Unmatched Adventures: Tales to Amaze

2023 · Fantasy

Unmatched Adventures: Tales to Amaze

Players cooperate as pulp-era heroes to stop one of two cinematic villains—the Mothman or a Martian invader—each with a distinct battlefield and win condition. Villains pursue their objectives and deploy minions such as the Jersey Devil, Ant Queen, Loveland Frog, The Blob, Tarantula, and Skunk Ape, using scripted action cards and a simple targeting system to move and attack. Four new heroes bring unique playstyles: an inventor who channels electricity, a brawler who gains advantage from rear attacks, an early masked vigilante with potent effects, and a science detective with versatile gadgets. Components and characters can also integrate with other sets for competitive play.

Spillere
1–4 bedst 2
Spilletid
20–60 min
Alder
9+
Kompleksitet
2,3 / 5
7,8 på Ludoyafra 449,95 kr.Baseret på en romanKampPunkt-til-punkt-bevægelseVariable spillerkræfterKooperativt spil

På Ludoyas borde

Al statistik i Ludoya
238
Registrerede partier
168
Spillere
1h 7m
Gennemsnitligt parti
107
I samlinger
14
På ønskelister
3
Forudbestilt

7,8/10

fra 28 anmeldelser på Ludoya

  • Владимир Андреевич9,3

    Простая, но интересная игра. Кооператив, где игроки прикрывают друг друга и выполняют разные задачи для достижения цели, а не просто вливают урон в HP босса. Но главное, что любые ваши герои из других коробок, здесь будут к месту и никто их не будет банить. Веселье 5/5 · Взаимодействие 5/5 · Привлекательность 4/5 · Оригинальность 4/5 · Реиграбельность 5/5 · Доступность 5/5

    Ingen partier logget

  • Guillermo Rodríguez8,0

    1–4 Players Best 2 20–60 Min Age: 9+ Weight: 2.11 / 5

    Ingen partier logget

Læs anmeldelserne, og giv det en vurdering

Regelspørgsmål

Besvaret ud fra regelbogen af Ludoyas regelassistent.

When I attack a villain or minion, what card do I use for its defense?

Reveal the top card of that enemy’s deck as its defense card. Use its defense value and resolve the effect in the defense box, not an effect that applies only when attacking (p. 9).

Does an enemy take two actions like a player, and what happens if it can’t reach anyone?

No. It tries to attack once, moving if needed; if no hero or sidekick is within its move, it stays put and advances the threat marker by 1 (p. 10).

What does the threat level mean, and what happens when the marker reaches the end?

The threat level is the number printed beneath the marker’s current space. At the end of the track, the villain completes its objective; resolve that villain’s objective rules, then return the marker to the first space unless the game ends (p. 7).

When do we resolve the “End of round” effects?

After the last initiative card and all turns have resolved, resolve the end-of-round effects one at a time from left to right. Then shuffle the initiative cards to start the next round (p. 11).

After a maneuver, can I do anything besides moving?

Yes. After completing a maneuver, you may take the game-specific bonus: in Mothman, discard a card to activate a nearby bridge; in Martian Invader, remove one alien from a field bordering one of your fighters (pp. 12, 14).

What happens when an enemy’s Deception card is discarded?

Shuffle that enemy’s discard pile, including Deception, back into its deck immediately; this can happen even during an effect and cannot be canceled. If it happens during combat, keep the card being used in combat out of the shuffle until it is discarded (p. 9).

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