The Daily Dice Podcast

Space-Off is a new party game for 4-10 players that is actively in development and expected to be released in 2025. Our own Tuck describes it as a "better version of Quelf" and involves two teams competing against each other to collect spaceship parts by completing a variety of silly and challenging tasks. Join us as we preview your newest Party Game obsession!

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Speaker 1:

Welcome back to the Daily Dice podcast.

Speaker 2:

So we've gotten a lot of buzz about this new party game, Space Off. And from your notes, it sounds like, well, a unique experience to say the least.

Speaker 1:

Yeah. It's definitely diff

Speaker 2:

actually got to play it at Gen Con.

Speaker 1:

Right? I did. Yeah. Got to try it out at Gen Con. Bunch was crammed in the first exposure play hall.

Speaker 2:

I can only imagine.

Speaker 1:

Nobody really knew, I think, what we were in for.

Speaker 2:

Well, that's the beauty of those playtesting halls. Right?

Speaker 1:

It's true. Let's just say a lot of laughter, some interesting foam cube architecture happened, and maybe a little, friendly sabotage along the way.

Speaker 2:

Now you've got to tell me more about these foam cubes. But first, set the stage for us. You described this as, quote, quelf, but better bold claim.

Speaker 1:

It's a tough act to follow. Queelf is a,

Speaker 2:

A certain kind of energy for sure.

Speaker 1:

Exactly. It's got a very specific niche.

Speaker 2:

For those of us who haven't had the, shall we say, pleasure, walk us through the Queelf experience.

Speaker 1:

Oh, well, imagine, like, if you had to explain to an alien what weird means. Right? Use Queelf as the example. It's all about ridiculous actions and just, like, totally unexpected challenges.

Speaker 2:

So less about strategy, more about embracing the absurd.

Speaker 1:

Oh, yeah. Definitely. You just have to kinda throw your inhibitions out the window, which, you know, not always a bad thing.

Speaker 2:

Sometimes you need a little push.

Speaker 1:

Exactly.

Speaker 2:

Alright. So we get it, Quelph. It's fun. It's weird. But where does better come in?

Speaker 2:

What does Space Off do differently?

Speaker 1:

So Space Off, it takes that chaotic energy.

Speaker 2:

Right.

Speaker 1:

Right. But it ditches the trivia, which means, like, anyone can play.

Speaker 2:

Ah, so it broadens the appeal that way.

Speaker 1:

Exactly. You don't need to know, like, random trivia about eighties sitcoms to have fun.

Speaker 2:

More about quick thinking, less about obscure knowledge.

Speaker 1:

Exactly. And, of course, you know, there's always that element of trying to, outsmart your friends.

Speaker 2:

That's the best part of any good party game.

Speaker 1:

Oh, absolutely.

Speaker 2:

So we've got this high energy, no trivia game. Where does it take place? Because I see Upiter in the notes here.

Speaker 1:

Oh, yeah. We haven't even gotten to the planet yet.

Speaker 2:

Tell me everything.

Speaker 1:

Well, the game's set on this planet, Upiter, and it's full of these, these aliens called the Oo, and they are something else.

Speaker 2:

I bet. They're not your typical little green men, are they?

Speaker 1:

Not even close. Think, like, way weirder. Each one has their own, like, whole deal going on.

Speaker 2:

Alright. Now you've got me really curious. Before we dive into the Oo and their, whole deals, let's zoom out for a sec. What's the objective of Space Off? What are we actually trying to do in this game?

Speaker 1:

Alright. So, basically, you've got 2 teams of, like, space explorers, and they crash land on Jupiter.

Speaker 2:

Sounds rough already.

Speaker 1:

Yeah. They need to get their hands on parts to fix their ships so they can, you know, get home.

Speaker 2:

Makes sense. You'd think there'd be a galactic triple a or something.

Speaker 1:

Right. But here's the thing. The Oh, they have what you need, but they're not into money.

Speaker 2:

Of course not. What good is space cash to an Oh?

Speaker 1:

Exactly. They've got this whole barter system going on, but it's all about, like, weird, hilarious challenges. You gotta kinda earn the respect or at least make them laugh to get what you need.

Speaker 2:

So it's like high stakes negotiation, but instead of briefcases of cash, it's, what, wacky antics?

Speaker 1:

Exactly. You're using your wits, your skills, maybe a few foam cubes. It's a whole thing. It's a whole production.

Speaker 2:

I can only imagine the things you have to do to barter with an alien.

Speaker 1:

Oh, you have no idea.

Speaker 2:

Speaking of, you mentioned different types of oo, each with their own, let's say, style when it comes to these challenges.

