Spiel, held in the town of Essen each October, is one of Germany's two major game conventions, the other being the International Toy Fair in Nürnberg each February. While Spielwarenmesse is a trade show – and therefore strictly business – Spiel is open to the public, drawing roughly 150,000 people over four days. Hundreds of new games will be introduced at Spiel 2014, which takes place October 16-19. This preview covers games that publishers plan to release at Spiel or in the months leading up to it. In most cases, these games will be new for most Spiel attendees. Listings for some smaller publishers show all titles released since Spiel 2013.
Details about the Spiel 2014 Preview:
-----• This Preview is organized alphabetically by publisher, with games ordered alphabetically under a publisher's heading. This information is pulled directly from the game pages in the BGG database, so as those pages are updated, this Preview will be updated, too.
-----• In most cases, if a game appears in multiple versions, typically due to it being released in multiple languages, each version will appear under its own publisher.
-----• If you subscribe to this Preview, you'll receive update notices whenever an item is added or edited.
-----• If you don't care to read about a game and are logged in, click the red X to hide the game listing for both now and future visits. Choose "Personal" for the reason when doing so. You cannot hide a publisher due to this Preview's special set-up.
-----• Publisher booth numbers, preorder information, game designer and artist signings, and more will be added once that info comes available.
Note that this information has been cobbled together from dozens, nay, hundreds of sources, so inaccuracies may have crept in despite my best efforts. I will update game pages as I receive additional information.
If you're a designer or publisher with information to share – or if you have details about an upcoming Spiel 2014 release – please send me email (wericmartin @ gmail.com). I'll respond as best as I can given the tidal wave of data flowing through the game world in anticipation of the most exciting game convention in the world: Spiel!
In Bee Alert, a.k.a. Honigbienchen, six colored plastic bees are hidden below six beehives with players initially knowing which bees are where.
On a turn, the active player draws a card. If it's a hive card, she takes a hive from the middle without lifting it up; if it's a bear card, she returns one hive to the middle of the table; if it's a bee card, she lifts one hive to reveal the bee. If the bee matches the color on the card, she moves the hive towards herself.
The first player with four hives wins! Alternatively, when the cards run out, whoever has the most hives in front of her wins.
Schau mal! Was ist anders? — literally "Look! What's different?" — challenges players to spot differences in a line of five cards after looking away for a moment. Has someone turned the light on in the house? Does the boy have his cap on backwards now? And did that child have a monkey on her head previously?! Whoever discovers the differences first keeps the card in question.
Tactics, risk and luck of the dice all play a role in the dice/card game combination that is Schraube Locker. The cards indicate their specific value and the numbers that need to be rolled to claim them, therefore you need to roll precicely the required numbers. But beware not to overstep your mark. A complete circling and card sets bring additional points, and the player with the most points wins.
Set Dice has three dice games in one box, and in all three games, the more sets you make, the higher your score. What's a set, you ask? To make a set, you need three dice on which the shape of the symbols on them are all the same or all different, on which the number of symbols are all the same or all different, and on which the color of the symbols are all the same or all different. The three games in this collection are:
Set Cubed: Players score points Scrabble-style by creating sets with their dice and with dice already on the game board.
Scramble Set: Drop all 42 dice from the bag onto the table, then start calling out sets as soon as you see them. When no more sets remain, tally the number of sets for each player, then start another round. Whoever has the high score after five rounds wins.
Crossword Set: Each player takes ten dice, then rolls them at the same time to start play, with players trying to combine their dice into a crossword-style grid made of sets. Whoever uses all of her dice first wins.
In the Old West, the wily snake oil salesman had a special talent, getting the most skeptical customers to buy the most dubious products. Now it's your turn! Invent your own zany two-word products – Rumor Mirror! Burp Balloon! – and sell them to all types of wacky customers. If the round's customer buys your product, you win!
To set up Snake Oil, each player takes six purple word cards. The customer for the round draws a customer card and announces it. Inventors quickly combine two purple word cards from their hand to form a crazy new product to sell to that customer. When ready, each inventor quickly pitches his or her product directly to the customer. The customer can end any pitch that goes longer than thirty seconds. The customer decides which product to buy and gives the inventor of that product the round's customer card as the prize. Inventors discard all used word cards and take two new word cards each. The player to the left of the customer becomes the next round's customer. Play repeats until each player has been the customer once.
