-By Outbound-
-By Outbound-
Grab a bite at the Skeld Cafe, a quick service with a twist. After ordering and picking up your food, you can sit at the Skeld's Cafe and play a real-life game of "Among Us" while you eat!
Every 30 minutes, a real-life game of "Among Us" is held while guests eat. Here's how it works.
Each table has been assigned the role of "Detective". There are nine characters: Red, Orange, Yellow, Green, Blue, Purple, Pink, Black, and White. Of these nine, seven are innocent crewmates seeking to complete their tasks aboard the Skeld. But two are impostors: villainous fiends pretending to be crewmates, and who will stop at nothing to seize control. Assignments are random: there is a new set of impostors every game.
Our goal is to determine which of the nine are the two impostors before they manage to kill all the innocent crewmates. We are at a disadvantage: whereas the impostors may kill a crewmate at a moment's notice, we have to wait until a meeting to vote off, by majority decision, one of the characters. Take these meetings seriously, as the last thing you want is to unintentionally help the impostors by voting off an innocent!
Lined along the windows of the cafe and the interior balconies above the cafe are eleven "task rooms". A screen of each room turns on, showing one of the nine characters walking in animatedly. They will complete a "task", visually shown as a game of some kind, for 10-45 seconds before leaving the room and going to another task. Crewmates do not return to the same task twice, but after several rounds, impostors may. Sometimes a character does not go to a task at all. The chance of this happening is equal for both crewmates and impostors.
In addition to their standard spacesuits, all characters wear an iconic hat for color-blind guests to distinguish.
Kitchens: The Character creates a meal on the Skeld Cafe menu. A number of meals are coded in but all take the same time. (25 seconds)
Garbage: The Character collects the trash (25 seconds) or takes out the trash (10 seconds)
Airlock: The Characters cleans the airlock (20 seconds) or rewrites power to the airlock (10 seconds)
Weapons: The Character shoots incoming asteroids (25 seconds). There is a chance the character messes up this task, causing it to take 45 seconds.
Oxygen: The Character cleans the oxygen tank (15 seconds) or resets the oxygen tank (30 seconds)
Reactor: The Character refuels the reactor (15 seconds) or resets the reactor (45 seconds)
At random times, an impostor sabotages the reactor to have all screens disabled (except reactor). Red lights flash. Two crewmates (or impostors) must stand by the two rooms and fix the problem. This and the Electrical Sabotage are ideal times for impostors to kill, as no one has any idea who is where.
Shields: The Character fixes the shields (20 seconds) or rewrites power to the shields (10 seconds)
Electrical: The Character fixes the wiring (25 seconds). There is a chance the character messes up this task, causing it to take 45 seconds.
At random times, an impostor sabotages the lights to have all screens darkened. How long this lasts depends on if anyone is in Electrical or the Hallways
Comms: The Character dusts the unused room (15 seconds) or resets the communications mainframe (30 seconds)
Medbay: The Character takes a sample for research (20 seconds) or takes a scan to prove they are not the impostor (10 seconds).
Of these, the Medbay Scan is the most useful task for us detectives. Unfortunately, only three of the seven crewmates will take the scan, presuming they live long enough to prove their innocence.
Overall, crewmates spend about 50% of their time at tasks, and the other 50% "walking" between rooms. While walking, we don't see them, but they are always safe from death. The same for impostors, who can only kill while they are "walking" between rooms.
At seemingly random times, one of the screens goes to static for 5 seconds. When the lights return, there is a 50% chance the crewmates working there will be dead. This happens whenever one of the two impostors is also not at a task, so whoever wasn't working during the static is suspicious! But alas, it is not that easy... the impostors always time it so at least two of the innocent crewmates are also not at a task, if not more, when a killing is performed.
Now one of the tables must "report" the body. Do this by pressing the red button at the center of your table. If no tables report a body after a minute, the meeting begins regardless.
Animatronic statues slowly rise to the center of the room, above where we ordered our food. All the screens turn off, indicating everyone present is attending the meeting. Eight (or less, depending on the round) animatronics are here, on each corner of the octagon. The system is built so that regardless of what crewmate died in this round or before, only alive characters are represented at the meeting.
The animatronic statues are low-budget relative to the rest of the park, with more budget on major attractions than an interactive game played at a cafe. Nevertheless, the statues can turn, shake, and nod, providing the illusion of interaction. This accompanied by the silly, LEGO-like grunts gives a charming easy to understand interaction between the characters.
During the meeting animatronics have a "conversation", which usually consists of one character pointing at another character (claiming they are suspicious) followed by other characters either nodding or shaking to represent their opinions on said characters. Be careful, only once in a while do these claims mean anything. Your observations are much more important. The game informs each table it is time to vote by pressing one of the nine color-coded buttons, surrounding the report button. Majority rules, one vote per table. After 30 seconds of voting, a large screen of space shows the crewmate ejected, and whether or not they were the impostor.
This continues with a new vote every two minutes or so. The expected game runtime is 15-20 minutes, allowing for a short break before another game is held (with randomized impostors and crewmates).
Ultimately, this game is meant to be an added feature to the Cafe, and can be played actively or casually. Active tables might assign each person to watch an area and track who was where by each killing. They might track the scans and who returned to tasks they already completed to sniff out the impostors. On the flipside, casual tables are mainly interested in eating their food. They'll pay mild attention to the game and may choose to not vote at all. And you know what? That's fine. This is meant to be an optional, fun experience to add to your enjoyment at Future City. However you play, the goal is to have fun.