Date: April 24, 2020
CB (Circuit Breaker) measurement means you should always stay at home. Work from home. Eat at home. Play at home.
Yes, all of us have smart phones. But sometimes you will feel bored after playing so much games on your smart phones.
That is why I don’t play games on my iPhone. Instead, I played the Solitaire using a real card deck.
And I will try to encourage my sons to play card games or board games.
Today, I wanted to introduce you to Deep Space D-6 game. It is a SOLO game. Means, I player games. Just like Solitare. And it takes about 30min to complete the game.
After learning and played my first game, I start to love this game. Especially during the CB measurements period. It is a great one player game. I can sit in front of my iPad and play this game myself when I get bored. (no emails). hahahahahahaha
This is their kickstarter campaign. It came out during 2016. And yes, I have owned this for quite some time, only now I open it and play. Hahahahaha
https://www.kickstarter.com/projects/tony-go/deep-space-d-6-a-solitaire-worker-placement-dice-g
A video teaching how to play this game. I will do a turn by turn walkthru later.
This is the back of the box.
Of course, if you need to set the difficulty of the games, you can follow the following advises at the back cover of the box.
Let’s take a look at the Manual.
Btw, I wrote all these blogs so that next time I can easily refer to the game play or manual. Like I wrote about “King of Tokyo” and I completely forgotten how to play it. so, I go to MiniLiew and seach for King of Tokyo, and I got my old blog entry introducing the game play. It was written by me, so I can easily remember what I wrote and how I play the game.
This is Deep Space D-6 Manual.
Things to take note, The Ouroboros is the big bad enemy ship. So, it has 6 parts. you can shuffle this 6 cards and put it at the very end of the deck.
The setup is pretty easy.
So for beginner, better choose the Halcyon class. Because it is well balanced ship. Once you are familiar with the Halcyon then you can play other ship with other challenges.
The Infimary card got two sides, I think always play the side that has the words on it. This side will allow you to “Injured” one of your crew so that the other crew can change to any type of crew you want. This is to make it easier.
The game play is very simple. It is just roll dices to try to assign crew to their station to attack, repair shield, repair hull, rescue crew from infirmary, captain to re-assign crews, etc.
If you are a Sci-Fi fans, you love this. You will hmmm Star Trek theme songs while playing. Hahahaha
Ther are two kind of threats. External is like enemy ship is attacking you.
The Internal one is like your comms is failing, you cant assign anything until you sent a specialized crew to go fix the situation. Very fun.
As said, the halcyon is the easiest level to win.
Here is th game play.
6 steps.
Take notes, crews inside infirmary, scanners or distracted threats are not gathered. So, for some time, you will work with 4 dices instead of 6 because 2 of them are tied up.
And from time to time, there are special threats coming at the wrong timing. It is fun with a bit of imagination.
So, to win, you must have hull point, all thrat eliminated and all external threats are destroyed. Sound easy ya.
Oh, I hat the Solar winds and meteoroid. Make sure you have full shields and hull to face them.
This is the quick reference.
Round 1
Let’s play a game. It is lengthy images of each turn.
I am using the Halcyon.
The Imfimary card is on my left side.
The deck of threat cards is on top with the black number dice.
Always place the dice there so that you know what you have thrown and remind you of step 5 each turn.
Draw 2 threat cards. Place them on the right hand side matching their power (starting health). That means, you need to attack them 4 times to kill the Assault Cruiser or attack 2 times to kill the Corsair.
The dice number on each threat cards will get resolved during step 5, when you throw the black dice. If you threw a 1-2-3 then you are safe. If you throw 4 or 5, you will get damaged by 2 hull from Assault Cruiser AND 2 hull point from Corsair.
And once you got hit, you will move down your Shield first before the Hull indicater on the top left of the ship card. Some threats will deal damage directly to the hull ignoring the shield.
If you throw a 6, then, only Corsair will do damage to you by 2 hull point.
So, each turn, step 1 is to roll the crew dices. (you roll the number of crew that is not stucked in scanner or infirmary). So, of course, the first throw is to throw all six dices.
So, you have 2 red attacking crew, 3 green shield engineers and 1 blue commander.
Immediately, I placed the 2 red attacking crews into the attack station.
