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2013 · Science fiction
Level 7 [Omega Protocol]
Players portray an elite Special Ops team sent into a compromised subterranean facility while one player acts as the Overseer controlling alien forces and hazards. Gameplay centers on scenario-driven objectives, exploration of a prearranged map, and tactical combat resolved with miniatures. Soldiers spend and generate adrenaline to move, attack, and trigger objective spaces; that adrenaline also fuels the Overseer, who uses it to spawn enemies and escalate threats. Each operative and alien has distinct attributes, powers, and upgradeable skills and equipment, creating asymmetrical play between the cooperative squad and the single adversary.
- Spillere
- 2–6 best 5
- Spilletid
- 60–90 min
- Alder
- 14+
- Kompleksitet
- 3,2 / 5
Om spillet
- Design
- Illustrasjon
- Publisher
Utvidelser
Se dem i Ludoya
Level 7 [Omega Protocol]: Extreme Prejudice2016
Level 7 [Omega Protocol]: Known Enemy Bonus Content2019
Level 7 [Omega Protocol]: Passage Promo2013
Level 7 [Omega Protocol]: Supply Cache Promo2013
Level 7 [Omega Protocol]: SF13 Pistol Promo2013
Level 7 [Omega Protocol]: The Judas Protocol Mission Guide2016
Level 7 [Omega Protocol]: Prototype Energy Weapon Promo2014Hvor du kan kjøpe det
Butikkpriser og brukte eksemplarer, sjekket hver dag.
På Ludoyas bord
All statistikk i Ludoya- 17
- Registrerte spilløkter
- 16
- Spillere
- 3h
- Gjennomsnittlig spilletid
- 17
- I samlinger
- 4
- På ønskelister
5,9/10
fra 9 anmeldelser på Ludoya
Balleflass6,0 A game that requires good planning and understanding of the rules for the alien player. One small misplacement of a vent may easily cost you the game. It's a great game IF you have a consistent group that plays often.
Cool fresh air to games like Space Hulk. With some original mechanics and good tactical combat. On the other hand the games could get pretty long, production is not awesome, and strategy at some points can be kind of chaotic
Evan4,6 This is my favorite dungeon crawl game. The overlord gets a board of activatable abilities, but the cute thing is the different abilities have different cooldown timers, represented by depleting the tokens you spent on the actions at different rates. The players get to do a certain number of actions on their turn, and each point they spend becomes currency for the overlord taking actions. The dice seemed well balanced, with few rolls missing completely. The heroes seemed to have meaningful choices not just in where they stood and who they shot, but they get different stance cards that effect their stats for that round. :nostar: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :star::star::star::star::star: Raw enjoyment
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