Game Design #43: Airlock

Jul 25th, 2010 by David McD in Game Design

Introduction: In this hectic game of duck and weave, players race to escape a crippled, labyrinthine space station before it collapses around them.

Players: 2-5

Materials:

  • Some number of cups or bowls, recommended one per player with two extra. Fewer bowls usually means a harder game.
  • Pawns or tokens to represent each player.
  • A generous quantity of identically-shaped, multicolored candies (such as M&Ms or Skittles) to use as counters. A 1 lb. bag is usually sufficient for a 3-4 player game.

Setting Up: Place the bowls in a grid orientation in the center of the table. Any grid configuration may be used, but symmetrical or even-sided grids produce the most balanced games. Players then take turns to choose a bowl in which to place their token — only one player may occupy a bowl at the start of the game. Once all the tokens are placed, players again take turns to blindly draw two candies from the bag to place in their bowl. Designate a player to choose candies to place in any unoccupied bowls. Designate a first player, play proceeds to the left.

How to Play: All the cups or bowls represent chambers, connected together they to compose the Station on which the players are trapped. Each turn, players attempt to contain the disasters emerging in the station and secure one of the chambers long enough to escape. On their turn, players take actions in the following sequence:

  1. Danger: the player adds to the problems aboard the station.
  2. Reaction: the player makes a move and an action to contain the problems and/or escape the station.

Danger Phase: During this step, the player draws two counters from the bag and places each one in any of the available bowls on the table. Counters have effects for each bowl according to their color:

  • Yellow: Toxic Gas — players in this chamber must eliminate all counters of this type within one turn or immediately leave the chamber.
  • Red: Hull Breach — players in this chamber cannot leave while any counters of this type remain. These trump Toxic Gas counters when determining if players can or must leave the chamber.
  • Green:  Chemical Spill — when eliminated, these are moved to an adjacent chamber instead. Only remove Chemical Spill counters from play when they are moved to chamber with a Hull Breach.
  • Blue: Electrical Overload — players entering this chamber may not make an elimination action on the turn they arrive. If a Chemical Spill counter is also present and there is not currently a Fire counter present, replace the pair of green and blue counters with a single Fire counter.
  • Orange: Fire — all players must immediately leave the chamber and may not re-enter while the Fire counter remains unless there is also a Hull Breach counter present.

If counters of other colors are present, they are considered neutral and have no effect when drawn. For harder games, eliminate neutral colors from the bag before beginning play.

Reaction Phase: During this step, the player may move their pawn to any adjacent chamber (assuming the conditions in that chamber allow movement) and may take one elimination action: the player selects any of the counters in the chamber and removes it from play. A player may elect to pass either or both of these options. If a conflict arises between a player being forced to exit a chamber and there being no adjacent chambers where movement in is allowed, the forced exit takes precedence. If a chamber has been isolated (all adjacent chambers have collapsed or been jettisoned), ignore all forced exit effects in that chamber.

Chamber Collapse: If any chamber ever gains one counter of every color, or the chamber gains more than ten counters in total, it collapses and is immediately removed from play. Any player pawns inside the chamber are killed and returned to the relevant player. However, these players still take their  turns to draw new counters and add them to the remaining bowls in play.

Escaping the Station: If at any point one of the bowls is completely empty of counters, any player with an available action may use it to jettison the chamber. Return any player pawns in the chamber to the relevant player, and then remove the bowl from play. These players have escaped and no longer make moves or elimination actions on the station. However, these players still take their  turns to draw new counters and add them to the remaining bowls in play.

Winning the Game: All players who escape the station in a jettisoned chamber have won the game, and any players killed in a collapsing chamber have lost the game.

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