The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Jason Hartgrave on October 30, 2004, 12:27:21 am



Title: Researching Star Control Board Game Interest
Post by: Jason Hartgrave on October 30, 2004, 12:27:21 am
Let's just throw this idea out to you Star Control Fans and see what kind of response I get...what if....

I created a crazy Star Control Board game which plays like melee combat in the game, would any one have interest in buying it?
Why or why not? And if you are interested in it, what kind of features would you like to see in the game? Ideas, comments, concerns, any sort of feedback is welcome.



Title: Re: Researching Star Control Board Game Interest
Post by: Chrispy on October 30, 2004, 03:38:20 am
I would not buy it, because it sounds like it would be a step down from the computor version of melee.


Title: Re: Researching Star Control Board Game Interest
Post by: Defender on October 30, 2004, 05:10:26 am
if you can get it to play like axis n allies, then i might be interested.

~DEFIANT


Title: Re: Researching Star Control Board Game Interest
Post by: Zeep-Eeep on October 30, 2004, 07:29:12 am
Hey, yeah, a Risk version of UQM. That's an interesting idea.
Would I buy it? No, probably not.


Title: Re: Researching Star Control Board Game Interest
Post by: Cronos on October 30, 2004, 10:34:50 am
Better yet. Chess!

Modify the chess board so it's 16*16 instead of your standard 8*8. Add a second tier of pieces that have their own movement rules.

Pieces are, Alliance and Hierarchy respectively...

Pawn - Shofixti/Umgah
Pawn Mk II - ZoqFotPiq/Thraddash
Rook - Human/Ilwrath
Rook Mk II - Pkunk/Druuge*
Bishop - Syreen/VUX
Bishop Mk II - Supox/Spathi**
Knight - Yehat/Mycon
Knight Mk II - Utwig/Androsynth
Queen - Chenjesu/Ur-Quan
Queen Mk II - Chmmr/Kohr-Ah***
King - Starbase/Starbase
King Mk II - Vindicator/Sa-Matra

*I'm aware that the Druuge are "Neutral" but since they hate the captain and for lack of any other race to throw in,  they wind up there.

**I know they slave shielded themselves but what the hell. Lets just say the 'Quan threatened them. Harshly.

***The Kohr-Ah is superior to the Dreadnought after all and tears through most ships with ease.


Title: Re: Researching Star Control Board Game Interest
Post by: Halleck on October 30, 2004, 12:40:50 pm
I can imagine a translation of melee as a card battle game, like Magic: The Gathering. Still, that would probably be boring compared to the excitment of a melee battle. I think something cooler might be a conquest game, like some people have suggested. This could be based off of SC1-style strategy. Another approach would be to make an adventure game a la SC2, where you build up a flagship and navigate the stars, perhaps with some melee along the way. It woud sort of be like 'careers' set in space.

I enjoy board games, but I'm not sure that I'd want to buy one unless there would be something in the board game that is more interesting than playing Star Control on a computer. If you can come up with a game that has that, I'd probably buy it if it was reasonably priced (under $20.00).


Title: Re: Researching Star Control Board Game Interest
Post by: TiLT on October 30, 2004, 06:10:54 pm
I've put a lot of thought into this subject before, and have a set of ideas that could form a boardgame version of SC1, only with more features, where battles are fought through fast card play. The components for the game would be pretty cheap too, so it would be possible to actually get it published and sold at a low price.

Who knows, I actually might do this at some point.


Title: Re: Researching Star Control Board Game Interest
Post by: GoldenGamesGuy on November 01, 2004, 11:07:44 pm
I'm glad to know there's at least some limited interest in the subject material and the main problem I see is that most people tend to equate board games with only the "classics" like Risk, Chess, Careers and the like. While there's nothing wrong with those games, they are older in design. Modern board games (similar to modern video games as opposed to classics) are far more engaging and dynamic than the game designs of the past. For some recent examples of what I'm talking about there is a board game conversion of Microsoft Computer game title "Age of Mythology" made by Eagle Games and "Warcraft 3 The Board Game" made by Fantasy Flight Games. There are also conversions of Sid Meyers "Civilization" and "Doom 3" is currently being developed.

