How to Play

Space Alert

1-5 players 30-30 min 7.4 Board Game Geek Rating

Teams of spaceship crew members must survive a frantic 10-minute real-time mission while scanning dangerous galaxy sectors. An audio soundtrack announces incoming threats like enemy ships, monsters, and system malfunctions. Players simultaneously coordinate movements, weapon firing, and repairs across their vessel. Victory requires teamwork to successfully defend the ship and complete the hyperspace jump back to safety.

Published 2008

Space Alert

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select player count
The game accommodates 1–3 players with a strictly-enforced "No Androids Allowed" policy
2
Assign crew roles
Choose colors and designate a Captain, Communications Officer, and Security Officer
3
Prepare action boards
Use only the Action Board numbered 1–7 and the 2-lined side of the Mission Steps Board
4
Position crew members
Place the Captain on the bridge (upper red station), Communications Officer in the lower blue section, and Security Officer in the lower red section
5
Deploy battlebots
Place deactivated battlebots in the upper blue section storage to balance the ship
6
Set energy levels
Put 1 energy on each of the two shields and 2 energy on each reactor
7
Distribute fuel
Each reactor gets 1 fuel capsule
8
Prepare light lasers
Each light laser has its own yellow block on its power pack
9
Load rockets
Put 2 rockets in the lower blue section
10
Place maintenance markers
Put 2 grey cubes over the computer
11
Set up trajectories
Arrange 2 external threat trajectories and 1 internal threat trajectory
12
Prepare damage tiles
Use only red and blue damage tiles, removing gravolift damage tiles (5 tiles per color; ship takes only 6 hits before destruction)
13
Deal action cards for 3 players
Deal each player 12 action cards: 6 face down on positions 1-3 and 6 face down on positions 4-7
14
Deal action cards for 2 players
Deal 13 action cards: 7 on positions 1-3 and 6 on positions 4-7
15
Deal action cards for solo
Deal 14 action cards: 7 on each phase
16
Apply threat handicaps for missions
Give each new threat 1 damage block per 3 hit points (rounded down); reduce threat speed by 1 if speed is 3 or more (except T+4 threats); cap shields at 3 (or 2 for solo/two-player)

On Your Turn

What you can do during your turn.

1
Plan actions
Play action cards face down with movement or action half oriented to the top
2
Use movement cards
Blue arrows move right, red arrows move left; gravolifts move between upper and lower decks with potential delays
3
Fire heavy cannons (A button, upper deck)
Uses 1 energy from reactor, deals 4 damage at maximum range of 3
4
Fire light lasers (A button, lower deck)
Uses its own yellow block energy source, deals 2 damage at maximum range of 3
5
Fire pulse cannon (C button)
Draws 1 energy from red reactor, deals 1 damage to threats in both zones at range 2
6
Charge shields (B button, upper deck)
Transfer energy from reactor to shields; each shield absorbs up to 2 damage
7
Refuel reactor first time (B button, lower deck)
Consume the fuel capsule and fill reactor to maximum 4 energy
8
Transfer energy subsequent times (B button, lower deck)
Transfer 2 energy from the other reactor through the connecting wire
9
Launch rockets (C button, lower blue)
Places rocket on track; rocket moves after compute damage turn, deals 3 damage at range 2
10
Maintain computer Phase 1 (C button)
Move one grey cube to the Phase One Check Step at the beginning of the 2nd line
11
Maintain computer Phase 2 (C button)
Move the remaining grey cube to the hyperspace jump step
12
Activate battlebots (C button, upper blue)
Activate or repair battlebots; command them by placing a battlebot action card
13
Perform solo double action
Once per phase, play 2 cards face up overlapping; resolve sequentially top to bottom (cannot combine with heroic action)
14
Respond to Incoming Data
Every player draws a card; solo players draw a card
15
Respond to Data Transfer
Any player may pass a single card to another; solo players draw a card
16
Observe Communications Down
Players cannot talk or plan; solo players cannot touch action cards on action board
17
Handle external threats
Place threats announced for Zone Red on Red Zone Trajectory; threats attack only their zone
18
Handle internal threats
Interpret Red or White zones as Red zone threats on appropriate deck

Winning

How to claim victory.

1
Survive the mission
Keep the ship intact for 5 minutes (7 action turns across 2 phases)
2
Maintain computer in Phase 2
If grey cube is not on hyperspace jump step at mission end, hyperspace systems fail and mission is lost
3
Avoid Phase 1 delay penalty
If grey cube is not at Phase One Check Step when Phase 2 begins, all players are delayed for Action 4
4
Prevent zone destruction
Each zone has 6 hit points; if either zone is destroyed, the mission fails
5
Calculate score for surviving crew
Total trophies from destroyed threats minus total ship damage (most damaged zone not counted twice)
6
Apply knockout penalties
Subtract 2 points for each knocked out player and 1 point for disabled battlebots
7
Apply position penalties
Subtract 1 point if two players end in same room; subtract 3 points if all three players end in same room
8
Earn campaign bonuses
5 points for completing two consecutive missions each scoring above 5; 10 points for three consecutive missions each scoring above 10
9
Repair between campaign missions
Ship gets 4 repair points regardless of crew size; 1 repair point revives each knocked out player

watch & Learn

Let the pros teach you with these top videos.

Jogos de Tabuleiro | Space Alert (Unboxing)

Jogos de Tabuleiro | Space Alert (Unboxing)

Instructional

Space Alert - Star Trek Fans aufgepasst: Echtzeit trifft auf Progammierung - Regeln und Review - 4K

Space Alert - Star Trek Fans aufgepasst: Echtzeit trifft auf Progammierung - Regeln und Review - 4K

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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