The first red crew is one attacking point. The subsequent red crew will award +2 attacking points. Since I have 2 red crew, then I have 1+2 attacking points. So, I destroyed the Crosair (2 points) and deal 1 damage to the Assault Cruiser. So I move the Assault Cruiser to the 3 Health position (move one row below).
If you have a blue commander dice, that means, you can assign ANYONE to any task. So, in my case, I will re-assign one of the green shield engineer to some other job.
So, in my case, I re-assign the green to red (attacking).
This gives me additional +2 attacking point.
So, I move the Assault Cruiser to “1 health” position. As I dealed +2 damage to it.
You see that Infirmary card there with lots of words? This side of the Infirmary card basically tells you that you can “injured” any remaining crew member and make one another crew to take up different job.
So, I left with 2 green shield engineers. So, I decided to use this power.
I changed it to another red attacking +2 points.
And there you go, I destroyed the Assault Cruiser from the “1 health” position.
So, just to summarise, I got 4 red crew dice, so, I have 1+2+2+2 = 7 total attacking points.
Both Corsair and Assault Cruiser had only a total 6 healths and hence both enemy threat got eliminated during the first round.
Now, we come to step 4 during round 1.
Draw a new threat card.
and it is a Space Pirates. Which will cause 2 hull damages when you roll the threat dice 3 or 6.
Take note, the current situation is I have 5 crews assigned to commander and attacking stations. And 1 crew “trapped” inside the Infirmary. That means, your round 2 will start with rolling 5 dices only.
You cannot roll the crew dice in the infirmary in round 2 ya.
Now, back to round 1, step 5, roll the threat dice.
Unfortunately, you roll 6, and the Space Pirates attacked you with 2 hull damages.
So, you must deduct 2 from the Shield (if you still have shield left). From 4 to 2. Beacuse Space Pirates deal 2 hull damage.
Round 2
OK, you have one crew dice in Infirmary. That dice is stucked there, unless a health doctor go and cure him.
So, you only can roll 5x crew dice to start round 2.
Out of the 5 crew dice throw, I have a green shield engineer.
So, I assigned it to the shield station. This will recover ALL my shield points to maximum 4.
Next, I assigned the commander to change another commander roles.
I re-assigned it to a health officer.
So that I can place it to the health station.
And, by doing so, I move the injured crew from the Infirmary to the Returned station. That injured crew is now available for the round.
Next, place the red crew dice at the attacking station. That damage the Space Pirates by 1. Move the Space Pirates to the “1 health position”.
And lastly, your unassigned orange crew, repair hull engineer is remain as unassigned because there is no more threat to handle.
Your hull is at maximum. So, the repair hull engineer actually had nothing to do.
Step 4 of round 2. You deal a new threat card. It is a Internal threat card. Oh now, you have a Panel Explosion. Next round you cannot assign Repair hull engineer. Unless you assigned a Medical crew to this Internal threat to remove the threat.
Step 5 of round 2. You roll the threat dice. Unfortunately, you roll a 6.
First you look at all the Internal threats from top to bottom, does a 6 cause any issue?
Then, you look at the right hand side external thread. From top to bottom, and from left to right.
Yup a 6 will activate the Space Pirates to cause a 2 hull damage.
OK, here I got some confusion, I am not sure, if I drew a Internal threat card, do I still need to draw a External threat? But this round, lets’ play without that rule.
Shields down to 2 again.
Round 3
OK. This is bad. I threw 4 scanners.
So, the first thing of each round after the dice throw is to move the scanner to the scanner stations. When a scanner dice is threw, you must move it to the scanner station. unless the medical stuff return the scanner dice, it shall remain there and cannot be use in the next throw.
But if you have all three scanner slots filled up, you will need to take a new threat card.
After you took the Threat card, you move all three scanner dices into the Returned space.
Oh, I drew an Interceptor. This Intercepter will fire at anything except a 6 with 1 hull damage.
The fourth scanner dice is place at scanner position. and it is stucked there.
Lastly, I use the commander to change the orange dice to purple medicle dice.
So, I returned a scanner to the Returned area from the scanner slot.
There you go, so, the reason why I changed a medical stuff is to remove the scanner dice. So that next round I can throw all 6 dices.
Step 4 of round 3. I drew a Warbird.
Warbird is bad.
It will cause 3 hull damage by ignoring any shields. Means, it will reduce your hull points directly.