The premise of the game I'm creating is something like this. The mechanics of the game: Each player pilots a ship (Hopefully from the Star Control Univers) representing an alien faction flying right into a massive melee. Players are each given a plastic ship placed on a giant map of space and a set of dice where each die represents a specific action or order that can be selected or activated on a given turn. An example of this: one die activates weapons, one die moves the ship, one die repairs, and one die uses a special ability or alien power, ECT. Each round each player or captain secretly selects a limited number of their dice to use and the dice are then revealed and the carnage is sorted out. The basic effect is that no one knows what the other captains are going to try to do or what the exact results of those choices are going to be because there is a small variation within each die and limitless combinations for any given turn. For example I choose to activate engines but the actual roll determines how far I moved and if I didn’t choose to roll the initiative die there’s a chance I might process my orders last and get blown out of the water before my engines kick in. This description may sound slightly chaotic but rest assured the game supports a wealth of strategic choice and isn’t as random as you might think, meaning little Timmy can play the game just fine but old Dad’s tactics will always clean his clock if he doesn’t think on his toes.  

I want to make a "Star Control" themed board game to add that extra element of alein power chaos to the basic formula. I'll do this  by porting over all the cool alein abilities and quirks and make it come alive as opposed to being just a "vanilla" space shootem up.  


Title: Re: Researching Star Control Board Game Interest
Post by: TiLT on November 01, 2004, 11:31:28 pm
This thread really resparked my interest in completing my vision of a Star Control boardgame. For the last few days I've been kicking around my ideas and writing a comprehensive set of rules, and I'm nearly finished now. My boardgame is essentially just a boardgame version of Star Control 1. You have a galaxy of a variable amount of stars, with 30 being the default. Each of the two players (usually) has a starbase which may produce ships from each of 7 different races (14 total). These ships may again explore the galaxy, colonizing worlds, building mines, and construction fortifications. Whenever the two players have ships on the same planet, combat occurs.

It took me a long time to figure out a good way to make a fast-paced system to emulate the frantic dogfights in Star Control, but I think I've come up with a great concept that captures most of the nuances in the computer games. My design takes a lot of inspiration from German boardgame designs, which means it's pretty abstract, but with strong game mechanics. I'm very pleased with how much these rules feel like Star Control.

In this system, you'll also get to play the different scenarios from Star Control 1, and possibly a few others. Supermelee alone is also possible, of course, and will be extensively detailed in the rules.

I hate dice, so there are only two situations in the game where you have to roll one. In these situations, you roll a 10-sided die. This happens only when besieging a fortification, or at the start of combat, when the distance between the ships is randomly determined.

Stay tuned for more information. :)


Title: Re: Researching Star Control Board Game Interest
Post by: Megagun on November 02, 2004, 12:09:07 am
I've hosted a little SC2-inspired "board"-game on the SCDB, you can find it's rules here: http://dynamic.gamespy.com/~starcontrol/board/YaBB.pl?board=heavyspace;action=display;num=1077890969

What I'd think be nice, if you can hook up battles with UQM itself.. Like if a battle occurs in the boardgame, you have to fire up UQM to decide who's the winner.. ;)


Title: Re: Researching Star Control Board Game Interest
Post by: TiLT on November 02, 2004, 02:13:45 am
I thought about the possibility of using UQM for battles as an optional rule, but it would require some dedicated programming. For my boardgame, for example, you'd have to give each ship starting properties, like previously lost crew, any precursor artifacts in use, etc...


Title: Re: Researching Star Control Board Game Interest
Post by: FalconMWC on November 02, 2004, 04:05:26 am
Quote
if you can get it to play like axis n allies, then i might be interested.

~DEFIANT



;D Glad to know someone else likes old board games!


Title: Re: Researching Star Control Board Game Interest
Post by: Defender on November 02, 2004, 04:29:38 am
Quote
Glad to know someone else likes old board games!


too bad there wasnt a way to play over the net, id love to play against a fellow AnA veteran. i remember long drawn out battles i used to play with my friends.we'd also make up some new rules, like rolling a 6 to get special weapons like nukes, that would devastate the production for a country for the rest of the game. they would be fired from a anti aircraft gun, that could move one space at one time. it made for some interesting battles. i wish i still had that game. gave it away a long time ago. i bought the computer counterpart, but i cant seem to find it... hmmm. well talk at you later. let me know if theres a way to play across the net, id love to conquer europe again ;)