Speaker 1:

Oh, yeah. They're, like, totally unique.

Speaker 2:

Where do we even begin with this motley crew?

Speaker 1:

Well, you've got 4 main types to watch out for, the curse, the tough, the wits, and, the the Gotcha.

Speaker 2:

The wit you.

Speaker 1:

Gotcha, g o c h y a.

Speaker 2:

Okay. That's a choice. Alright. So we've got curses, tough guys, wits, and the mysterious Gotcha. Let's break these down 1 by 1.

Speaker 2:

First up, the curse, what makes these guys tick?

Speaker 1:

Oh, the curse. They're all about, like, throwing a wrench in your plans.

Speaker 2:

Literally. What are they throwing wrenches?

Speaker 1:

Oh, not literally. It's more like they're the kings of the curve ball. Right? They love to hit you with these, like, special conditions you have to follow for, like, 3 whole turns.

Speaker 2:

Oh, so they're the rule benders, the chaos agents.

Speaker 1:

Exactly. And if you don't follow their rules, well, let's just say the Uozho take their games very seriously.

Speaker 2:

Okay. So there are consequences for disobedience. I like it. Give us an example. What kind of conditions are we talking about?

Speaker 1:

Alright. Picture this. You're in the middle of this high stakes negotiation for spaceship parts. Right? And suddenly, you have to narrate every single action your team takes, like, in this booming announcer voice.

Speaker 2:

Oh, that's just mean. I can see it now. They reach for the foam cube. Their fingers tremble with anticipation.

Speaker 1:

Exactly. Or how about this? You have to repeat everything someone says, but in a ridiculous voice.

Speaker 2:

Oh, no. Not the ridiculous voice. I can already hear my friends now. This is gonna be brutal. What else what other forms of torture did these curse cook up?

Speaker 1:

Well, there was this one that really threw me for a loop. Complete silence. For 3 whole turns, you're not allowed to make a single sound.

Speaker 2:

Oh, the silent treatment. That's just evil. I can only imagine the frantic hand gestures, the desperate attempts at charades. Did anyone actually manage to pull it off?

Speaker 1:

Let's just say it involved a lot of miming and more than a few frustrated groans. Remember, breaking character means losing out on those precious spaceship parts.

Speaker 2:

So there's a real strategic element to it. Do you risk going all in on the silliness, or do you try to play it safe and risk the ooze raft?

Speaker 1:

You gotta find that balance.

Speaker 2:

Right? Embrace the chaos, but don't throw away your chances of escaping Upidar.

Speaker 1:

Exactly.

Speaker 2:

Alright. So we've covered the Kurz, the masters of mayhem. What about the tough? Your notes mentioned something about foam cube tower building.

Speaker 1:

Oh, yeah. The tough. They're a whole different breed.

Speaker 2:

Uh-huh.

Speaker 1:

Think less mind games and more physical challenge.

Speaker 2:

Yeah. So if the curves are about messing with your head, the tough are all about putting your physical skills to the test.

Speaker 1:

You got it. We're talking speed, reflexes, hand eye coordination, that sort of thing. And the foam cubes, let's just say they became a very hot commodity.

Speaker 2:

Okay. You've officially piqued my interest. How does foam cube tower building even work in a game about aliens and spaceships?

Speaker 1:

So imagine this. You've got, like, 8 adults all hopped up on space adrenaline, fighting over a pile of foam cubes Mhmm. Trying to build the tallest, most structurally unsound tower imaginable.

Speaker 2:

Sounds like my kind of party. But wait, there's more to it than just building. Right?

Speaker 1:

Oh, there's always more with the oh. Like to keep you on your toes. There was a whole dodging and deflecting element too. It was like intergalactic dodgeball Mhmm. But with foam cubes instead of, you know, actual balls.

Speaker 2:

Mhmm. Foam, cube, dodgeball. I am so there. Okay. This is already sounding way more action packed than your average quelft game, but we've covered the rule benders and the athletes.

Speaker 2:

What about the brainiacs? Tell us about the wits.

Speaker 1:

The wits. Now these guys, they're the brains of the operation. Their challenges are all about mental agility, like how fast can you think on your feet? How's your vocabulary?

Speaker 2:

So if the tots are testing our reflexes, the wits are all about those brain bending puzzles.

Speaker 1:

Exactly. Think logic puzzles, word games, maybe even a little bit of code breaking. You gotta be sharp to impress these guys.

Speaker 2:

Give us an example. What kind of mental gymnastics did you have to perform in the name of spaceship repair?

