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You can usually count on sci-fi shows to do at least one crash episode. This usually involves allied crewmen or crewmen with enemy crash survivors working together toward common goals on a planet with a hostile environment or critters. These episodes usually have the survivors Macgyvering equipment or their ships (possibly combining ships) to signal or leave the planet before a time critical and dire circumstances occur.
This brings us to today’s review, Oh No, We Crashed! from Edition Spielwiese. This is a real-time cooperative game where players will flip tiles to repair their ship before the timer and air runs out. Oh No, We Crashed! is for 3-6 players and usually takes about 2-5 minutes.
Game Overview:
Oh No, We Crashed! has simple setup and it varies by planet. The spaceship standee is placed in the middle of the table; the system cards are placed face up around the ship and then component cards are placed face down around the component cards. The timer is then set by player count and players read the special rules (if any) on the planet the players crashed.
Players are now ready to play and shout: “Oh No, We Crashed!” and begin the timer. The are no turns or rounds but players will flip component cards as quickly as possible trying to find the match on the system cards. Each system card requires 3 components, and each player may only hold 2 components (1 in each hand).
Players may put unmatched component cards back to the table face up (in the basic rules) and draw another, and repeat as needed. Once a system has three matching components, then players flip that system upside down with its 3 components.
Players will win if they complete all the system cards before the timer runs out, and lose and run out of air if not.
It’s important to note that new components, systems, and special rules are added as players try new planets included in the Hitchhiker’s Handbook.
We’re set-up and ready to start the timer and see if we can find all the necessary components to fix our systems.Game Experience:
Oh No, We Crashed! rules are simple and straightforward. The hardest thing to remember (or honor) will be the special rules for the different planets. This simple rule set makes Oh No, We Crashed! a rather light, filler game that players will master quickly. Also, this game comes in a small box game, making it incredibly portable with a medium table presence that you can play on most surfaces (just be sure its clean so tiles flip easily).
Special rule spoiler: sometimes you might find hungry aliens hiding with your components.I think the best component of Oh No, We Crashed! is the Hitchhiker’s Handbook. This booklet gives a brief description of each planet (15 in total) and outlines a light campaign from planet 1 to 15 (and rules to make your own). The first two planets in the handbook are basically tutorials to help players learn the game. The handbook lists each new planet that will add a new or multiple special rules, which increases the difficulty, and it will become more challenging to meet your goal before time runs out. I really feel that Hitchhiker’s Handbook is the heart of Oh No, We Crashed! and is a great blend of humor and instruction.
I think the last thing to note is that Oh No, We Crashed! is a real-time game, and I would consider it a gateway game. I say this because it’s again silly and chaotic fun that all gamers, new and old, might like. It’s really a gateway game because it’s not the deep end of real-time games that a newer or younger game could try out and see if they like this type of game. I think younger and newer games will get more plays of this one because some of the special rules might be unique to them, but a seasoned gamer might tire of it faster, hence another reason this feels more like a gateway game.
Unique components you will find when searching.Now, what I didn’t like about Oh No, We Crashed! is that some planets add special rules (multiple ones at times), but the one I loathed was the “night” which is a memory type mechanic. This has players place components back face down instead of up. When my kids were young, we played a ton of memory-type games, and I was not much of a fan of those games then or now. I totally get it for Oh No, We Crashed!, that this is great for younger gamers, but I do not have the brain or patience any longer for this mechanic, so I’m not a fan.
The last thing I want to note is like most cooperative games you really need good teamwork, and the right people who are willing to play Oh No, We Crashed! Good communication is essential, and everyone needs to be engaged in the game to meet the goals of each planet. If you must coax player(s) to play this game, then don’t play Oh No, We Crashed! because it will reduce the experience and save everyone from wasting their time.
Final thoughts:
The premise of Oh No, We Crashed! is silly, that you’re potentially crashing on 15+ planets and trying to beat the clock. That’s ok because it’s easy to learn and is a fun gateway game that doesn’t take itself too seriously. Plus, most gamers will love the Hitchhiker’s Handbook because it outlines each planet, gives suggestions on how to make your own, and has some fun descriptions of each planet to set the mood for that game.
Now, what holds back Oh No, We Crashed! is including a memory special rule “night” that has you place back components face down instead of up, which I’m not a fan of, and that you really need the right players to play this game, otherwise it lessens the experience and can waste your precious game time.
Final Score: 3 Stars – A fun, light cooperative game that would be a great real-time gateway game for players to try and get their feet wet with.
Hits:
• Easy, fast gameplay & portable
• Hitchhiker’s Handbook
• Real-time gateway game
Misses:
• Memory special rules
• Need the right players

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English (US) ·