~DEFIANT


Title: Re: Researching Star Control Board Game Interest
Post by: FalconMWC on November 02, 2004, 04:57:02 pm
Sure will - I see I was not the only one with the nuke idea. We played with researching and rolling a 6 twice in a row - if you got it - you pretty much won.  ;D

Hmm.... I am sure that there is someplace we can play online - I will look into it.....  :D


Title: Re: Researching Star Control Board Game Interest
Post by: GoldenGamesGuy on November 02, 2004, 06:51:02 pm
I'm also an Axis & Allies fan and although I'm not sure if there is an online element to this title, it doesn't cost much to try it out.

http://www.softwareandstuff.com/h_gme_axis.html

You also might be interested to know that Avalon Hill has revised and reprinted Axis and Allies for the masses.

http://www.wizards.com/default.asp?x=ah/prod/axis

There are also new versions, or alternative versions like Axis and Allies Europe and Axis and Allies Pacific, both of which I own and can state they are pretty good. Eagle Games also makes a game called "Attack!" and the "Attack The expansion" which rock!


Title: Re: Researching Star Control Board Game Interest
Post by: Death 999 on November 02, 2004, 07:52:31 pm
I think that a space-exploration game could very well be done using cards.

One card-game I saw that seemed fairly effective  (if weird) at space combat was a mining game in which you placed ships sequentially and then worked out at the end what happened, as each ship fired its lasers in turn (each had a number). Score was based on kills and amount of minerals mined off the central asteroid.
However, this was very much a fleet action game, not 1-on-1.

One could have a combat sub-game sort of akin to L5R's duelling system (which is quasi-related to the force draws of the SW card game). Hopefully it would be considerably more involved than either of those, though either of them might be profitably looked-to for ideas.


Quote
There are also conversions of Sid Meyers "Civilization" and "Doom 3" is currently being developed.


Well, Eagle's version of Civilization is frankly pathetic. Quasi-decent with heavily modified rules, perhaps.

As far as Magic-style is concerned, I once made up a set of cards for Star Control, but I lost them. It had stuff like

Ur-Quan Dreadnaught 1 WGRKU
Starship - Ur-quan
6/1
comes into play with 5 +0/+1 fighter counters on it.
1: remove a fighter counter from this: put a 1/1 flying fighter token into play. If the fighter is alive at end of turn, remove it from play and put a +0/+1 counter on this.

Note that 'flying' basically meant 'at least as fast as an Ur-Quan fighter'. Taking into consideration the existence of 'horsemanship' from portal, it would be fair to change this term to something more appropriate.

Kohr-Ah Marauder 3KKKK
4/8
Deals damage during first strike and regular damage phases.

Lastly, the idea behind 'Heavy Bombers' in Axis and Allies was indeed that they were nuclear. So there is no need to throw in special nuke rules.


Title: Re: Researching Star Control Board Game Interest
Post by: youBastrd on November 02, 2004, 10:31:32 pm
Links:
Star Chamber (http://www.starchamber.net/): a card-trading online game with a space theme.  See also a post-mortem of Star Chamber (http://www.gamasutra.com/features/20041027/dennen_01.shtml) (free registration req'd) by its sole author.

StarConRPG (http://starconrpg.com/): An online role-playing game set in the SC universe.  It's built around a forum, and actual role-playing. :)  They may have some words of wisdom on this.

If, nay, when you get going with this commercially, go talk to the blessed TFB directly.  They're really nice peeps!


Title: Re: Researching Star Control Board Game Interest
Post by: GoldenGamesGuy on November 03, 2004, 01:46:38 am
Actually "youBastrd" (hard to keep a straight face) TFB doesn't seem to opposed to idea, which is very exciting for me, since if given the chance I'll definately revive the Star Control Brand name, even if i have to resort to calling something it something slightly different and cheesy like Star Controller or Star Con.

As for the whole Eagle's "Civilization" sucks, well frankly...I couldn't agree more. It was actually the last straw for me as far as games go.

I couldn't stand it, so I made up different rules and slowly "repaired" my $60 dollar purchase. That was the begining of game design and slowly I went from repairing broken games to designing my own. Not to bash Eagle too bad, though, they are starting to come around. Age of Myth wasn't a terrible game and it seems like with each game released by Eagle the rules get a little cleaner and the games more strategic..