Speaker 1:

One of the wits' challenges involved, like, deciphering the ooze language.

Speaker 2:

Oh, no. Not alien linguistics.

Speaker 1:

Oh, it wasn't too bad once you got the hang of it. It's basically a combination of logic puzzles and wordplay. They give you these symbols, and you have to figure out what they represent based on, like, clues and context.

Speaker 2:

So it's like Sudoku meets Rosetta Stone.

Speaker 1:

Something like that. It definitely kept us on our toes.

Speaker 2:

I bet. It sounds like you have to be firing on all cylinders to survive around with the wits, but we haven't even touched on the last group of, oh, the Gotcha. They sound especially mischievous even for aliens who barter in foam cubes.

Speaker 1:

Oh, the Gotcha. They're in a league of their own. They're all about stealth, deception, you know, keeping you guessing.

Speaker 2:

So they're like the spy masters of the Oo World with a touch of, like, crankster energy?

Speaker 1:

Exactly. See, their challenges are shrouded in secrecy. You don't know what you're actually supposed to be doing until you complete, like, this hidden mission.

Speaker 2:

So you're trying to figure out the rules while you're playing the game?

Speaker 1:

Yeah. Basically. Keeps everyone on their toes.

Speaker 2:

That's wild. Okay. I gotta know. Give me an example. What kind of top secret missions are we talking about here?

Speaker 1:

Or imagine this. You're trying to, like, subtly swipe phone cubes from the center of the tape right right under your opponent's noses.

Speaker 2:

Okay. High stakes, foam cube espionage. I'm listening.

Speaker 1:

Or and this one this one had us all cracking up. You might have to, like, trick someone on the other team into correcting your pronunciation, but, like, without them realizing they're helping you win a challenge.

Speaker 2:

Oh, that's devious. Psychological warfare disguised as a party game.

Speaker 1:

Pretty much.

Speaker 2:

I love it. It sounds like Space Off really keeps you on your toes. Did you ever find yourself, like, juggling multiple challenges at once?

Speaker 1:

Oh, all the time. You're constantly strategizing, adapting, you know, trying to outwit your opponents.

Speaker 2:

And all while trying to maintain a straight face while your friend acts like a mime for 3 turns.

Speaker 1:

Exactly. It's controlled chaos, but, like, in the best way possible.

Speaker 2:

Sounds like it. Now, you did mention this was still in development. Right?

Speaker 1:

It was. Yeah.

Speaker 2:

Were there any areas where you thought, needs a little more Oopin or magic?

Speaker 1:

Oh, for sure. The great thing about playing these games in development is you get to, you know, offer feedback. For me, the ending felt a little abrupt.

Speaker 2:

How so?

Speaker 1:

Well, you're, like, so caught up in this whirlwind of challenges. That's right. And then suddenly, it's over.

Speaker 2:

Yeah. I can see that. You build up all this anticipation, all tension, and then boom, back to reality.

Speaker 1:

Right. It needs, like, a slightly more dramatic resolution, I think. Maybe a final showdown for those coveted spaceship parts.

Speaker 2:

A grand finale would definitely be a nice touch. Anything else.

Speaker 1:

They could also use a few more tie breaker events. We had, like, a couple games end in a tie.

Speaker 2:

Oh, yeah. Tiebreakers, important but often overlooked.

Speaker 1:

Right. And the tiebreakers they had, they were fun. Don't get me wrong. Just, you know, a wider variety would keep things fresh.

Speaker 2:

Tiebreaker fatigue is a real threat even in space.

Speaker 1:

Tell me about

Speaker 2:

it. But it sounds like, overall, these are pretty minor tweaks for what's shaping up to be, honestly, a pretty stellar game.

Speaker 1:

Oh, for sure. And the creators, they were so enthusiastic, so receptive to feedback. It's clear they're passionate about this game.

Speaker 2:

I love to hear that. Alright. Well, expert speaker, you've officially got us hooked. Any last words of wisdom for our listeners before we launch them into the wild world of Space

Speaker 1:

Off? Just this. Embrace the weird. Don't overthink it. Oh, and maybe practice your foam cube aim.

Speaker 1:

You're gonna need it.

Speaker 2:

Words to live by. So listeners, as we eagerly await the launch of Space Off, here's something to ponder. If you found yourself stranded on Upater, what unique skill or talent would you use to win over the Upper? Let us know. Until next time, keep exploring.

Speaker 2:

And

Speaker 1:

in the meantime, we would love to hear your thoughts or suggestions for other games you'd like us to review. You can email us at dailydicepod@gmail.com.