Space Junkers http://3rdplace.games Wed, 09 Apr 2025 12:27:24 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 http://3rdplace.games/wp-content/uploads/2017/11/cropped-Logo-Small-Simple-512-32x32.png Space Junkers http://3rdplace.games 32 32 Return of the Space Junkers http://3rdplace.games/return-of-the-space-junkers/ http://3rdplace.games/return-of-the-space-junkers/#respond Wed, 09 Apr 2025 12:12:32 +0000 http://3rdplace.games/?p=191 Continue reading "Return of the Space Junkers"

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SPACE JUNKERS

A long time ago, in a galaxy not so far away…

Episode VI
RETURN OF THE SPACE JUNKERS

After three years of silence, the fearless salvagers of 3rd Place Games return. The guilds have reassembled. The engines roar once more.

Wrecks drift across the stars — laden with volatile tech, ancient relics, and riches beyond imagination.

New missions call to bold captains. Crew rosters have evolved. Contracts run deeper. Tactics clash in thrilling asymmetry.

With the print-and-play revived and rumors of more to come… Space Junkers is back. And the future is salvage.

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Single Core Mechanic http://3rdplace.games/single-core-mechanic/ Mon, 07 Jan 2019 10:25:37 +0000 http://3rdplace.games/?p=57 Continue reading "Single Core Mechanic"

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  • 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.
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