FUSION: Space Combat

“Hiraku fuses with his Katana Class D Starship. In less than seconds, his consciousness spreads across 300 million tonnes of fuselage, cargo bays and bulkhead. Physical boundaries dissolve as fists became weapon bays, legs the dark-matter powered Alcubierre Drive, and eyes expand into sensors scanning light years into the distance. As Hiraku tells us, “I’ve been a pilot for fifteen years and Fusion is still a rush.”

Titan Times Article, sourced from the Network 2280

Set in the 23rd century, pilots fly massive starships for competing agencies mining the invaluable material of Actium, found only in the Kuiper Belts of solar systems.

But these are starships with a difference. Instead of decks and cabins populated by crew, individual pilots with rare talent fuse their consciousness with these space juggernauts, issuing commands to travel, arm weapons and launch attack drones.

Now it’s your time to control an interstellar war machine or a freighter trying to outrun pirates. Take the role of a Fusion Pilot, command your ship and destroy your enemy.

Fusion is a tactical ship-to-ship combat game in which 2 players issue commands to their starships, with each command taking a specified amount of time. Players respond to each other’s commands, planning and countering each other’s attack and defence tactics.

The Fusion Boardgame will include everything you need to play over ten different scenarios including pilot profiles, command and tactics cards, scenario sheets, starship mats and a huge Combat Board.

You can read more about the history of the game world in The History of PRISE and FUSION technology and FUSION Pilot Training.

To read about how the game plays, read the following posts:

  1. Commands Cards in FUSION.
  2. Gaining and Losing Time in FUSION

Gaining and Losing Time

Akira and Hoshi’s Nuclear Magnetoplasma engines thrummed as they raced towards the asteroid and the precious actium claim. Neither wished to break interstellar law by activating their weapon banks and risking the interference of a Peacekeeper. However, that didn’t mean there weren’t ways to mess with your rival.

Akira planned to infect Hoshi’s engines with a virus but timing was everything. He needed to delay just long enough so that Hoshi couldn’t respond with her antivirus.  Waiting… waiting … Now!  The sudden noise and light stunned him.  When his senses cleared, he realised he’d missed his opportunity.  Hoshi had jammed his systems, and now his viruses were in Cooldown.

Continue reading Gaining and Losing Time

Command Cards in FUSION

Akira contemplated his situation.  It was not good.  He’d been caught unawares transporting his cargo, and the pirate Uki had almost finished him off.  Hiding in the asteroid field had helped, but Uki had caught up to him and her deadly guns were ripping him to shreds.  In addition, if Uki’s missiles struck home, he’d probably be dead.  Akira’s Anti-Missile Drones were in the air, but Uki’s fighters were ready to launch, and that would take care of that defence.  Akira had a couple of cards up his sleeve though.  He had a virus that would allow him to steal a missile or drones, and his own guns could offer some defence.  If he could survive the missiles, it was just a matter of evading the worst of Uki’s guns one more time, limping along to the Dark Cluster and jumping away.  Simple, really.

Welcome to Fusion: Space Combat, the game of starship combat in the 23rd century.  In this two-player game, each player takes on the role of a special pilot that ‘fuses’ their intelligence with an immense spaceship and issues commands to their craft. You and your opponent go head to head, attempting to destroy each other or racing to deliver minerals to powerful conglomerates, all the while avoiding pitfalls such as asteroids, gravity wells and electric storms.

Continue reading Command Cards in FUSION

Why Game Art and Graphic Design need to be tested as much as Mechanics

There’s a fundamental principle of graphic design and art in board game design: once gameplay starts art and graphic design should become invisible.

Continue reading Why Game Art and Graphic Design need to be tested as much as Mechanics

Designing a game – does it ever end?

You’ve designed a game. You’ve tested it against yourself 100+ times. You’ve press-ganged one or two people into being the initial playtesters and feedback group. The game is of course complete crap the first time they get involved, so you rightly blow up and redesign huge chunks of it. You test it against yourself 50+ times. That same group replay the game, because naturally you want to see if your changes have fixed the game. Of course they haven’t – what were you thinking?
Continue reading Designing a game – does it ever end?

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