Salvage: Deep Space - A Cooperative Campaign Game - Quick How to Play
hi everyone it's Terence and Stella here from Maple University thanks for joining us today we'll be showing you a quick how to play or overview for Salvage deep space stay tuned [Music] if our video has been helpful to you then please help us making more of these videos by liking the video comments below and subscribe now let's get to the game Salvage deep space is a Cooperative Skirmish and role-playing game with an emphasis on teamwork it was designed by Sean guynan and Matthew Masters and published by 3301 games the game plays one to four players and is of medium complexity Salvage deep space is a legacy style science fiction role-playing game with narrative choices and character building interspersed between objective-driven Skirmish missions set in a space-faring future players each controller character known as a pilot operating a technologically advanced Salvage suit and both a pilot and suit are upgradable through the campaign each Mission unfolds with four pilots and Suits irrespective of your Play account it has an introductory narrative Prime objectives which must be completed and auxiliary objectives which are optional but provide additional Legacy benefits the missions in Salvage deep space are played in rounds first is the synaptic phase silently and in turn order players Place primary and secondary Focus markers on the spaces they intend to move to the tokens they intend to interact with or the adversaries they intend to attack second is the tracker phase in turn order players declare which of the primary and secondary systems on their suits they'll use to achieve their focuses and then set their speed in one of these five slots based on the slower of the two actions chosen if there are adversaries on the board you'll also draw action markers for them and place them in their corresponding speed slots third is the action phase in speed order with players choosing among the ties on given speed levels declared actions are resolved and set to cool down plus the adversaries resolve their attacks and finally is the upkeep phase Focus tokens are removed a cooldown is removed from each player system and play proceeds to the next round salvages rounds are designed to simulate a real-time situation and encourage teamwork communication restrictions in the synaptic phase add some uncertainty and ensure all players have both the opportunity and responsibility to make their own decisions teammates can reduce the difficulty of an action by teaming up for example attacked by only one player this adversary has a toughness of four but focused upon by three players the toughness reduces to two if any players successfully completes a focus then they get to pick a teammate who can remove one cooldown marker players can pivot to different actions depending on how the round unfolds for example both these players focus on this adversary but the first player defeats it the second player can pivot Focus to a salvage token this is done for free if the first player achieves the focus or at the cost of putting both the initial and change systems on cooldown if not and all players benefit from their teammate's success with the efficiency track moving up if all players achieve both of their focuses or down if they fail and increased efficiency offers unique bonuses to each suit all actions however simple they are are resolved with a role of the player's d10 at the start of the campaign this has a single Max side generally doubling the effect of the action and a single mishap side which either weakens or fails the action the eight blanks will be modified with stickers as the campaign proceeds giving greater opportunities to face tougher challenges altogether these rules offer a quick and token driven sequence through which players can experience the importance and uncertainties of genuine team play rather than a simple Cooperative puzzle solved the Skirmish itself has all the Hallmarks of classic games in the genre these suits and adversaries have attack abilities with a variety of ranges strengths and secondary effects such as stunning to lose actions taunting to attract the enemy's Focus or phasing to invalidate it as the players take damage they lose access to some of their actions or to the hull of the suit itself ultimately causing the pilot to become incapacitated Salvage tokens can be looted for upgradeable bonuses and each mission is set up with a number of different tiles added gradually allowing players to unfold the map in their own way after competing the prime and hopefully some auxiliary objectives for the mission players unfold the next piece of narrative they may add new abilities to their suits new stickers to customize or tailor their dice and new passions qualifications and cybernetics to their pilots each playing group will have a unique experience as the story evolves around their own pilots and choices we are using a prototype copy of the game and so the rules and components are not final and do check out the project page for the game we'll put a link to that in the description below if you enjoyed this video or find it useful please help us by hitting that like button subscribe to us you can also hit the meeple in the corner to do that and hit the Bell icon so you'll know when we have new videos you can also follow me on Instagram for my board games Journey questions comments and feedback are all welcome in the comment section below thanks for watching and see you next time