Speed Cups² can be played on its own with two players, but it can also serve as an expansion for Speed Cups, which then allows for play with up to six players.
In this game, each player receives a set of five plastic cups, each a different color; a deck of 24 cards is shuffled and placed face down in the center of the table next to the bell. One player flips over the top card, which depicts colored objects – trains, birds, cups, etc. – stacked vertically or horizontally, then everyone tries to recreate this colored sequence with her own set of cups. The first player to do slams the bell, revels in the soul-brightening "ding", then (if correct), claims the card. Someone then reveals the next card, and the players start shuffling cups once again.
In Speed Cups² you don't only have to arrange your cups in horizontal and vertical stacks, but you also have to make different stacks!
The object of HeartSwitch – a card game inspired by Hearts – is to have the lowest score at the end of the game. The sixty-card deck consists of the standard 52-card deck, plus four Magicians and four Witches, two good and two bad, with Witches ranking between Jacks and Tens.
As in Hearts, HeartSwitch is a trick-taking game with fairly standard rules. The lead player plays a single card, then each other player must follow suit, if possible – except that a player can always choose to play a Magician. A Magician is a null card that can never win a trick (unless a trick consists only of Magicians). Whoever plays the highest card in the suit led collects the cards, then leads to the next trick.
After everyone's hand is empty, players score points for the cards they've collected. As in Hearts, each heart collected is one point, while the Queen of Spades is 13 points. What's new in "HeartSwitch" is that the Witch of Spades is worth 5 points, while the Witch of Clubs cancels points earned for either of the Spades cards. The Witch of Hearts doubles points earned from hearts up to a maximum of 15 points, while the Witch of Diamonds knocks up to 5 points off your score. If a player "shoots the moon" by collecting all the hearts and either the Witch or Queen of Spades (or both), that player scores no points while everyone else scores 20, 25 or 30 points.
Players continue playing rounds until one player reaches 70 points, at which time the player with the lowest score wins. Alternatively, players can agree to play a set number of rounds, with the lowest-scoring player winning the game.
Doodle City is a quick family game of city building. By drawing a network of roads on their play sheet, players are building a city and trying to score points for their hotels, shops and taxis — all while avoiding pollution.
Working out an ideal road network can be quite the puzzle, so before the game begins roads through parks are randomized, making sure that no two games will be alike. Each round, one white die per player, one additional white die, and a blue die are rolled onto the table. The blue die indicates which column the players must use, while each white die indicates a row. In turn each player picks a white die and draws in the given space. In most spaces you draw roads, but in parks you instead build houses. You can draw only once in each space, and if on your turn you cannot draw, you gain pollution.
A building is scored the moment you draw in its space. For example, when you draw a road through a hotel space, you score points equal to the length of the road passing through that hotel. Shops score according to how many houses are currently connected to the shop. There are also bonuses awarded to the first player who connects a shop to a certain number of houses.
The game ends when one player completes the highest possible hotel or shop score, or when a player loses his last tree due to pollution. Final scores are for connected taxis and for having least/most pollution.
Trying to save their dinosaurs from extinction, players in Dino Race run as quickly as possible through plains, deserts, swamps and jungles while avoiding the nasty tricks of the opponents. Each player must bring his dinosaur couple to the end of the race track, scoring points when one of his dinos finishes the race. Players also score points by bringing the dino egg to safety.
• Debuting at Spiel 2014 ahead of its retail release.
In Galaxy Defenders: Extinction Protocol, an expansion for Galaxy Defenders, the agents head to the home planet of the invaders to fight the final battle to save the Galaxy from extinction. Armed with a new generation of weapons and wearing awesome Power Armor, the agents are prepared to fight the worst enemy they have ever faced.
In Extinction Protocol, the journey through the six missions begins as the Agents reach the Alien planet. To fight their enemy, they must enter into a darkness made of caves and corridors, across underground lakes, through alien temples, and face the ultimate challenge in the terrible Queen’s chamber.
The underground of the alien planet is formed by thousands of narrowing corridors and caves. To properly represent this new setting, a new system of modular tiles creates the game board, using smaller tiles with a variable number of areas. The tiles remain fully compatible with all the maps of the GD Universe to create custom missions. This new system, combined with standard map tiles create an unique game experience.