For great games stick with www.daysofwonder.com
Most if not all of their games are awesome, and Fantasy Flight Games designed by Kevin Wilson are all winners as well. Board games tend to be a mixed bag depending on what you like so for lots of opinions head to www.boardgamegeek.com  


Title: Re: Researching Star Control Board Game Interest
Post by: TiLT on November 03, 2004, 04:34:05 am
Heh, I actually made (or is making, rather) a complete redesign of the Civilization rules, in order to make it faster, and less based on luck. This included redesigning the combat system from scratch. It's now a system that rewards long-term planning and a proper mix of units, keeping only a small bit of the old paper-rock-scissors system.

GoldenGamesGuy, I take it you are Jason Hartgrave? If so, I'm still waiting for a reply to my email. ;)


Title: Re: Researching Star Control Board Game Interest
Post by: TiLT on November 03, 2004, 08:20:50 pm
Dammit, my webserver is down, and I have no idea when it will be back up. Anyone sending me email, send it to (removed) instead of the email listed in my profile. If you sent a mail that bounced, resend it to this email instead.

EDIT: Nevermind, it's back up. Send to my normal email.


Title: Re: Researching Star Control Board Game Interest
Post by: Death 999 on November 03, 2004, 11:22:03 pm
TiLT, would you like to compare notes?

I did a major reworking which was pretty fun to do and pretty fun to play. It needs some work, though...


Title: Re: Researching Star Control Board Game Interest
Post by: TiLT on November 04, 2004, 12:13:45 am
Quote
TiLT, would you like to compare notes?

I did a major reworking which was pretty fun to do and pretty fun to play. It needs some work, though...


Thanks for the offer, but no, I don't really need to compare notes at this point. I just finalized the prototype of my Star Control boardgame, and I'm pretty damn pleased with the results, if I have to say so myself. ;) Right now, all I have left to do is playtesting, and possibly removing features that are cumbersome or simply not fun. And rewriting the rules for clarity, which is what I'm doing right now. Current page count is 29 pages, and it's still growing...

Can't wait to actually play this thing!


Title: Re: Researching Star Control Board Game Interest
Post by: GoldenGamesGuy on November 04, 2004, 12:53:07 am
Tilt, I think Death_999 was asking to compare notes on your "Civilization" house rules. I made these rules quite some time ago, and there may be better repairs but after I playtested these rules the game is acceptable.

My Forum name over there is "Mind4u2c" and here's a couple of links to the house rules I made and some reasons why they work.

http://eaglegames.zeroforum.com/zerothread?id=1782

http://eaglegames.zeroforum.com/zerothread?id=1692

http://eaglegames.zeroforum.com/zerothread?id=2307

I also created an LANPARTY "Age of Myth" (8 player +) variant , but I'm not sure what happened to it. I'll do some searching if you want it.


Title: Re: Researching Star Control Board Game Interest
Post by: TiLT on November 04, 2004, 01:22:50 am
Okay, I see... thats something else. Well, here's one tiny part of my alternate ruleset for Civilization. This is the part I changed the most, which is the combat system. Keep in mind that I haven't playtested it.

http://www.medievalfuture.com/tilt/div/Alternate%20Combat%20Rules.doc


Title: Re: Researching Star Control Board Game Interest
Post by: Death 999 on November 04, 2004, 04:18:20 am
Ah, I see. My changes were more drastic and fundamental. I didn't completely rewrite the game, but I did touch on just about every aspect. I have a summary ready if you'd like to see it... I didn't post it in the eagle forums because it was so sweeping they might just say, 'go design your own freaking game!'


Title: Re: Researching Star Control Board Game Interest
Post by: TiLT on November 04, 2004, 04:32:41 am
I tried to be as fundamental in my redesign as possible, myself. However, I gave myself one restriction: There would have to be an absolutely minimal amount of changes to the game components. I didn't want to go about making new components. For example, by looking at my combat system, you might notice that I still make use of the "2 dice + 3" style of stats, and in fact use exactly the same stats as in the core game, but I use these stats in a wildly different way from the core game. It's been pretty challening, and when I added governments and nationalities to the game, I had to move away from that objective slightly. I believe it might just be worth it though. :)

Having said that, it would be fun to see your rules suggestions.


Title: Re: Researching Star Control Board Game Interest
Post by: Death 999 on November 04, 2004, 10:42:19 pm
There are several major changes and several tweaks. In order to make sense, they generally all have to go together, except for a few tweaks at the end.

