Single Core Mechanic

  • At its heart, the gameplay of Space Junkers can be distilled to a single core mechanic:
    • On every salvage (turn) players must choose between sending
      • a small fast crew – salvaging only a limited amount of goods, but getting first choice of goods; or
      • a large slow crew – salvaging lots of goods, but rarely getting the best loot and risk missing out on important synergies
  • As the game evolved, I felt it very important that every card served to to complement this core mechanic.
  • This complementary design is most evident when comparing fast character to slow characters
    • Fast characters, such as the /scientist/ (1tech+1alien) and /ace pilot/ (-2speed), can’t collect nearly as much loot as slow characters, but are optimised for helping a player collect synergistic or high value loot.
    • By comparison, slow characters such as the /cargo drone operator/ (2 Cargo or Tech) collect much more loot, but by slowing a player’s team, reduce the likelihood the player will collect high value loot or collect the synergies they need.
  • An interesting subversion of this trend to this is the /teleporter tech/ who is a very slow character, which collects 1 item first – this gives slow teams a powerful weapon to snatch up important loot synergies and disrupt their opponent’s strategy… but his 4 prep time to collect only 1 item of loot is the worst cargo to speed ratio in the game.
  • Next week we talk about how Space Junkers keeps the mechanic interesting by providing players with rewards that cannot easily be reduced to a single metric and thereby creating additional choices for players during the collection phase.