Below the ground, alien menaces lurk in the shadows. Insidious opponents – and sometimes, precious resources – will appear on the battlefield as Stationary Signals, that will only be revealed when you are close to them… In addition, the doors of the underground Alien Base are protected by an enhanced security system that allows the access only to the owners of the right encrypted keys!
To accomplish the final task, our agents will be dressed and armed like gods of war! Thanks to the new GD-Ranks each agent can acquire new skills and tactics, including tactics that can be used without spending actions.
More important, they will make the battlefield to quake with their Power Armors, the ultimate weapons created by Mankind. The use of these exoskeletons empowers the Agents with new abilities and allow the Agency to deploy devastating firepower against their Alien opponents.
Each Power Armor is represented by a unique figure and by its Power Armor Profile Sheet. Unlike Power Suits, that are used by any character, each Agent uses a unique style of armor. Each armor has completely different weapons and powers, and transforms the Agent in a lethal war machine!
• Available for previewing at Spiel 2014 ahead of its Q1 2015 release.
In Galaxy Defenders: Operation Strikeback, an expansion for the Galaxy Defenders base game, the Agency prepares to counterattack. With new technologies and new weapons, agents launch a strike against the alien base on the dark side of the Moon with the help of genetically modified agents, facing new alien menaces and terrible creatures.
The scenarios included in the expansion develop the storyline begun with the campaign included in the Core Set.
Operation Strikeback adds many new features and new mechanics to make Galaxy Defenders even more strategic, more epic, and more fun.
The six missions included create an epic adventure, and for the first time our heroes will face the highest-ranked invaders in the Alien Army… the Master Aliens!
These lethal opponents are represented in the game by purple-color cards and figures. The Alien card of a Master Alien is twice the size of a standard card. It’s also printed on both sides, each with a different set of stats for the Alien. The Master Alien can flip its card from one side to the other during combat, making its behaviour dynamic and unpredictable.
A common feature of Master Aliens is their “Archenemy” power. They are able to tell at a glance who’s the most dangerous Agent on the battlefield [called the Menacing Agent] and their behavior is influenced by his or her position, rather than that of the closest Agent.
Such opponents cannot be fought without the right equipment, and the GD Agency has created new “toys” for the agents, such as the extremely versatile Power Suits. It improves the Agent’s movement… and also gives him the ability to fly, seize bleeding companions and bring them to safety, and unleash a huge amount of firepower upon the alien scum!
Agents will also be endowed with psionic powers. The amazing mind powers they can develop allow them to walk through time, cause lethal and critical hits, predict the future, and much more!
Last, but not least, Agents are no longer alone in this war. A new Non-Player Character [NPC] system allows intelligent non-player agents to fight side by side with the GD squad.
NPCs in Galaxy Defenders are represented by yellow-colored cards and figures, and are handled by an A.I. mechanic similar to the system used for the Aliens. Each NPC card describes the behavior, stats, abilities, and special tactics of that character, so each NPC will act differently on the battlefield.
A player will have the choice to activate an NPC before or after his agent, adding a whole new level of strategy. Human signals in a mission may indicate the appearance of an NPC, who can be added to any existing mission.
• Available for previewing at Spiel 2014 ahead of its Q1 2015 release.
Each Wings of Glory: WW2 Special Pack is a ready-to-play large size model, painted and assembled, 100% compatible with any other WW2 Wings of Glory game product. In each pack you will find all you need to play with the airplane: a special base with gaming stats, a variable altitude flying stand, and a specific deck of maneuver cards, as well as specific rules and components necessary to use the airplane.
• Four Wings of Glory: WW2 Special Packs are due out from Ares Games in November 2014, but Ares plans to debut them at Spiel 2014 a few weeks early. Here's a description of them from the publisher:
The WW2 Wings of Glory line expands with the long-awaited WW2 4-engine bombers: the B-17 and Avro Lancaster. Each bomber comes in two different versions: B-17F "Memphis Belle", B-17G "A Bit of Lace", Avro Lancaster B.III "Grog's the Shot", and Mk.III Dambuster "Popsie". Each pack includes a 1-200 scale miniature, a special base with gaming stats, a variable altitude flying stand, and a specific deck of maneuver cards, as well as specific rules and components necessary to use the airplane. These Special Packs also include the Industrial Complex card and rules. The Dambuster also includes a paper play mat representing a dam and the surrounding area, additional counters and specific rules. A WW2 Wings of Glory Rules & Accessories Pack is required to play.