And I threw a 4.
So, Both Warbird and Interceptor is going to cause damage.
Interceptor will cause 1 point from the shield and Warbird will reducec the hull by 2.
You adjust the shields and hull points accordingly.
Round 4
I threw 6 crew dices.
With 3 enemy ships still in place.
I got 2 grey scanner dice. So, immediately, first thing to do is to place it in the scanner slots.
I restored my shields.
I placed a commander and re-assign the orange crew dice.
Let’s re-assign it to attack.
And this attack crew dice will get rid of the Warbird.
And lastly, I placed the orange dice at the repair Hull station. This will restore my hull by 1.
Oh WAIT WAIT…
I can’t do that!!!!!
Because there is a Panel Explosion there.
I cannot assign Orange repair hull engineer.
So, what should I do? Can’t do anything.
So, my hull damage back to 5 instead of 6.
And drew a new threat card. Which is a Fighter with 1 health.
I threw an “1”. And the Intercepter managed to reduce my sheild by 1.
Round 5
With 2x grey scanners dices in the scanner slots. I only got 4 crew dices to throw.
Use the Attack to get rid of the Space Pirate which will caused higher damage.
Then, I purposely injured one of my orange dice to change the other orange dice to purple. The injured one placed in Infirmary.
Then, I assign the purple medical crew to handle the Panel Explosion to get rid of that card. Only now I found that I played wrongly. I cann’t even injured the orange dice. So, there is a mistake here. But it is ok la, since I am the only one playing.
So, lastly, I fixed my shield with the green dice.
Yoo-hoo… no threats this round. But still need to throw the threat dice to manage the current threats.
A “2”. So, the Interceptor inflicit 1 more damage to me.
Shield reduced by 1.
Round 6
I can only throw 4 dices.
place the purple dice to return a scanner dice to Returned area.
A commander to change the Orange dice to purple.
So, my second purple will move the second grey scanner dice back to the returned area.
And finally I commenced my attack to get rid of the Fighter.
Draw a new threat card. It is a Destroyer. Will cause 3 damage to hull. Wow, powerful.
I threw a “4” on the threat dice.
1 damage from the Interceptor.
Round 7
I threw all 6 dices.
Use the green one to restore the shield.
one commander to switch the task of the green dice.
Change green to red attack.
So, I got 2x red dices. So, that will be 1+2 causing 3 damage to the enemy fleet.
Oh wait. I will use the last commander to change the orange to attack too.
Now I have 1+2+2 = total of 5 attacking points.
And that destroyed both ships.
Need to draw a threat card. Oh, it is the Internal threat – Distracted. You need two medical dice to fix it.
one bad thing about this card is, you need to choose one dice and place it here.
I still need to throw the threat dice.
it is a “3”. So, I can return this unit and discard this card. Heng ah!
Round 8
I can throw 6 dices. yeah!
Let’s fix my hull. increase by 1.
I should have placed the scanner dice first.
Once commander to change the attack red dice into medical. And I can return the scanner dice to the Returned area.
The commander will switch another commander task into repair hull.
So, in total, I should repaired 1+2 = total of 3 hulls. So, my hull is back to 8.
So, I drew the threat cards. OK, this is where the confusion begins.
I thought once you drew a Internal threat, you need to draw another until it is not internal threat. So, I got things mixed up, but anyway, I drew all threes internal threats.
A time warp, an invaders, and robot uprising.
Since I make a mistake, let’s continue from the mistake to get an furthur idea how to play this game.
I threw a “1” hit the Robot uprising issue. So I have to lock down 1 crew at the Infirmary.
Round 9
I got 5 dices to throw.
Put 2 grey dices in the scanner.
Use a commander to switch a red dice into purple and place the purple dice to get one grey dice from scanner.
The last dice has nothing.
I drew an Attack Matrix.
That is bad. Because now I need to throw the threat dice 2 times.
A “3” will sent a dice into the infirmary.
Because of Attack Matrix, you need to throw another time.
I got “4”. and That activates the Invadors threat.
This is bad. The Invadors will sent another dice to the infirmary. So, I left with 2x crew dices.
Round 10
Even with 2 dices, you can get lucky. So, I threw a medical purple dice.
This purple dice will save all 3 of my crews in the infirmary. Move them to the returned area.
