Space Base: Genesis Designers Diary
Written by John D Clair
The design of this expansion was informed by the feedback from the first two main expansions, Shy Pluto and Terra Proxima. In my opinion, simply based on my own interest in using or not using the content in the box, this is the best of the three expansions. It adds almost no new rules but dumps a bunch of meaningful new variety into the mix without feeling repetitive. It is (almost) just as easy to teach to new players and yet has lots of fresh variety and combos, and that’s why it’s my favorite.
As a creator I’m a fan of taking risks and trying new and maybe crazy ideas. That’s what the first 2 expansions were for Space Base, the saga expansions; a really unusual expansion approach for a fast and light game. The sagas essentially give players a light narrative story over several games while giving each new rule and set of content a moment in the spotlight. In retrospect, I think this idea was a mismatch for Space Base. This is not true for all players, and I know people who enjoyed the saga “campaign” enough to play through it multiple times. However, after 2 saga expansions, feedback seemed to suggest that, for most players, the campaign was an obstacle to playing Space Base as a fast and casual game. Most people enjoy it as a good starter, filler, or finisher for game night with whoever happened to be around, rather than committing to a series of games with the same players.
In the Shy Pluto saga expansion, a new dice system was added to the game that gave players a whole new path to victory (this system actually inspired Cubitos). I really like this system and enjoy playing with it, even with new players. In Terra Proxima another totally new path to victory was offered, and the game was expanded to become a deeper and more involved game. But in both this cases, I heard from many players who’d bought the expansions but hadn’t played with them yet because they were waiting for the right time and group to play through the saga (note, you can, if you want, skip the narrative campaign and add in all the content like a normal expansion). Additionally, the expansions add new game systems, so they are less new-player-friendly, adding another barrier to getting them played (e.g. “should we play Space Base?” “No because the expansion is mixed-in and Amy’s never played before”).
Interestingly, the micro Biodome expansion I’ve heard multiple people describe as their favorite Space Base expansion. This expansion adds flavor and variety to the colonies, but otherwise is simple to add and not an obstacle to new players.
All of that informed the design goal of Genesis which very much feels like a “first expansion”; a no-brainer infusion of variety that leaves the game just as easy to table but refreshes the experience and expands the possibilities. In short, the highlights that it adds are…
1. new colony variety similar to Biodome but without repeating effects from that expansion.
2. “big” level 3 cards that cost more than 14 credits. 3. “when bought” bonuses on some cards, giving players a better now vs. worse later trade-off. 4. Just a bunch of new card variety in arrow and charge effects that let the player seek and find new possibilities.
3. “when bought” bonuses on some cards, giving players a better now vs. worse later trade-off.
4. Just a bunch of new card variety in arrow and charge effects that let player seek and find new possibilities.