Cooperation game for 2-6 players, ages 10 Alex Barbieri.

Cooperation game for 2-6 players, ages 10 Alex Barbieri.

Board Game - Damage Report (Toys)

Customer Review

The players are in a spaceship traveling and stuck in the selfsame in a huge mess. Because no matter what mission they tackle, always something breaks or you encounter nasty aliens. So it is to stick together and gather up everything and -raufen what the ship inventory hergibt and work quickly against the clock. For now it is the ship quickly to repair or improve in order to escape the current situation!

Game preparation:
The game builds on the principle still relatively equal to, but there are, depending on the mission choice to use a few more or less materials. The best way to prepare cardboard with boxes and bags, where it has all well separated from each other by, so you can quickly access the diverse and abundant components.

In any case, the player can first choose their desired characters, if they do not want to follow the recommendations of the mission description.
For this purpose, they then take the character sheet, an hourglass, the field on the yellow "clock" is provided on the sheet and the associated character. This is placed either on the mission requirement randomly in the spaceship or start with all the other together in living room (if available).

The repair materials (energy, crystals, metal, boards, tools) are always needed and transported in the containers-together - these are then placed depending on the ship.

Everything else (ship parts, corridors, damage maps, module cards, service cards, markers, etc.) as had prepared, and set up of the mission in accordance with, for example, the repair deck in the allocated space ship.

Finally, the "Damage report" -Kartenstapel is always prepared by all relevant maps well mixed and of which 14 pieces are drawn. These are placed on the explicit "Game Over" card face down, the remaining cards from the game - possibly Mission amendments thereto must be observed.

Aim of the game:
Depending on the mission requirement, there are different goals, but in general it means to survive and to keep the ship intact.

How to play:
All players are always at the same time on train and may each one of the four possible actions: "Move", "check", "Repair", carry out "special action".

The game is this but before a seasonal rhythm.
And although each player may only execute his train when the hourglass on the green field stands watch. For all other Uhrfeldern previously (yellow, red, black), the hour glass is pulled and turned over only to the next field. Then you have to wait until the sand has run (15sec.) And then it is moved to the next field until it comes on the green field with such a redrawing & no time to rest!

While the hour glass then remains on the green field and trickles to himself, the player can perform its action - here thus haste is called for!
If the clock is gone and / or the train stopped, it is reset to one of the other fields and the wait / Umsetzerei begins again.
The clock is always set to the field that corresponds to the current state of the life support systems. So the heavier breathing and moving the figures is simulated, they come up much more slowly, when the air supply only worked very limited!
The% marker on the flat field of the life support system is at a value between 0% and 100%. In addition to the color bar values ​​are stored that indicate which field the hourglass must be placed (green, yellow, red, black) - each field is thus equivalent to 15sec. Loss of time, until something can be done again.

This is important to understand, and especially to respect, otherwise the simulation may not work correctly.

About all the time dilemma still is the actual lack of time, determined by the electronic timer. This one, depending on the mission of 15-45min. - The end of the current mission, and thus the running game.
This timer is started once all the players are ready to go and there!

The actions:

- "Move"; the player moves his figure to a neighboring field (ship part, corridor). Before the movement and at the destination he may thereby receive or place objects. The number of items he can carry depends on the size of the inventory space in his "rucksack" (s character sheet.) From - on no account should be taken more.
Items are always in a room in your inventory or on a repair card, never "in limbo".

Ex .: a player moves his alter ego - character from the metal storeroom in the adjacent corridor, to where to store 2 metals, so that another player who has Tools required and also is on the way there, a repair can perform, for he metal needed - the corridor had suffered a hull breach. So time could be saved, because the player who wishes to perform the repair, does not have even specially come into the camp and helping the player already was there and had plugged metals.

- "Control"; There is a player in a ship part, does not have a 100% performance and it is there still no repair card, he can control this space, with the intention to improve the performance!
To this end, he can now reveal the top card of there ausliegenden repair card stack and place it on the inspection field.
The map now indicates what needs to be concerned in order to improve the function of this ship part (-space) and by what percentage.
Now it is so heranzuschaffen the necessary supplies and quickly carry out the improvement before maybe all proactive project becomes obsolete by a claim.

Ex .: a player enters the teleport room, which is located at an output of 80% and wants these now control and hopefully improve to 100%, because the teleport then ([i] and only then) and people through the spaceship can transport - which would be a huge relief.
He uncovers the top card of lying there, purple repair card stack and discloses a "+ 20%" - card, which requires 2 power, 1 crystal and 1 cutting torch.
In his next train - the check was 1 action! - He could now with the teleporter the necessary parts gradually hertransportieren (items may be beamed at a power of 50%) - each 1 subject per train! - To finally carry out the improvements. This would here take 4 trains to heranzubeamen the material and another 5 lines for implementation (Release of materials = 1 move action (if enough inventory space is available, otherwise brauchts more trains to again later pick something up) and repairing / improving itself so dropping the materials on the "Repair" card, 1 train per subject). Of course, the time is shortened, however, if another player would therefore with necessary tools. [/ I]

- "Repair"; the major part of the game will spend with repairs players. They must, as an improvement (s. "Check"), get the stated on the respective repair map things put on the map, and finally put the map together with the objects, which is tantamount to carrying out the repair (or improvement, so ) is.

IMPORTANT: if the required object is not in inventory, these must first be removed. As a rule, this was indeed herteleportiert or brought by a teammate and in both cases the subject is just on the floor! To repair, so it must be repealed by a move action and placed into inventory. Only then can by placing the object on the map repair the repair to begin (completed it is only when all the necessary materials are on the map!).

