Beta
This is beta.
Beta is where the game changes fastest — what gets cut,
what replaces it, and the photographs from the table it happened on.
Four more versions. Three of them are behind it; the fourth is the one on
the table now.
01
eXpand
Ten ships, and a production that could not hold them.
Ten became the cap. Production was so far out of balance that attacking en
masse was the only sane thing to do. Expansion was pinned down here.
02
Balance, and a bigger map so the fleets needed time
to reach each other. Every planet carried its own die, which does not
scale past a few worlds, so a hero card took over as the place the state
lives.
Twenty thousand games were simulated here — one play
style set against another. The weapons came back better balanced than
an evening at the table could have made them.
A Kickstarter veteran turned up in the gaming group around the same
time — three campaigns behind him, one of them failed. We talked
about the printing farm and about why that one went wrong and the other
two did not. Thanks for the direction.
03
eXplore
Tokens, and a hold cut to three. Tokens replaced the
dice on the planets once the cargo hold came down. Missiles stopped being a
finite resource.
Cards arrived to move in stealth during a fight, and so did what sits on
the worlds. Exploration landed with them.
All four X’s are here now, and not one of them was planned.
Exploitation came in the second alpha, extermination in the third, expansion
in the first beta, exploration in the third. Each turned up because a
particular evening needed it.
The genre lists them explore, expand, exploit, exterminate. This game found
them from the other end — the one that is supposed to come first was the
last to arrive, and it arrived because the worlds had finally got something
worth hiding.
The fighting has settled. It is no longer what changes between one session
and the next, and that was the hard half. This is the shape it landed in.
Ships are open. Planets are not.
The asymmetry is deliberate. What you are carrying is public, because a
threat nobody can see is not a threat, it is bad luck. What you intend to
do with it stays yours. Worlds keep their secrets the other way round:
what is built on a planet stays face down until someone comes close
enough to look, which is what makes spending a turn to scout worth it.
The dice are the clock, and the clock belongs to the world rather than
to the players. A planet counts its own use, and at ten it is gone along
with every ship still standing there, including your own. Nobody takes a
planet from you. You spend it.
Which way you are pointing is the whole decision.
Both players choose three cards face down and turn them over together.
Nose-on, you can fire the railgun. Broadside, you can fire missiles and the
autocannon. Never both — so committing to a shot is committing to an
angle, and the other player is choosing theirs blind at the same moment.
You can still walk away. Break off at a phase change and your ship lives —
but your cargo goes to the other player, and you can only do it in a phase
where you have not fired. Run out of road in Havoc and you are close enough
to collide, and both of you lose everything you were carrying.
One rule holds the whole thing up: nothing may ever take a
player's movement away. Damage costs you what you can do, never where you
are.
What is being balanced now is the other half — resources. How fast a
world empties. What a factory is worth. What a cargo run costs you in the
turns you did not spend fighting.
The next photographs come from the beta table.