2001: A Space Odyssey
- Designer: Phil Walker-Harding
- Publisher: Maestro Media
- Players: 3-5
- Age: 10+
- Time: 30 minutes
- Amazon affiliate link: https://amzn.to/3HvauWF
- Played with review copy provided by publisher
In 2001: A Space Odyssey | The Board Game, players must fight to survive as HAL sabotages the mission to Jupiter. One player controls the malevolent HAL, while the rest of the crew works together to outwit the AI and shut it down in a 1-vs-many format. HAL doesn’t play fair, and he’ll take multiple turns to wreak havoc on key systems. It’s up to the crewmembers, each with their own special abilities, to complete three logic sequences in the HAL Core and save the mission before it’s too late, that is, before HAL terminates any three systems or the life support goes down.




Alison Brennan: Game Snapshots – 2025 (Part 18)
One of the notable differences between normal gaming conventions and the Gathering is the number of high profile designers walking around and the relatively high proportion of prototypes on the tables be they works in progress, or close to final and being shown off to publishers, or being spruiked to build word of mouth. Well, the days of me fawning over designers are long over and to be honest I try to avoid playing prototypes. I don’t want to waste time on a half-baked idea needing serious tweaking, I don’t want to be responsible for ideas to improve things, I like playing with nice components, and I don’t particularly get a kick out of being ‘first’ to play something before it’s released.
However it seems almost inevitable that you’re going to be sucked into a few (because that’s what’s on offer as you’re wandering around) and I tried to tackle them with good grace and responsibility. The good news was that they were all decent, which probably isn’t that surprising given the track record of the designers there. Mind you, there was nothing that set my mouth frothing in anticipation either. And while some prototypes were a bit rough and ready, there were others that were indistinguishable from produced games so good were the components. Anyway, I felt I did my bit, helped shared the load, but I was always happy to get back to the ‘real’ stuff once done.
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