In El Gaucho, you take the role of a cattle baron sending your gauchos to the Pampa to collect as much and as stately cattle as possible.
Your gauchos exercise their abilities at the dice rodeo. The better they do during training, the easier they catch cattle in the field. Be smart and get in your opponents’ way with mean tricks by snatching the most valuable cattle from under their noses, or swing your lasso to abduct one of their animals. At home, sort your cattle by race and assemble them in herds only to sell them later for as many Pesos as possible.
The goal of the game is to collect sets of cattle tiles and sell them. Each cattle tile has a value and a race. A set contains only tiles of the same race, ordered in ascending or descending value. For each race, your cattle tiles are arranged in a line. New cattle tiles are added to the end of the line. When you add a tile that doesn't match the ordering of the existing set, that means that set ends and a new set is started.
Obtaining cattle is done through a worker placement system. Each player has seven Gauchos which can be placed on various action spaces. The most important of these is the Pampa, where Gauchos can catch cattle (which means the player gains a new cattle tile). Other actions include stealing cattle from other players and sorting your cattle (to optimize your sets).
Placing the Gauchos on an action space requires dice. Each action requires a specific value. These dice are taken from the Dice Rodeo. At the beginning of each round, the dice are rolled. During his turn, a player takes two dice from the Dice Rodeo and uses them to place his Gauchos.
At the end of the round, each completed set of cattle is sold. The game ends when the cattle tiles draw pile runs out. When this happens, one more round is played, and then all cattle tiles are sold. The player who made the most money wins the game.
• Price €27, with the game being available in separate English, French and German editions.
• Designer Arve D. Fühler will be at the Argentum stand on Saturday from 12:00 to 14:00.
• Argentum Verlag has passed along word that its titles will now be represented in the U.S. by Passport Game Studios, with Passport making the games available to various U.S. distributors.
Among The Stars: Expanding the Alliance, the second expansion for Among the Stars, provides much additional material to enhance the base game (with or without the Ambassadors expansion), including 46 Locations, 2 Conflict sets, 6 Objectives, 3 Alien Races, 8 Ambassadors, the Alliance Inspection mini-expansion, and additional components to support up to six players.
All promo cards and alien races available at the time of printing have been included in this single boxed expansion. The only exceptions are the Hythian and Wiss Alien Races, which are available at conventions and sold from the Geek Store.
Ambassadorial Shuttle (2 cards)
Waste Processing Facility(2 cards)
Galactic Expo (2 cards)
Xenobiology Lab (2 cards)
Zero Gravity Area (2 cards)
Defense Grid (2 cards)
Casino (2 cards)
Section Seal (2 cards)
Logistics Facility (2 cards)
Galactic Trade Centre (2 cards)
Space Combat Simulator (2 cards)
Alliance Strategic Command Location Set (2 cards)
Mess Hall Location Set (2 cards)
Administrative Sector Gateway (2 cards)
Diplomatic Sector Gateway (2 cards)
Business Sector Gateway (2 cards)
Recreational Sector Gateway (2 cards)
Military Sector Gateway (2 cards)
Hotel (alternative artwork) (2 cards)
Holding Cells (alternative artwork (2 cards)
Ship Repair Facility (alternative artwork) (2 cards)
Alien Museum (alternative artwork) (2 cards)
Galactic Court (alternative artwork (2 cards)
The boss just fired the manager of his most prestigious strip club and is now looking for a new manager.
In Lap Dance, players take the role of entertainment assistants at that strip club. Their job is to take care of valued customers and see to their needs. Those wealthy customers will be asking for dancers, drinks and luxury services and will be paying good money to the assistant that fulfills their wishes. The player who will generate the most money by satisfying customer demands will become the new manager.
Euro Sized 59x91mm
Dixit Sized 80x120mm
And the story continues... Twenty years after the Alliance was formed, the cost of constructing new space stations is becoming unbearable.
In order to improve the economy, the Alliance has decided to rebuild and recolonize some of the planets and space facilities who were abandoned during the war. By activating them once more, the Alliance is hoping to acquire the much needed funds and resources.
In New Dawn – a thematic sequel to Among the Stars and part of the Among the Stars Universe series – players take the role of Alliance officials.
Their assignment is to explore and revive a galactic sector. By developing various technologies and dispatching ambassadors, each player has the chance to visit abandoned planets, military facilities and space stations and establish bases to maintain control. Competition is fierce, and each mistake in maintaining control can cost dearly...