1) IMPROVEMENTS
Improvements are no longer generic:
Marketplace, bank, and stock-market act much more like in the computer game (see below).
Masonry required for size 2, Construction for size 3, Railroad improvement for size 4.
Granary, Aqueduct, Hospital, and Health Care Complex mitigate the effects of plagues in cities of size 1, 2, 3, and 4 respectively (see events).

I was trying to figure out what to do with libraries and universities. I was thinking of a more MoO-style research, with groundwork being laid and then discovery being random. Prevents 1st-turn grabbing the good cheap techs, but would it make the game drag?

Also, happiness improvements don't improve productivity, they help mitigate rebellion (see events).
I had a complex system figured out with corruption which mirrored civ pretty well and with relatively easy arithmetic, but it would have been just a little too awkward, I think. Perhaps not, if you know the rules and know how to divide by 2 or 3. That is sufficiently complicated as to deserve its own writeup.

2) EVENTS
Remove the events from those discs put on the board (plagues, cash, scientific discovery, minor civilization), set them aside for later use. (note that this has the side effect of increasing the density of resources). Each turn, select randomly from among the discs not on the board. This is an event which goes off. Where or on whom it goes off is determined randomly (I am still experimenting with region-by-region vs player-by-player randomization). If the selected disc is a terrain or resource, it represents a climate change or resource discovery/exhaustion, and it replaces the disc on a random region.

Events are:
--Plague. Lies in one region or on the border of two regions or on the nexus of three. Starts off on one region. Each turn, roll a d6 for each affected region. A region is protected if you have as many plague-mitigation improvements as the population of the region.
1: Region does not produce, and loses 1 population. Plague then expands into an adjacent settled region if possible (you get to pick). Do not roll for that region this turn. Oh, and half of the present military units of each civilization die.
2: same as 1 if unprotected, 3 otherwise
3: region does not produce this turn, one military unit dies (you have to pick your own first).
4: owners of affected regions lose 1 gold
5: same as 4 if unprotected, 6 otherwise.
6: plague dies off at end of turn.

--rebellion (was minor civ)
You get to pick one spot as your capital. It and adjacent regions remain loyal. Also, you get to keep one additional population for each happy face you have (not counting happy faces on improvements already set aside for something else). The rest go into rebellion -- any military units there become neutral and will defend against attack; you do not produce there and do not get the resources. This lasts until you send in the army from loyal regions.

I was also thinking this was too nasty, and should just be civil unrest; rebellion saved for worse circumstances. Maybe it's just civil unrest unless your opponents bribe your cities to rebel?

-- coins
you get 10 gold. 20 if you hold the currency tech (just to make it worth something)

-- inspiration
you get a randomly selected buyable technology

If a region becomes mountainous... volcano! Everyone dies.
If a region becomes a jungle or desert, the change was more gradual; existing population can remain, but cannot build beyond new limit.

3) PRODUCTION
productive cities count double towards population production
(population)*(2+factory?+manufacturing plant?+nuclear plant?)
+(resources)*(techs)*(2+marketplace?+bank?+stock market?)

note the absence of monopolies. They made no sense to me. Note that this will greatly reduce the value of trading, but it can still be useful, especially since the base value is doubled and can expand even more than in the original.

4) PRICE TABLE
Settlers 5. Ships 15*epoch

all else same as advanced rules

5) Technologies:
I swapped stuff around a little to make boats available a little earlier... I have to check my notes.

6) misc:
ships carry only 2 now.
Settlers move only 1.
I think the main reason settlers moved 2 was so you could explore islands relatively easily. So, now ships can use their movement to peek at the resource tile of an adjacent land region.


Title: Re: Researching Star Control Board Game Interest
Post by: GoldenGamesGuy on November 10, 2004, 08:44:41 pm
Just a quick update to fans folllowing this thread:

There will be an officially licensed (TFB) Star Control based board game with the projected launch date of Spring 2005.  The game will be loosely based on the events surrounding the Star Control 1 timeline. The game will pit one to four players as captains of vessels from either the Alliance or Hierarchy locked in a space melee battle to the death. The game is best described as fast light strategy game aimed at players ages 8 and up.  

A website URL will be posted in weeks ahead so you can track the games progress.


Title: Re: Researching Star Control Board Game Interest
Post by: Halleck on November 11, 2004, 09:11:49 am
How cool! It should be exciting to follow its development. Good luck on the project!


