Good Help

2010

Good Help

After completing an evil doctorate, players return to their hometown to build monsters and unleash them on the town. Assistants collect body parts, purchase supplies, and earn money, while competing assistants can steal what they carry. Each assistant has personal vices that may lure them away, causing them to sell or drop their goods. The first player to have a monster destroy five buildings wins. Alternatively, players can send their monsters against one another, with victory going to the last monster standing.

Players
3–6 best 4
Playing time
90 min
Age
12+
Complexity
2.3 / 5
Roll / Spin and MoveSet CollectionDice Rolling

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Game facts (players, playing time, age, credits) from BoardGameGeek.