In Super Duo, a group of wannabe superheroes have come together to deal with the city's most pressing problems. Only two of you can be true heroes. Meet your collective doom, or rise to Fame and Glory.
Super Duo is a short and simple card game. Collect, complete and collaborate in an epic quest. Strategic choices, a little luck, and a watchful eye on your friends are the key to winning.
• Hall-booth 1-D133, which is in fact the BoardGameGeek stand. No, Asmadi Games won't have a stand at Spiel 2014, but a couple of dozen copies of Red7 will be stocked amongst the BGG promo items while supplies last.
The rules of "Red" are simple: highest card wins! But "Red" is just one of seven games you'll be playing in Red7, and if you're not winning the current game at the end of your turn, you're out! The last person standing wins the round.
The deck in Red7 is 49 cards: each of the colors of the rainbow numbered 1 to 7. A hand takes just a couple minutes!
• Price €10
• In June 2014, I previewed Red on BGG News, and while the game has changed a fair amount in the intervening months, a glance at that write-up should convey the spirit of the game.
As a medieval ruler your aim is to develop crafts, build efficient production chains, and make your city thrive. Produce, transform, gather resources, and don't forget to hinder your opponents!
Artificium is a card-driven development game. Some cards produce resources or transform one type of resources into another and award victory points, while others let you perform actions. Carefully planning the chain of cards that you will play during the game turn is the key to success.
Artificium lasts four turns. At the start of each turn, players have five cards in hand, with six cards being face-up on the table as a card market. During the turn, players first have a chance to exchange some cards from their hands with those in the market, then they play and resolve their cards step by step, performing actions, trading and gathering resources, and most importantly, refining certain resources into other resources to earn victory points. Crystals on the players' individual resource boards keep track of their resources as they are bought and sold. Crystals placed beside the board represent player's coins. The final score is determined after the fourth turn, with players selling any remaining resources to score additional victory points (one point per four coins). The player with the most victory points is considered to be the wisest medieval ruler and is declared the winner.
The Koryŏ dynasty is now defunct, replaced by the Chosŏn dynasty founded by General Yi. Unfortunately, soon after its founding, figures of intrigue nicknamed the "Watchers" appeared all over the realm of Chosŏn. Since then, feud and disorder has sprouted everywhere, but instead of the usual political contests and sneaky manipulations, armed warfare has become the rule. The influence of the "Watchers" on some families has grown strong, and some whisper that their extraordinary powers even allow them to travel through time...
Chosŏn is a thematic sequel to Koryŏ set in the same uchronian and politico-steampunk universe, and gameplay is similar in the two games.
The game lasts eight rounds, and in each round, each player draws a specified number of cards, then simultaneously plays face down (1) as many characters as desired from one family, (2) one character from each of two different families, (3) one character and one event card, or (4) three event cards. Each family has a value ranging from 1 to 9, which indicates both the number of cards in the family and the number of victory points the player controlling this family will score at the end of the game.
Players reveal their cards in order clockwise from the round's start player. If she played one character and one event, she carries out the power of this event, swapping two characters or eliminating one held by another player. She also carries out the powers of any family that she controls, i.e., that she holds more cards of than any other player. The family powers let you protect one family, keep event cards, double the power of an event, steal the first player token, etc. At the end of each round, players discard characters in play (if needed) and discard everything in hand.
After eight rounds, players tally their scores based on the families they control, influence scored during the game, and possession of Yi's Legacy, which is acquired by playing three event cards. Whoever has the highest score wins.
• Price €17, with a preorder price of €16 and a limited edition, metal "first player" token included only with preorders; for details, head to the Moonster Games website. Pick-up is available only on Thursday and Friday, and designer Gary Kim will be attending the fair.
Neither human nor demon, the squamata Kartikeya haunts the corridors beneath New Jerusalem, like all lost souls a prisoner there. Marked by Hell, Kartikeya bears within it the bittersweet rage of those who have no side, no caste.
Claustrophobia: Furor Sanguinis is an expansion for Claustrophobia that introduces playing a single character, the squamata warrior Kartikeya. Components include one painted miniature, three new room tiles, a squamata board, one sheet of tokens, and five squamata dice as well as six new scenarios that pits this warrior against the humans or demons.