The orange dice has no use.
Draw a new threat card.
A Fighter.
It’s a “1”.
oh dear, one dice goes into the infirmary.
second throw due to Attack Matrix. a “2”.
Bad luck. It activates everything.
The Time Warp will restore 1x health to both enemy ship. So, they moved up by 1 on the health.
The invaders put another dice in the Infirmary.
The Robot Uprising put a third guy in the infirmary.
The Fighter reduce my shield by 1 damage.
Round 11
Luckily a commander.
So, use the commander to change the red attack dice to purple medical dice.
Use that to rescue all three of the dice in the Infirmary.
I draw a “Nebula”. Aiya, I forgot to place the shield cube in the Nebula. You suppose to keep the shield cube there.
A “3” put 1 dice in the infirmary.
At the same time, the “3” will cause 1 damage to the Nebula.
Take note: error, forgot to place the shield cube ontop of the Nebula card there.
Next throw is “5”. I am safe.
But the Nebula is not. Nebula died. and it return my shield back to the shield counter.
Shield is zero.
When the sheield cube is back it is at zero level.
I make a mistake thinking it is minus 5. hahahahaha
Round 12
Work with 5 dices.
Use the purple dice. Move the scanner to the Returned area.
Use the green dice to restored shields.
Use the commander to create a purple dice. Move the crew from the Infirmary.
Drew a threat. It is a Strike Bomber.
Threw a “1”. Put one dice in the infirmary.
Ah… threw another “1”. because of the Attack Matrix.
Another dice goes into infirmary.
Round 13
I had enough. I decided to attack first.
Use 2x attack dices to killl the Attack Matrix.
Next move is brilliant.
I injured an orange dice to make a purple dice. And that purple dice saves all three dices from the Infirmary. That is a cool move.
Yeah, I can throw six dices next round.
It is a “5” no threat.
Round 14
Another great throw.
First, use the two green one to get rid of Time Warp.
Use one commander to change the green to red. We try to get rid of the invader.
And we got two red one to do so. Inaders are fenced off.
This is good. Two internal threats has been dismantled.
last commander dice is useless.
I draw an Orbital Cannon. It cannot be destroyed unless it is the only threat.
I threw a “1”. again, one guy into the Infirmary.
Round 15
one grey goes into the scanner.
one orange to kill the Robot uprising.
Finally, you noticed that I hated this Robot uprising card. It put my crew in the infirmary for how many rounds already?
Now have to deal with the enemies too.
use the purplse to rescue the crew in the infirmary.
I have one attack point, but I cannot attack the orbital cannon. Beacuse I still got three other threats. So, only manage to move the Strike bomber down by 1.
Yeah.. no damage on “5”.
Round 16
Can throw 5 dices.
use the commander to change a green one into attack.
Use another commander to change the other green one into attack.
I got three attack dices. 1+2+2 = total 5 damage points.
So, first kill the Strike Bomber of 1 health. left with 4 attack points.
Next killed the second Strike bomber and left with 2 attacking point.
Lastly, I removed the Raiders. Because it ignore shields.
I draw a 4 health Assult Cruiser.
I throw a “6”
Heng ah… no damage.
Round 17
one more grey goes into the scanner.
Injured an orange dice to make a purple and return 1x scanner back to the returned area.
Attack! 1+2 = 3 total attack points.
So, kill the Fighter.
And move the assault cruiser down by 1.
I draw a Flagship.
I throw a “3”
And kena attacked by Orbital cannon. lost 2 shields.
Round 18
I threw 4 dices.
Use a purple to move the scanner down to returned area.
Use a commander to change the orange to purple. This is to save the crew from infirmary.
Repair hull with orange one.
I drew a Scout.
I threw a “4”.
This is bad. Flagship added 3 damage points, Assault added 2 points. And the Scount actually will add 1 more damage as hull is being damaged. So a total 6 points. That depletes my shield down to zero by 2. and reduce my hull to 3 (by 4 damages).
Round 19
I injured myself to make a red dice.
I used the commander to make another red.
So, I have three red attack dices. So that is a total of 5 damage points.
Lastly I used the purple to bring my guys out of infirmary.
I got a total of 5 attacking points.
First I take out the Scount of health = 3. Left 2 attack points.