Are all materials / objects stored on the card, the repair will be carried out and completed. For this, the card is discarded and the materials covered in inventories - tool remains in the room!
Finally, the marker% of that space will be corrected by the appropriate percentage upwards.

- "Special action"; Characters, ship modules (rooms) or mission components can trigger or perform certain additional actions. This is then always there accordingly (character sheet, etc.) described. For example, Kelley Nichols can always put equal to 2 instead of 1 item at a time on a repair card.

To recap, during all this time the mission continues and players can always intervene only as often as the power the life support system and perform actions.

And now to make matters worse, the eponymous game part ^^.
Every 3 minutes namely, are the electronic timer an annoying Biepen of itself and means the players with it, the top card of the "Damage Report" (damage report) - uncover stack and run - it takes most a previously determined player who then always draws and reads!

The damage report usually brings more trouble and ensures more hectic. Either have further cards are drawn or pushed under the pile or there are additional losses at various points of the spaceship on (which can vary even depending on the power status of the blades), and / or many other nasties.
If this sign of status fall to 0%, any further damage is passed on directly to the ship's hull or its integrity. This is noted on the ship's hull card with the appropriate marker. Achieved the hull ever 0%, the ship explodes and the game ends!

It can also lead to shell bridge (in corridors; these are then turned over and show the break in the wall of which also graphically), a player should be in such a situation, this is now seriously injured. But he throws off all potential objects of his inventory and fills it instead with injury markers.
So it is clear that he just can not stop wearing and repair and therefore urgently needs to be healed. Usually heals the player by limping to the infirmary. Once there, he uses an action to all injury markers store again. Dr. Monica Boyd is in the same room as the injured party, you may heal him directly to a special action.

So now the game runs in mostly felt furious pace then and it remains to be seen whether the team has recorded enough to save himself and the spaceship!

Full time:
Depending on the mission requirement, there are certain final conditions. In general it is but about reaching the respective goal to make the game to finish successfully or even to fail (hull to 0%, life support at 0%).

Variants:
The manual offers many options to customize the level of difficulty, for example by increasing the power of the vessels or further reduction thereof - derived from the mission requirements. This allows players to previously think in peace and will ^^ recommended only after a few rounds.

Otherwise, the game's missions provides newly released home, 5 in number: "Stranded" "The Icarus problem", "First Contact", "A Miner Spot of Trouble," "Outbreak on the Edge of Space".
This increase in scope and difficulty and really should be played sequentially.
Each scenario is designed for 5-7 games well, until it dominates and can really "easy" to solve.

In addition, there are the mini-expansion "Problems with puffballs," referring to the gorgeous classic Star Trek episode with the sweet, but extremely annoying Tribbles (# 2.15 "The Trouble with Tribbles") inspired ^^!

Conclusion:
What a mess, what a rush! But fun it :)!
Who knows games like Space Alert, Space Cadets, etc., the processes can even imagine, yet here a little more atmosphere by the Community agitation and the most hopeless Planerei in the form of heckling place across the table.

The game transports the chaos simulation very well to the players and the mechanism with the hourglasses that determine the action hits the player, in addition to the ongoing mission in itself time, thereby getting to the point. The worse off the spacecraft, the worse is what happens to the team - a (playful considered) wonderful symbiosis.
So the players are constantly keen to improve the individual ship components before the first or next damage reports associated and have to deny good, to coordinate the action sequences. Because very often run inexperienced crewmembers unnecessarily long distances or have the wrong things in your inventory.

The simulation works and if then still prevails the right background mood (eg, players can engage properly on their roles, similar to group games and communicate appropriate ^^) by email Soundtrack, missing is a costuming * G *.
The publisher makes the way with the idea to bring out a soundtrack, but most of all an app that then integrates exciting sounds into play.

The supposedly frustrating wait between trains is not boring because it just fits when the machine up their mind or they barely thrives in the hallways.
In addition, you must always continue planning the whole time and then forget even more the next time at the hourglass, as one would wait. So, therefore, has a nice mix of rush and Kurzweil.

The features of the game is also advised very nice, the graphic style liking, is the subject well captured and all components have also produced quite dibasic.

The highlight is the mini-expansion, which will include any Trekkie (and other sci-fi enthusiasts ^^) into the heart as soon as the fluffy balls come into play!

Whatever the variety is well represented, because to all the missions are really played out, pass many hours of play and extensions should it indeed be yet.

It remains to mention the difficulty. This is quite steep, since initially necessarily inexperienced players are the timings already pretty stressed out and up because every movement is and the arrangements are consistent, go by before 2, 3 Games with spaceship explosion ^^.
But it falls relatively easy to keep at it, because the game is not only challenging, but also the ambition to challenge, with every player who can inspire for process optimization is only halfway!

Round has the game all SciFi, groups / RPG, Simulation and chaos / hustle fans are recommended and it will be interesting, what is there still to come from the publisher at the moment.

Further information:
- Publisher: Break From Reality Games
- BGG entry: ...
- HP: ...
- Manual: English
- Material: English
- Photos: ...

Cool! 1 Rank: 5/5
July 21
disappointed in January 47 Rank: 1/5
March 2
fine 1435 Rank: 4/5
April 18
my boyfriend is thrilled Rank: 5/5
May 20
Kind of mixture .... Rank: 3/5
March 18
Simple but effective 18 Rank: 5/5
October 17

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