InterSpace» Forums » Sessions

Subject: Joe's InterSpace Solo test pt. 1 rss

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Joe Kundlak
Slovakia
Bratislava
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This is my first test of InterSpace and as I did not have an opponent nearby, I tried it a kind of "Solo". Not Han. Solo.

I have created the necessary components in black and white and on a normal paper. They are fiddly and don't you dare blow on them. But for testing purposes they are fine with me.

Cutting took around 2 hours but the game is worth it (especially if I will do it again in colour .

I have used the Basic Rules (as per the "Beginner" status of mine).
Later I will dive into the Standard Rules and try them out (possibly also with an opponent).

Let us then... move on!



My initial counter setup. True all of them will not be needed, but I wanted to show how nice they are...

My initial worlds and ships (before assigning them to their positions on the map).

Initial map of my Home system.

The same but now with assigned ships and station.

1st Economic phase - Gurst advanced in Tech level. Civilization level did not change.

The building part of the 1st Economic phase - a Transport has been built on my Home world to be sent to Gurst for IOU Bonus.

1st Movement phase - Scouts go exploring (Civ. level is 3 so they can all do that). Transport arrives to Gurst.

1st Exploration phase - quite useful tiles have come up. A new Planet (Looma) to be colonized, Asteroid field to be exploited and lastly free space.

2nd Economic phase - Gurst advances further (and therefore still cannot build anything) to Industrial level 3.

The building part of the 2nd Economic phase - my Home world built a Colony ship for Looma.

2nd Movement phase - scouts continue exploring the vast space, while the Colony ship heads to Looma.

2nd Exploration phase - more useful tiles have been drawn. A Wormhole near Looma (I have not used the Wormhole rules as obviously I played alone), another asteroid field and free space. I will be rich someday!

3rd Economic phase - this time no advancement was made, instead building took place. Another transport from my Home world to be routed to the Asteroid field and a Patrol boat that would guard the Wormhole (if I have used it).

3rd Movement phase - Scouts do what? Scouting. Remember to move them only into blank haxes that neighbour at least two existing hexes. I nearly made a mistake there.

The Colony ship arrived on Looma and the Patrol boat to the Wormhole (yup, it is faster than the poor bulkie).

There was a Transport shift of sorts (as they can move only 1 hex with their V/2), a kind of a "train". The Transport from Gurst moved to the Asteroid field beneath it and the newly manufactured Transport moved from the Home world to Gurst.

3rd Exploration phase - another planet (Enalda)! And another reserves! I must be sitting on mineral reserves somewhere... For the third Scout again only free space.

3rd Colonization phase (actually first but...) - Looma is now colonized and begins with 1/1 in Tech and Industrial levels.

Note that Gurst has a wrong Industrial level (this will be added in the following Economic phase).

4th Economic phase - Gurst and Looma advance. Gurst in its Industrial Level to 4, Looma in its Tech level to 2.

Building part of the 4th Economic phase - my Home world builds another Colony ship for Enalda.

4th Movement phase - scouts are untired in their conquests and move on. The Colony ship takes its course to Enalda and the Patrol boat returns to Gurst.

Here I made a mistake and forgot to return the Patrol boat back according to the rules. Two other pictures onwards are corrected as per that.

4th Exploration phase - first unlucky event happened today. My northeast Scout has encountered Null space and has been vaporised to atoms. The other two however fared better, only to discover the vastness of space.

5th Economic phase - only Looma advances, taking its Tech level to 2.

Building part of the 5th Economic phase - my Home world gave birth to a new Scout to make up for the loss. Looma started its production cycles with a fresh Patrol boat.

5th Movement phase - two scouts boldly go where no one has ever gone before. Their third sibling follows and heads near the destination of his deceased brother (of course avoiding the Null space with a sharp turn). The Patrol boat from Gurst returns to guard the Wormhole and the Colony ship finally arrives to Enalda.

5th Exploration phase - wuu huu! Third new planet discovered on the northern edge of our galaxy and another Asteroid field near Looma. I only ask myself what the third Scout would uncover... a Black hole?

5th Colonization phase (yes, yes, the second one actually) - Enalda is ruled by Joe! Starting Tech and Industrial levels have been accounted for.



This is the end for now. What I aimed for I achieved - namely to test the engine of the Game. I will yet look at combat and try it out, but I expect smoothness from reading the Rules.

The next step will probably be a shot at the Standard Rules and/or a live test with an opponent.

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Rod Batten
Canada
St. John's
Newfoundland
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. --R.E.Howard
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Thanks for the report. If I lived a bit closer I'd say to drop by for a game, it looks interesting. There aren't many sci-fi gamers in my neighbourhood either.

Let us all know how it goes with a full game when you find an opponent!

I'd like to put this together, too. But I think I'll try what you did and play a solo on regular paper first. The construction of a full setup is a fair bit of work!
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Joe Kundlak
Slovakia
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gmonk wrote:
Thanks for the report. If I lived a bit closer I'd say to drop by for a game, it looks interesting. There aren't many sci-fi gamers in my neighbourhood either.

Let us all know how it goes with a full game when you find an opponent!

I'd like to put this together, too. But I think I'll try what you did and play a solo on regular paper first. The construction of a full setup is a fair bit of work!

You are welcome! It is indeed interesting and plays well (after you can navigate the rules).

I made a mistake and did not print the summary sheets for the Basic rules (just one page) so I had to skim the pages in the Rulebook (and I printed only the Basic section laugh ). I will not do the mistake again. What I actually had to look on again and again in the turns (as I don't know the game yet) were the prices in IOUs for the ships (to adhere to the Industrial Level vs. IOU cap).

I guess I will collect my findings and maybe make an additional cheat sheet (to the Summary pages), aimed for the starting player. Sort of a "checklist" for each phase to not to forget anything crucial (like my Patrol Boat movement in 4th turn).


And indeed I would like to have more players to test with, the only option is my brother that lives nearby. Hopefuly he will not leave for Ireland for a few months until then!


Reg. the putting together - I recomend it indeed. Even if you stick to basic Paper like I did. I just had to hold any hex when I moved units around so that the whole structure does not get wacky. I am thinking therefore to make my own hexes of foam or something similar. Just to find or make a prototype and cut them out then.

I did not print and cut out everything, just for one player. For the other one it would mean the second set of counters for ships and such. But with basic rules there are not so many of them (or any other cards apart from World cards) so it was JUST 2 hours cool
 
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  • Last edited Wed Jul 16, 2008 4:23 pm (Total Number of Edits: 1)
  • Posted Wed Jul 16, 2008 4:22 pm
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Joe Kundlak
Slovakia
Bratislava
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I have now made a Cheat Sheet (pending approval) for the Basic Rules. It is one A4 page, readable well (no small-text, I think 10pt Times New Roman...).

I have gone through the Rules page-by-page and extracted anything worth not-forgetting. I hope it will arrive soon. If not, I might post it also somewhere else until then and link it here (until the waters move to flush it on the beach of BGG ).
 
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eric knox
Canada
Woodstock-1h from capital of NB
New brunswick
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I used the encounter cards in my two player game and it really adds a lot to the game. If you play solo these cards, and the counters that go with them, will add a lot of interesting things to do and enemies to fight.

I think this game is great and I gave it a nine because it is clear, well designed and a fun exploration game.

Brightton
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