Sanity Test for The Captain is Dead - Lockdown

73/100
Final Score
No one familiar with the basic set should have any trouble with this episode.
Completed August 15, 2016 by Peter Dast

Rules 73/80

Structure 9/9

Requirements 3/3

18+? Flesh Gordon?

Introduction 2/3

Brief but evocative.

Overview 0/3

An overview summarizing the basic differences between this and earlier episodes would help, such as 'instead of external perils, the Alert Deck will cause aliens of several types to appear in various parts of the ship, wreaking havoc on your careful plans...'

Component List 5/5

Component Pictures 3/3

Setup 10/10

Setup Pictures 7/7

Game Play 15/15

Ship Control section is too telegraphic. The later example helps, but since raising the ship control level is what we do to win, this should be very clear.
Are Alert cards the only way aliens appear? It should say so, somewhere; perhaps in the (nonexistant) overview section. After step 5 of alien actions it says "if the game asks...". Will the game ask in any way other than an Alert card? If not, it would be clearer to say if an Alert Card calls for...."
I assume the alien ranks are listed in order from lowest to highest, but it should explicitly say so.

Game Play Pictures 5/7

End Point 6/6

Overall Comprehension 3/4

Minor questions as noted above, and assuming the Contraband abilities and effects are obvious from reading their cards.

Clarity 3/3

In Discard Veteran section, can not should be cannot; the colons are not needed. Page 8, under Then..., it's whose, not who's; and episode is misspelled.

Presentation 2/2

Shop Presentation 0/20

Ad 0/3

Absent.

Backdrop 0/1

Absent.

Logo 0/1

Absent.

Action Shots 0/5

Absent.

Description 0/5

I trust this and the ad will make it clear that the base set is required to play.

Video 0/5

Absent.


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