Then I damaged the assault cruiser to bring it down to 1-health.
I drew two more internal threats. you suppose to draw one. Sometime my mind not working right, you get this. hahaha something stuck inside.
See I draw another threat so that it is not a internal threat.
A new Shield platform.
And this is bad. It protects all my enemy. I need to destory it first.
And I threw a 2. WOW… how on earth I avoid every thing and threw a “2”????
Round 20
yeah, I got all my six dices back.
First get my shield back up using the green dice.
The grey should go to the scanner.
I use the purple to get the scanner dice to the Returned area.
And three attacks. 1+2+2 = total 5 attacks.
With the 5 attacking points, I killed both Assault Cruiser and the Shield Platform, and damaged the Flagship by 1.
Again, I drew a Rescue card.
And throw a “2”. Safe.
Round 21
Work with 6 dices again.
Use a purple one to get rid of Pendemic.
Use two orange dices to repair the hull by 3. Not by 2. Another mistake.
Two attacking dice gives 3 points. And I killed the Flagship.
A don’t panic card.
A safe “1”.
Round 22
6 dices.
Use two oranges to restore the hull by 3. To maximum hull strength.
Use one purple to do Telepath.
This rescue telepath card is a useless card.
Why do you want to see the future 5 cards? I don’t get the idea. So, I see there are striker bomber, space pirates, fighter, cloaked threats and solar winds coming your way.
The telepath card is gone once you used up the power.
I have three dices, but I dont want to use it.
There is a purple, but I have no use of it. I cannot activate Rescue soldier as there is no scanner in place.
A strike bomber.
And a “6”
And I boost moral. And discard that card.
Too bad no scanner to rescue.
Round 23
I threw 6 dices.
Grey goes into the scanner.
Just nice. A purple to activate my Rescue soldier to save the scanner dice.
two attacking in place.
So, two attacking dice gives you 1+2 = 3 points.
First I take out the strike bomber.
And notice that there is absolutely no other threats on the table except fot the Orbital Cannon.
The remaining 1 attacking points killed the Orbital cannon. Yeah!
Then I drew the Space Pirate.
Throw a “5”. Safe.
Round 24
Begins with 6 dices.
Injure the green dice to get a red dice from another green dice.
Injure the orange dice to get another red dice. So, now you have 2 dices in infirmary.
Use the purple dice to rescue both dices from the infirmary.
Like this, I got all my six dices back.
I drew a Figher.
And then throw a “6”. no issue here.
Round 25
Start round 25 with 2 grey scanners
Scanners goes to scanner slots.
Injured orange to get a purple so that I can return one grey scanner.
No use for the 2x green one here.
I drew an internal Cloaked threats. So I continue drawing the cards until I have a external threat.
The solar winds finally came.
I threw a “6” safe.
Round 26
only can throw 4 dices.
place the grey into the scanner.
place the green on to get rid of the Cloaked Threats.
Use one Attack dice.
Killed the Fighter.
I drew a Boading ship.
I threw a “3” and cause 2 damage on the shield.
Round 27
Can only throw 3 dices.
opps… two more grey one. actually is not that bad.
Complete the 3x scanners to draw a new threat.
And move the three scanners to returned area.
It is an internal threat. comms off line. cannot use commander.
Place the grey one at the scanner.
so lucky, your orange one can fix the comms offline problem.
so it is not that bad.
A bounty ship.
and a “4”.
The boarding party kills 2 shield and depleted my shield.
Round 28
only 4 dices.
grey goes into the scanner.
Commander change the green one into purple. reduce the scanner dice by 1.
one attack bring the Bounty ship down by 1.
The meteoroid.
keep getting exciting ya.
And a “3”. yet again, reduce 2 hull as shield completely depleted.
Round 29
4 dices again.
place two attacking there.
That move kills the bounty ship.
The purple to bring the scanner to returned area.
Ah.. don’t panic. Good. Throw a “3”. another 2 damages on the hull.
Round 30
Work with 5 dices.
Grey into the scanner.
3 red dice gives 5 attacking points.
kill the boarding ship immediately.
the remaining attacking points damaged the meteoroid by 1.
The purple dice move the crew out of infirmary.
A hijackers.
And a “5”.
I have no shields. and my hull is down to 2. This is bad. And the bad guys have not come yet.
