Galactic Scoundrels

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My son and I just got back from the local tabletop game store (which rules, by the way), where we hung out at the kickoff party for Galactic Scoundrels, created by a local game company we backed on Kickstarter a few months ago.

It’s a storytelling game played with cards, dice, and (in our case) an appreciation for fart jokes. You’re collaboratively creating the dumbest or weirdest or bawdiest space western you can come up with. The game benefits immensely if you commit to either creating an over-the-top story or becoming a cartoonishly Randian scumbag.

Everyone in the game plays at being an off-brand Han Solo. You’re a space pirate with a ship that starts out as cheap crap and a moral code that hopefully ends up the same way. You try to bluff your way into a job (smuggling, theft, etc.) for some quick cash. If you get it, you do your best not to screw it up. While everyone else tries to screw you. Unless they’re trying to help you. For a price. Assuming they aren’t lying. Which they probably are.

It was me and my 11-year-old boy playing with an eighth-grader and one of the store’s employees, and we were all friends by the end of the first round. We faced everything from black holes to wormholes to a-holes to awkward sexual tension. We had only our guns, our wits, some bribing cash, and not a little bit of smarm to help us. Sometimes we could face a problem head on, sometimes we had to jettison unstable cargo or use a paying passenger as a human shield.

And we laughed. We laughed a lot. This thing was made for parties. It’s silly and funny and things are perfectly structured so the storytelling experience can fall anywhere on the spectrum from PG to Pornhub, depending on the crowd.

So far I’ve noticed only two weaknesses that really aren’t. One is that our first game, playing all three “episodes”, took well over an hour, so a full game isn’t quick. It feels like that’ll speed up as everyone gets familiar with the rules, though. And you can always play just an episode or two or use special “house rules” to accelerate things if you want to keep it to 30 minutes or less.

The other is that the biggest strength of the game is also its potential weakness: the story. The mechanics are fun enough, but the reason I’m bothering to write about the game at all its storytelling aspect. If you’ve got a group doing paint-by-numbers plots where the hacked data you’ve made off with is “spy secrets”, you won’t have as much fun. But if you’re playing with people who’ll imagine the data is the galactic president’s browser history, you’re going to have a ball. Story is such a big part of it that I didn’t care who won. I just wanted to see what happened next.

Right now I don’t know how to buy if you aren’t a backer and don’t live in central Arkansas, though you may be able to buy from Game Goblins’ site (the first link up top). I’m sure the creators would be delighted to help you if you contact them. They’re delightful nerds who made a delightful nerd game that made my entire weekend. I can’t imagine they’d be anything less than helpful. Here’s hoping this will be a springboard to even bigger successes for them.