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Space Alert Gameplay Overview

1-5 players30 minby Vladimír ChvátilCzech Games Edition
Space Alert box art
Each mission has two phases: a real-time Action Planning Phase (approximately 10 minutes) where players simultaneously program their actions, and a Resolution Phase where all actions and threats are resolved step by step across 12 turns.

Actions

Phase 1: Action Planning (Real-Time)

Start the soundtrack. Players have approximately 10 minutes to plan all their actions for the mission by placing action cards on their personal action boards.

  1. The soundtrack announces events in real-time. Listen carefully for incoming threats and other alerts.
  2. When a threat is announced, draw the appropriate threat card (external or internal, common or serious) and place it on the trajectory board at its starting position.
  3. Discuss plans with your teammates. Coordinate who will handle which threats, who will charge energy, and who will fire weapons.
  4. Place action cards face-down on your personal action board in slots 1 through 12 to program your actions for each turn of the resolution phase.
  5. During Communications Disruption phases announced by the soundtrack, players may NOT communicate with each other.
  6. When 'Data Transfer' is announced, pick up your delayed action cards and add them to your hand.
  7. When the soundtrack ends, all planning stops immediately. Any unplanned turns will be wasted.

Phase 2: Resolution

Reveal all action cards and resolve the mission turn by turn (turns 1-12). Threats advance, players execute their programmed actions, and the ship takes damage.

  1. For each turn (1 through 12), resolve in order: Player actions, then Threat actions.
  2. Player actions are resolved simultaneously. Flip each player's card for the current turn and execute the action.
  3. After all player actions, advance threats on the trajectory board and resolve any threat actions that trigger this turn.
  4. Track damage, energy expenditure, and shield status on the ship board.
  5. After all 12 turns are resolved, check if the ship has survived.

Action: A Button (Main System)

Activate the main system of your current station. The effect depends on which station you occupy.

  1. Upper Red: Fire the Heavy Laser Cannon. Costs 1 energy from the Red zone. Deals 3 damage to the closest external threat in the Red zone.
  2. Upper White: Fire the Pulse Cannon. Costs 1 energy from the White zone. Deals 2 damage to the closest external threat in the White zone, plus 1 damage to all other external threats in the White zone.
  3. Upper Blue: Fire the Heavy Laser Cannon. Costs 1 energy from the Blue zone. Deals 3 damage to the closest external threat in the Blue zone.
  4. Lower Red: Activate the Shield Generator. Costs 1 energy from the Red zone. Raises the Red zone shield for this turn and the next.
  5. Lower White: Charge the Central Reactor. Adds 1 energy to each zone's reactor (Red, White, and Blue) from the central fuel supply.
  6. Lower Blue: Activate the Shield Generator. Costs 1 energy from the Blue zone. Raises the Blue zone shield for this turn and the next.

Action: B Button (Secondary System)

Activate the secondary system of your current station.

  1. Upper Red or Upper Blue: Launch a Rocket. Does not cost energy. Deals 3 damage to a threat, but rockets are limited (3 total for the entire mission).
  2. Upper White: Use Visual Confirmation. Does not cost energy. Confirms the location of all external threats in the White zone (required for certain game mechanics).
  3. Lower Red: Fire Interceptors. Costs 1 energy. Deals 1 damage to each external threat in the Red zone.
  4. Lower White: Deploy Battle Bots. Moves the battle bot token to your station. Battle bots help fight internal threats.
  5. Lower Blue: Fire Interceptors. Costs 1 energy. Deals 1 damage to each external threat in the Blue zone.

Action: Movement

Move your crew member to an adjacent station.

  1. Move Left: Move one zone to the left (Blue to White, White to Red). Stay on the same deck (upper or lower).
  2. Move Right: Move one zone to the right (Red to White, White to Blue). Stay on the same deck (upper or lower).
  3. Gravolift: Move between upper and lower decks within the same zone. Requires playing a movement card that matches your current zone.

Threat Resolution

External threats advance along their trajectory and attack the ship. Internal threats cause havoc inside the ship.

  1. External threats move one space along their trajectory track each turn they are active.
  2. When an external threat reaches a marked action space on its trajectory, it performs its listed attack (dealing damage, draining energy, etc.).
  3. When an external threat reaches the ship (end of trajectory), it deals its full damage to the corresponding zone and is removed.
  4. Internal threats activate on specific turns and affect ship systems, crew movement, or energy.
  5. To defeat an internal threat, crew members must be present in the same station and use appropriate actions (often B button or battle bots).

Key Concepts

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