Round 31
Can only use 5 dices.
Return 1 scanner using purple.
One attack point to reduce Meteroid down to 2 health.
Get the shield back up.
Fixed 2x hull points.
Draw a Freiendly Fire card.
Friendly fire sent my red dice to infirmary.
And I draw a Corsair card.
Throw a “5”. lost four hull points. And that depletes all my shields.
Round 32
Can use 5 dices. Wow, what a luck.
Use one green dice to restore all my shield.
A commander to change the green dice to red.
now we got 2x attack dices. That is 3 points damage.
Let’s kill the corsair and bring the meteoroid down to 1.
An interceptor.
A “2” activates the solar winds. And I lost 5 hull points. And the interceptor damage me furthur by 1.
I hate you.
My shield again is at zero. and my hull down to 4. And the boss has not come out yet.
The interceptor inflicit another 1 point.
Round 33
can only work with 4 dices.
I got high chance to lose the game.
Restore my shields.
Restore 1 hull point back to 4.
1-attack point by red dice. killed the meterorid. But I at the same time lost 5 points.
Shield down to zero, and my hull down to 3.
Draw a Cosmic Existentialism card.
And a Mecenary card.
I think I am playing too fast. Next time, I will not draw any other card one I drew the internal threat.
And I threw the die, no damage as I threw a “6”.
Round 34
working with 4 dices.
Grey to the scanner.
2x purple to bring both the grey scanners down to the returned area.
increase one hull.
Don’t panic. take a break.
Another “6”. safe.
Round 35
5 dices. WOW!!!!!!!!
place the purple and save the infirmary.
Played all 4 attack dices.
total attack damages = 1 + 2 + 2 + 2 = 7
I can take out 2 ships
So it shall be Hijackers and interceptor.
Draw a raiders.
Threw a “4”. lost 1 hull.
Round 36
two grey scanners.
Bring the shield back up.
return one scanner using purple.
And attack. 3 points.
kill the Raiders.
And reduce Mercenary by 1.
Here comes the big boss.
You can tell by the right bottom logo. A circle logo.
Missle Array.
Sorry, rewind. my mistake. cannot use the shield engineer. because I have that Cosmic Existentialism card. So i have to use that green dice to kill this card instead of restoring my shield.
Shield back to 3. And I threw a “2”. SAFE!
Round 37
Finally got all my six dices.
restore 2 hull points.
Hull back to 6.
two attack dice to inflicit 3 damages.
Let’s kill the missle array since it is dangerous.
green dice to resotre shield.
dont panic again.
I threw a “5”. But there is no damage from the threats. So the Mercenary inflicit 2 points because of so. What????
Round 38
6 dices.
Grey one goes into scanner.
Green one to raise full shield.
use one purple to turn the orange to attack red. use another purple to cure the infirmary.
The last purple to bring the scanner down to returned area.
Drew the 2nd enemy boss ship. A Hydra cannons.
a “6” escape all the damage. But because of Mercenary, then, I lost two shield.
Shield down to 2.
Round 39
6 dices.
Grey one goes into scanner.
green one raise the shield.
Two attacking gives 3 damages. That kills the hydra canons.
let’s use the commander to create a red attack dice. that gives additional 2 damage.
And bye bye Mercenary.
The core ship came.
I threw a “3”. Safe.
Round 40
Can only roll 5 dices.
Another grey into the scanner.
purple to bring down one scanner.
2 attack dice. reduce the Core ship to 1.
repair one hull.
Another hydra cannons.
And I threw a “3”. lost 2 hull points.
Shield down to 2.
Round 41
great throw.
Raise the shield.
Use commander to change a red attack.
Use another commander to change another red.
That gives you 2 red dice. And 3 damages.
kill the hydra cannons.
The barrier. Bad card. Never die so easily. Once dead can revive if you throw a “5”.
And I threw a “6”.
The core sents a unit to infirmary because of the “6”.
Round 42
working with 4 dice.
I had enough. one red attack.
kill the core.
Do I win if I killed the core ship? I also don’t know. But the rules says must kill every threat.
use the commander to do another red dice.
That gives you +2 point. So it killed the barrier.
And I WON!!!!!!
That is the tutorial of how to play this game.
The game play is nice. Except for some confusing rules. Let me go watch more youtube to verify. hahahaha