From the Asmodee webpage:
This Claustrophobia expansion offers you a new creature which will allow you to discover and play many new scenarios. In each of them, one player will take on the role of Kartikeya, a monstrous squamata opposed to both human and demonic forces.
Claustrophobia: Furor Sanguinis is an expansion for Claustrophobia that introduces 6 new scenarios, in which a player controls the squamata warrior Kartikeya. Components include one painted miniature, three new room tiles, a squamata board, one sheet of tokens, and five squamata dice as well as six new scenarios.
Please note that the Claustrophobia base game is required to play this game.
In Deus, players work to develop their own civilizations in a shared environment. Each player starts the game with five building cards, and on a turn a player either uses one of these cards to construct a building or discard one or more cards to make an offering to a god. Cards come in six colors: red for military, green for resource production, blue for trade, brown for scoring, purple for temples, and yellow for a variety of effects.
When you construct a building, you build it in the appropriate location on the modular game board — which is sized based on the number of players with the hexagonal tiles composed of seven landscape "circles" — then you place the card in your personal tableau in the appropriate stack of colored cards and activate the power of all of those cards already in your tableau, starting with the card at the bottom of the stack.
When you make an offering, you discard cards, then receive the help of a god associated with one of the cards that you discarded, with the number of cards determining the strength of the associated action. You then refill your hand to five cards.
The game ends either when all the barbarian villages on the game board have been surrounded and attacked or when all the temples have been constructed. Whoever has the most points wins.
The mythical realm of Hyperborea was ruled by an ancient civilization that used magical crystals as their main source of energy. With time, the Hyperboreans became greedy, and their search for power in the deep made the crystals unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans just dug deeper, and only a few wise mages, foreseeing the inevitable, built an unbreakable magical barrier. When the unharnessed magical energy was unleashed from the deep, the Hyperborean civilization was destroyed in a single day, only the magical barrier preventing the disappearance of life from the whole land. The survivors living in the small outposts outside Hyperborea were now sealed out by the barrier. The knowledge of crystals was declared forbidden it was because too dangerous, or simply forgotten.
Over centuries, six rival realms were born from the ashes of the Hyperborean civilization: the militarist Red Duchy; the Emerald Kingdom and its death-delivering archers; the Purple Matriarchy fanatically worshipping the goddess of life; the skilled diplomats and merchants of the Golden Barony; the Coral Throne with its efficiently organized society and finally the secluded and enigmatic Celestial Reign.
The fragile peace between the different realms was not intended to last. One day, the magical barrier suddenly collapsed. A whole new land stood in front of the six kingdoms, still haunted by the old Hyperboreans turned into harmless but ominous ghosts, full of ruins to discover and cities to explore. Each realm is now sending its best warriors and explorers to Hyperborea in order to achieve dominance over their rivals, but which will prevail? Brutal strength or deep understanding of science? The discovery of valuable artifacts in the lost ruins or the retaking of long, lost cities? Only you, as the leader of one of the factions, can lead your people to the ultimate dominance over Hyperborea!
Set in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls.
Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc...
The game's main mechanism, which can be described as "bag-building", involves you building a pool of "civilicubes". Each cube represents specializations for your kingdom: war, trade, movement, building, knowledge, growth. Grey cubes represent corruption and waste, and players will acquire them by developing new technologies. (Power corrupts by its own definition, and the more complex a society becomes, the more waste it generates.) Each turn, players draw three random cubes from their bags, then use them to activate knowledge (technologies) they own.
It's your lifelong dream – to join the Star Patrol and be part of the crew of an interstellar Starship. You've worked hard, graduated from the academy, and received your first assignment as part of a team of young recruits, confident in your training and ready to be put to the test. Nothing can possibly go wrong as you are prepared for anything...
You are the Space Cadets.
Space Cadets is a fun and frantic cooperative game for 3-6 players who take on the roles of Bridge Officers of a Starship. Each officer must accomplish his specific task in order for the team to successfully complete the mission. You might be the...
Helmsman, plotting the ship's course through asteroid fields and nebulae.
Engineer, using dominoes to get enough power to each system.
Weapons Officer, completing puzzles to load the torpedoes and flicking a disc down a track to launch them.
Shield Officer, using tiles to form poker hands to get the strongest shields.
Sensor Officer, using your sense of touch to scan and lock on enemy targets.
Captain, setting the plan and making sure that everyone stays focused and does their job.
If your crew can work together to accomplish the mission goals, you just might make it home in one piece.