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Incoming Transmission box art

Incoming Transmission

Players

2-5

Time

30-40

Age

14+

Weight

2

Rating

7.07

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation as players primarily compete against each other.

Replay value

Incoming Transmission has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Incoming Transmission has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

In this co-operative futuristic board game for two or more, one player takes the role of Mission Control, and the others take control of a Cadet stranded on a heavily-damaged space station set to self-destruct. You will need to use wits and cunning to interpret the instructions as they will not be delivered in order! Figure your way through the objectives before time runs out! DESCRIPTION: a 5×5 Grid of tiles with stations and objects scattered randomly, some broken, comprise the game board. Individual instructions are provided by Mission Control to the Cadet team, but shuffled before revealed. The Cadet team must deduce what the correct interpretation of the instructions are. Too many mistakes and time will run out! GAMEPLAY: Asymmetrical/Co-operative. One player is Mission Control, feeding instructions to the rest of the players who act as a single team controlling the Cadet meeple on the Board. Mission Control will have a list of objectives to complete, and may only be able to communicate to the Cadet by use of command cards providing simple instructions to move East, West, North, or South, or to Collect or Drop objects. Each round a card will tell Mission control how many of these cards to give to the Cadet, but they are randomized before they are turned over. Work co-operatively, but without speaking, to figure out the solution within the allotted number of rounds.

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Credits

Designers

1
Michael Lipton

Artists

1
Ian Stedman

Publishers

1
Magic Meeple Games

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