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Alien Space Battle Manual box art

Alien Space Battle Manual

Players

2-8

Time

?-?

Age

12+

Weight

2.33

Rating

6.98

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

The Alien Space Battle Manual has a high replayability score due to its high variability gameboard, expansions available, strategic depth, and scalability. The game offers different experiences each time it is played, with the presence of impactful expansions adding new content. There is room for players to improve their strategy over time, and the game adapts well to different player counts. While it may not be the easiest game to learn, it still provides a good balance between easiness and depth.

Luck profile

The final luck score for Alien Space Battle Manual is 7.67, indicating a moderate level of luck in the game. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

This was Zocchi's revamped version of his Star Trek Battle Manual, without the (unlicensed) Star Trek references. The two games are very similar, although Alien Space Battle Manual includes 8 different ship types instead of the original 3, at least in later versions. The Alien Space Battle Manual is now considered to be a companion to the Star Fleet Battle Manual which was released in 1977 and marked a return to familiar Star Trek ships and races due to a loophole in the Star Trek IP ownership. The game is played on a large surface with cardboard counters marked with a ship picture and a compass circle. A piece of string is passed through these tiles and knots are made at the 3, 5 and 6 feet marks. A record sheet inserted in a clear holder shows ship characteristics and a grease marker is used to mark damage. Players physically move their ships by measuring distance with a ruler. During combat, player must estimate their firing angle. The string is pulled along that angle and the enemy ship is hit if the string passes over it.

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Editions

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Credits

Designers

1
Lou Zocchi

Publishers

2
Gamescience Lou Zocchi (printery)

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