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Away Team: The Voyages of the Pandora

Product 45 of 348
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GMT Games
GMT Games


Preorder item, date of delivery not yet determined
 

Captain Soto stared through her exosuit visor at a movement in the rock outcropping. Glancing at Masaki, she asked, “Why are you calling that thing a Tremble Morph?"

“Well, it appeared to change its density when it shook. Perhaps it’s affected by energy from our neuroscanner. I’ll send Zooey over for a closer look.”

The Biobot—Zooey—cast a long bobbing shadow as it weaved through the boulder-strewn terrain. Approaching the Tremble Morph, the bot reported back, “Sensors indicate alkaloid life form; 92% reliable.” 

Soto was concerned; she had seen too many specimens damaged or driven off by a lack of specialized knowledge. Why did Barnes have to panic and refuse to leave the lander? A geochemist would be handy right now. Motioning the other team members to follow, Soto advanced, stopping when the Tremble Morph came in view—a quivering gelatinous mass from which branch-like appendages hugged the surrounding ground.
Kapoor knelt to feel ground vibrations, reporting, “I sense fear and also the gathering of strength. Let me try to establish a connection.” The team watched the counselor impatiently, while their instruments collected images and data. The Tremble Morph lurched. Savitch reacted by firing a burst from her Energy Rifle. Shuddering, the creature sank into the ground, pulling the surrounding rocks and dirt down with it. Kapoor scrambled back, then fell hard, cursing Savitch. Where the creature was, a sinkhole grew, threatening to engulf the team. The violent tremors auto-activated the team’s ClimbKit, which shot cables and grapplers to points beyond the sliding rock. At least someone thought to bring that along! Team members frantically attached the cables to connectors on their exosuits. Stabilizing herself, Soto counted two people and two bots dangling over the void. Who was missing? She looked down to see Kapoor and the Tremble Morph disappear into the depths.”

AWAY TEAM: The Voyages of the Pandora is a game of exploring alien worlds in distant star systems. You command the Pandora, an interstellar survey ship on its voyages of discovery. Each voyage sends Pandora to a different star system where you assemble away teams from the ship’s crew and equipment to explore planets, moons, and other sites of interest, with the following directives:
  • Locate exo-life forms and document their physiology and behavior
  • Collect exo-DNA, vital to genetic science and human adaptation to life in the stars 
  • Identify and survey environments suitable for human settlement and development
  • Search for intelligent life and alien cultures; and if found, establish contact with goodwill
  • Don’t get killed.
 
AWAY TEAM has three modes of play:
  • The solitaire campaign game provides an epic, interconnected, narrative experience for one player across seven star systems, providing over 80 hours of play time, exploration, and plot-twists.
  • The solitaire star system game provides one player with a repeatable play experience commanding one Pandora voyage to a single star system. You set the experience level of your crew and the danger level of each voyage.
  • The 2-player game puts players in command of competing away teams from Pandora in a voyage to a single star system—also a repeatable play experience.

Forty years ago, John Butterfield designed The Voyage of the BSM Pandora, the ground-breaking solitaire paragraph-driven game for SPI. Now John takes his branching narrative game concept into a new dimension with Away Team: The Voyages of the Pandora

The core of the game is a new book of 1,000 interactive passages, enhanced by:
  • Seven star system boards, each with several exploration sites
  • Surface maps depicting different alien landscapes for the away team to explore
  • Illustrated crew cards with attributes and skills of the people and bots aboard Pandora at various levels of experience
  • Illustrated encounter cards, each a mini-story with multiple possible outcomes
  • Voyage cards that trigger events in space and the surface, as well as surprise checks, encounter analysis, and attempts to heal and repair crew and equipment
  • Discovery Tiles that provide findings and challenges to supplement primary encounters


In a typical Away Team “planet drop” you will:

  • Survey the site for a location with potential life and favorable exploration conditions
  • Choose people, bots, and tools for the team, based on their attributes and gravity limits. Will the surface rover vehicle be helpful in the terrain?
  • Launch the Cricket lander from Pandora to the surface. Let’s hope this landing is smoother than the last debacle.
  • Debark the away team on foot or in the rover and commence movement and exploration
  • Draw discovery tiles, based on the abilities of your team and the alien features of the site. That fungus looks interesting—oh wait, it’s moving.
  • Draw encounter cards, each an interaction with a life form or phenomena requiring several strategy decisions with multiple outcomes. The creature appears to be signaling us; should we engage with it, take readings from a distance, or run for our lives?
  • Expend supply as you go. Can we risk examining these crystals, or should we get back to the Cricket while we can still breathe? Too bad that detour around the sword grass cost us precious time.
  • Collect data, incur damage, become terrified, get eaten
Join Pandora’s away team and explore the galaxy, one fraught decision at a time.


Components:

  • One 22” x 17” mounted game board, two-sided
  • Twelve 8.5” x 11” Environ Maps, two-sided
  • Four 5.5” x 8.5” Star System maps, two sided
  • 240 playing cards
  • 50 status cubes
  • Two sheets of premium counters, various shapes and sizes.
  • One rules book
  • One 92-page passage book
  • One training mission booklet
  • Four player aid cards, two sided
  • One custom 6-sided die and one standard 10-sided die
  • One draw bag
  • 4” box and lid

Number of Players
: 1-2


Game Designer and Writer: John Butterfield
Writers: David Spangler and Douglas Sun
Game Developers: Jason Carr, Kai Jensen, and Julie Butterfield
Graphic Designer: Mark Simonitch
Illustrators: Javier Bahamonde, Kurt Miller, and John Butterfield
Publisher GMT Games

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