Title: Re: Researching Star Control Board Game Interest
Post by: Eino Keskitalo on November 12, 2004, 03:47:06 pm
Cool is the word! ^__^

If it will be available here in Finland, I'd probably buy it (or try to afford it), and I know a bunch of people who probably would too. Especially if it was a good game. ;)


Title: Re: Researching Star Control Board Game Interest
Post by: 0xDEC0DE on November 13, 2004, 06:58:53 pm
Could it be that we are witnessing a renaissance in interest for this fine game?  If this is the case, there are a number of parallels between Star Control and another icon of science fiction.

We have: a game that was not terribly popular in its day, that some decried as a cheap knock-off of another game, yet it managed to, through inventive storytelling, garner a fanatically loyal cult following.  However, without proper studio support, It only lasted for three sequels (seasons), the third being laughably bad, before the plug was finally pulled.  A few years later the studio that produced the games tried to make a sequel on their own, but it never got off the ground.  The franchise then faded away, leaving the fans out in the cold, until many years later it achieved unexpected success by switching to a new medium.

Very interesting.

If we ride this parallel according to what has come before it, then we can look forward to seeing a number of Star Control board games on the shelves, with "the even numbered ones" being good, and "the odd numbered ones" being bad.

The relative success of the board games will then attract the attention of a game publisher, and we will then see "Star Control: The Next Generation" on the shelves, which despite slow initial sales will become an international phenomenon and a cultural touchstone.  Die-hard fans will, of course, complain that Zelnick was a much better captain than the new guy, that the new game takes itself too seriously, but most people will prefer it by far to the original series, due to the better visuals and effects used.  Suddenly, you'll see t-shirts, coffee mugs, model kits, people dressed as characters from the game at conventions; and Fred and Paul will build a giant Scrooge McDuck-style vault in which to hold all their cash, and swim in it daily.

Then, sure of themselves to the point of hubris, and their ranks of programmers/designers at Toys for Bob swelled by the success of SC:TNG, they will release "Star Control: Deep Space Franchise", which will center on an Alliance starbase, and will be a blatant rip-off of a much better game, made by a smaller production company for less money.  Nonetheless, the game will sell well on the name recognition, and some fans will grow to like it, as its story will be darker than either the original series or the Next Generation.

When sales of SC:DSF start to lag, Toys for Bob will release "Star Control: Wanderer", which will center on a lone Alliance ship, flung to the far corner of the galaxy by an incredible plot contrivance, trying to make it back home while pissing off absolutely everyone they can in the process.  The plot of the game will be reminiscent of playing a video game version of "Gilligan's Island", in that every time you discover a possible shortcut that would allow you to get home and win the game, some non-player character does something stupid that blows the whole deal.  Most fans decry the game as boring, tedious, self-important and derivative, and people end up amazingly angry about the desicion to turn the Ur-Quan into complete sissies, but it still sells marginally well because of some gratuitous T&A that was obvuiously tacked on late in production.  Because despite ourselves, plenty of guys really like looking at them boobies.

Then, worried about the trend of declining sales in their last few titles, Toys for Bob will release the ambiguously named "Vindicator", as an attempt to reach out to new fans who might be put off by the "Star Control" name.  It will ostensibly be a game about the very early days of the Alliance of Free Stars, but its plot will be so amazingly, incompetently bad that it will contradict almost every single plot point established by the earlier games, and lead fans to wonder if Fred and Paul had suffered massive head trauma.  Somehow, possibly through sheer inertia, the game will sell somewhat well, possibly due in part to the publisher repackaging the game as "Star Control: Vindicator" half-way through its production run.

We could be in for an interesting ride, indeed.


Title: Re: Researching Star Control Board Game Interest
Post by: Halleck on November 14, 2004, 02:15:42 am
Ha! You left out one thing- the influx of StarCon Cons. I think I'll go dressed as a slylandro.


Title: Re: Researching Star Control Board Game Interest
Post by: Defender on November 14, 2004, 07:58:09 am
ah come on, this doesnt seem like sucha bad idea:

Star Control: Deep Space Franchise ;)

~DEFIANT


Title: Re: Researching Star Control Board Game Interest
Post by: Death 999 on November 15, 2004, 09:41:09 pm
So, wait, Star Control: Wanderer is a board game in which you try to get home by ridiculous plot contrivances but random events thwart you at every turn?

Sounds like Save/Kill Dr. Lucky!