Dan Raspler and Al Rose want you to know that they love classic, golden age science fiction and Space Cadets: Away Mission is their statement of intent to rescue the genre (at least as far as games are concerned) from decades of dreary, dour, wartorn atmospheres and barely human space marine killing machines. SC:AM takes us back to a more optimistic era of rayguns and fishbowl helmets, of Saucermen and stern-jawed, crew-cut heroes. It is a very modern, very well designed dungeoncrawler with tons of miniatures, scenarios, AI opposition, dice combat, loot, et cetera, et cetera. There are 20 scenarios out of the box, and in each you’ll generally do pretty much what you expect to do in these kinds of games- shoot stuff, move/explore, pick up some new gear, flip a switch or two, exit to the shuttle before it all goes pear shaped.
Map tiles are hexes and they are laid out at the beginning of the scenario. The first thing you do on a turn is a scan, meaning that you flip an Alien token on one of the tiles closest to you to see what enemies it spawns or if an event occurs. You’ll get three actions, which may be limited to combat or non-combat ones depending on the character. Finite oxygen stores can be spent to take further actions in a clutch situation. Usually, you’ll be moving or shooting (it’s area to area) but you may also perform IQ actions, such as an analysis on an item or an attempt to subdue an alien Thrall or Brain-in-a-Jar through the power of human science.
Then of course, the Aliens get to go and they activate on a simple triage system that accounts for very different behaviors between the seven different types of enemies. Bugs will attempt to find others of their kind to form a swarm. Saucermen will keep distance and take potshots at the heroes. A Brain-in-a-Jar will attempt to control your character’s mind. It’s a similar system to AD&D Adventure System or Galaxy Defenders, but it’s streamlined here and more specifically detailed.
SC:AM is clearly not quite the most singular or unique concept out there, but I defy you to find a more heartfelt and affectionate game out there today. Of all the things I love about this game, it’s the heart and soul put into it by these gentlemen that matter the most. It’s not quite a purist’s vision though, as it is still a post-Aliens, post-Space Hulk “bughunt”. Trekkers take note- the only negotiations available with these Saucermen are to determine which one you blast first. And there is no red shirt- each hero is specialized and well-equipped to do battle with these extraterrestrial baddies.
But these guys also have a couple of tricks up their sleeve, and I think that those of you who might be shrugging off to get back to Imperial Assault or whatever ought to stick around because SC:AM manages to pull off a couple of fairly innovative, forward thinking ideas. First and foremost is this brilliant Overkill thing that I bet we’ll see turn up in at least five games next year. Combat is a matter of rolling a number of D10s corresponding to range. You score a hit if any of your dice are a 1, 2 or 3. Just one hit. But for each success in excess of one, you can perform an Overkill action. This represents a moment of heroism or an against-the-odds turn of events. Overkill options come from the character, the weapon being used or from the alien being attacked- and all of the above are different from element to element. This is a genius way to introduce an entirely new, fresh-feeling layer of decision making into this type of game. The aliens have overkill effects of their own- for example, a scary Sentinel might cause Terror if it rolls an Overkill, causing Rocketeers in its space to flee after a particularly brutal attack.
Another great idea, well implemented and totally on trend in the larger video gaming world, is crafting. The heroes might find schematics during their missions to clear out slave pens or explore UFOs, and to assemble the items they’ll need to find elements such as Alien Blood, Mysterium, and the wires the Saucermen use to turn humans into Thralls. I love that you find crazy alien tech and have to actually use science to sort out what it is, and then build it. This is another example of a fresh, forward-thinking idea that feels really unique in the genre.
I’m also in love with how this game paces itself. There’s no doom tracker or anything like that. Instead, that beginning-of-turn scan action sets the pace. Because each turn, more aliens are spawned and it becomes a struggle to complete the mission objectives while also managing the rising opposition. It feels like most games have a break point where the heroes either get overwhelmed or get things under control. If all of the alien tokens are explored, the game kicks into a “Red Alert” state, which is generally bad news for the Rocketeers. There is a great sense of tension and urgency, which is yet another factor I’m not seeing in a lot of other dungeoncrawl style games these days.
Then there are the little narrative bits that distinguish it. Like how you can rescue a Thrall and it turns out to be a harmonica-playing hobo that stuns the aliens or an estranged brother of a Rocketeer, who will take a hit for their sibling. I like the range of equipment available and the wide variety of specialized effects- like how if you want to harvest alien blood, you’d better bring an Air Knife. The scenarios are mostly fun, easy to set up and provide lots of exciting moments, laughs, and challenging situation.
I think Space Cadets: Away Team is a total win. It’s charming and fun with a couple of progressive ideas. It looks great, plays smoothly and offers plenty of diversity for return engagements. It’s in a crowded market as far as games of this type go but among the competition, it’s one of the best available.
2 thoughts to “Cracked LCD- Space Cadets: Away Missions in Review”
I usually don’t comment here, but I have to add a story on the “crafting” aspect that you speak to in the game, finding something in the map that you can use to your advantage.
I was playing a game with my son and a couple of other guys at WBC and we were just getting nuked. We were neck deep in aliens and only halfway finished, and we were thi-i-i-i-i-i-is close to bagging the game and starting again.
. . . until we stumbled across a disassembled teleportation device. Didn’t even know the game had such a thing. One of the designers was nearby so I asked him if we could use it to escape the ship if we could get it assembled and his answer, wisely, was “your call.” The obvious answer was yes, not just because it would give us a chance to win, but because it was a seriously cool idea. The game had suddenly spun on its heel. We went for it.
Now the strategy was to guard the doors while the scientist (my son) worked on the device, attempting to repair it with the wires we had with us and a battery from a blaster. It took him a couple of turns while we continued shooting, but just as doom was coming on us he made it work, we all jumped into the center of the room and *poof* we were gone! We were back in our shuttle craft and getting our lucky asses out of town with our mission complete. Quite the exciting ending!
There aren’t a lot of games where story gets to be in the driver’s seat, and even less where a random factor on the board can play an important part, all within the rules of the game. Things happen in this game that are unexpected and that keeps your heart in the play.
This game has a modern flow and structure, but it throws back to games of old where you can just roll with the punches and make things work based on what tumbles out the end of the machine. That’s a nifty trick, and in Space Cadets: Away Missions it’s wrapped up in one seriously pretty package. For the moment this is a very unique game, but I think it’s going to inspire more than a few knock-offs.
I am a big fan of games of this genre, because they seem to be the most interesting and developing logic.