Process
I made a happy discovery when I began designing Dark Moon: Shadow Corporation: Expansions are so much easier to design. The core system was set in stone and had been proven to be successful, so I simply needed to iterate on top of it. I immediately discovered why designers like Alan Moon and Donald X. Vaccarino put out a seemingly endless stream of expansions for their popular designs. When the development time is as much as 80% less than creating a new game from scratch, it’s not hard to see the appeal of creating five expansions in the time it takes to design one new game.
I had two central design goals when I designed Dark Moon. The first was to create a similar experience to its spiritual big brother, Battlestar Galactica, but in a third of the playtime, and the second was to ratchet up the paranoia and mistrust between players as quickly and intensely as possible. When I sat down to design DM:SC, I didn’t just want to preserve those two goals, I wanted to improve upon them. To that end, DM:SC both shortens the playtime without sacrificing any of the gameplay as well as amplifies the mistrust that players experience. If you experienced a lot of finger-pointing during games of Dark Moon, be prepared to point twice as many fingers when you add in DM:SC.
Theory
I’ll let you in on a little secret: I hate that Infected players can publicly “reveal” themselves in Dark Moon. In my designer heart of hearts I never wanted to give players that option. The fun of the game comes from the paranoia and mistrust which, let’s be honest, pretty much evaporates when all of the Infected players have publicly revealed. “If you’re Infected and you played poorly and the other players quarantined you and took you out of the game, too bad! Play better next time!” That was never going to work, however. If a new player (especially one that wasn’t great at lying) was dealt an Infected card, it wouldn’t be much fun for them if they were chucked into quarantine 10 minutes into the game simply because they didn’t have a convincing poker face.
Unfortunately, this means that some Infected players jump the gun and reveal themselves early when they really shouldn’t. Those shiny Infected actions are just too tempting! And the players don’t realize I included those in the game as a release valve, not as a viable strategy (and why should they?).
So for DM:SC I wanted to correct that behavior, which led to the evacuation ship.
Thematically, the evil corporation Naguchi-Masaki has heard about the pathogen spreading across their mining colony and they want a sample of it for their weapons division. They have “helpfully” sent an evacuation ship to Titan hoping that an Infected miner will get on board. The ship, however, has a limited number of seats, so only a few players can actually get on.
Mechanically, players can vote one another on and off the ship, and once it’s full they can vote for the ship to take off. As soon as the evacuation ship takes off, the game immediately ends and players check the status cards of everyone who was on the ship. If everyone on the ship is Uninfected, the Uninfected team wins, but if a single Infected player managed to sneak onto the ship then the Infected team wins. This means that Infected players cannot reveal themselves early, since it would be simple for the Uninfected team to use their voting power to load themselves onto the ship and take off.
The evacuation ship is easily the proudest I’ve ever been of a design mechanism. It accomplished all of my design goals in one fell swoop:
Shorter playtime: Since the game ends as soon as the ship takes off, sessions can be even shorter now without sacrificing any of the fun. Ending the game early and watching each player that was on the ship slowly flip over their status card is an amazing climax to the game.
More paranoia: If you thought it was easy to point fingers in Dark Moon before, wait until people start voting one another onto the evacuation ship! It easily adds paranoia on top of paranoia.
De-incentivize early Infected reveals: Infected players are incentivized to stay hidden as long as possible now. Publicly revealing themselves isn’t a path to victory now, but to defeat, as the Uninfected team will just hop on the ship and take off.