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Sunday, 20 May 2018

Deep Space Serenity

Deep Space D-6 is a game that lends itself to tinkering, and one area where this has been done is in he nature of the ship you get to command. Last week I downloaded a 'Serenity' variant board, and gave it a run-through this evening. It's a tricky board; the Firefly-class ship is unarmed, so the Tactical option has been effectively removed. Threats are eliminated by out-flying them or tricking them, and this requires combos involving Command dice. Although hard to set up, tactical dice are wild-cards, so you get a few choices. 'Serenity' also has fewer shields and hull than the basis USS Crypsis board, although the hull is easier to repair.

Here's the start of the first game, with just some Raiders to deal with.


It was soon joined by an Assault Cruiser.


And quickly by other ships. I just didn't get any decent crew rolls in this game, and the 'Serenity' was swiftly destroyed.


In the second game I was confronted by an Interceptor at the  start.


A series of nasty ships came out of the deck early on.


Things were soon looking very bad indeed.


And that Threat Roll of '2' was the end, as it activated enough cards to eliminate all of my remaining hull.


I shall return to the 'Serenity' another day. I decided to give the USS Crypsis another try. My initial threats were fairly dangerous, but I got plenty of good tactical rolls, and the ship's weapons fought them off.


Two thirds of the way through the deck and I was still going strong. I'd navigated the Nebula, whilst not meeting any enemy ships, survived the Meteoroid by blowing it up when I had full hull and shields, and even passed through the Solar Winds.


That Time Warp proved a little tricky to deal with; I had a few turns where I had crew trapped in the Threats boxes and in the infirmary, and had to ignore threats in order to release them. The little damage I did regenerated via the Time Warp. By this stage I had my crew back in full fighting fettle, though.


I had used up the deck by this stage; all I had to do was eliminate the on-board threats.


And I did. Another win for Spacefleet!


That's two wins in a row using the basic board, so I think removing some of the Nothing Happens cards is in order so the difficulty is increased. One option I think might be interesting is to keep the deck in play the same (36 cards) but add in some new ones - say about 8. At the start of the game the deck is shuffled, and then 8 cards are removed and kept face-down. That way you have no idea exactly what cards you're going to encounter.

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