Teenage Mutant Ninja Turtles: Shadows of the Past

2016 · 映画/テレビ/ラジオがテーマ

Teenage Mutant Ninja Turtles: Shadows of the Past

TMNTコミックの世界を舞台にした、シナリオ主導のキャンペーンゲーム。1人のプレイヤーがシュレッダーを操り、他のプレイヤーはそれぞれ1人ずつタートルを担当します。プレイヤーたちは、IDWコミックをもとに展開する連続した物語を追いながら、60~90分のミッションを連続して攻略していきます。 タートル側のプレイヤーはミッションの合間にキャラクターを成長させ、能力、戦闘スタイル、装備を強化しながら、ケイシー・ジョーンズやアロペックスといった仲間をスカウトしていきます。ゲームの中心となるのは、協力して戦うこと、戦術的な判断、そして物語の進行。シュレッダー役のプレイヤーが指揮する敵の妨害を受けながら、チームは次々と強まる脅威に立ち向かいます。

プレイ人数
2–5 ベスト5人
プレイ時間
60–90分
対象年齢
14+
複雑さ
2.7 / 5
5.9 Ludoyaで戦闘ミニチュア手札管理可変プレイヤーパワーダイスロール

Ludoyaのテーブルでは

Ludoyaで詳しい統計を見る
25
記録されたプレイ
28
プレイヤー
2h
平均プレイ時間
9
コレクション登録
3
ウィッシュリスト登録

5.9/10

Ludoyaのレビュー4件より

  • 楽しさ10.0
  • インタラクション10.0
  • リプレイ性10.0
  • 独自性8.0
  • 見た目6.0
  • アクセシビリティ6.0
  • Ivan8.6

    He jugado la campaña y lleva un tiempo aprender a aplicar bien todas las reglas, compartir dados, saber qué habilidades usar según la misión, cuando lo tienes controlado ya es bastante equilibrado entre villanos y heroes

  • Evan4.6

    I really wanted to love this game. A Teenage Mutant Ninja Turtles dungeon crawler board game, by the designer of the original descent. Part of the problem with this game is that I've found myself growing tired of 1 vs many dungeon crawlers, so i'd be lying if that wasn't part of it. However, I'm not going to pretend this game doesn't have issues. The nice thing about the game is that there are mechanisms that really encourage teamwork amongst the players. In typical crawlers, so long as you have a tank, dps and healer, and everyone does their job, you can plan your tactics without having to check in with other people aside from activation order. In Turtles, players can share dice with their neighbors, so the player interaction is more involved, and that's nice. Campaign wise there are problems. The first few levels are incredibly difficult for the players to win which is surprising for what I had imagined to be a game geared towards a somewhat younger audience. It doesn't even feel good to lose, because the first few maps are treated as tutorial stages, where the heroes are unreasonably limited in what they can do. It winds up that the heroes can't take full turns until several maps into the game. Now imagine trying to get a group excited about playing this. You get through all the rules, setup a map, then obliterate them for two maps as they "learn how to play" by not being allowed to use their full movement range or attacks printed on their character sheets. Add to this the rules are foolish. The game focuses on simplicity over clarity. The rule that we ran into that exemplified this is that there are rules for tracing line of sight from the ground to a building roof, and rules to climb things to get up and down, but no rules against tracing line of sight from the ground, through a building, to the ground on the other side. You simply shoot through the building. Again, I'm frustrated, because I wanted to like this, but the disconnect and initial experience was too unpleasant for my group to be willing to continue with, which is sad, because I think there's probably a strong game in there somewhere. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ☆ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment

レビューを読んで評価する

ゲーム情報(人数、プレイ時間、対象年齢、クレジット)の出典:BoardGameGeek。