Znak Starszych Bogów

2011 · Oparte na powieści

Znak Starszych Bogów

Players take the roles of 1920s investigators racing to seal portals leaking eldritch horrors into the world. The game uses custom dice and scenario cards to resolve Adventures in a museum and its environs; players spend resources, equip tools and allies, and test sanity and stamina to complete checks and claim Elder Signs. A countdown track advances threat and can trigger an Ancient One, shifting play to a final confrontation where investigators must cooperate to defeat the looming menace before doom is reached. Supports one to eight players and runs about one to two hours.

Gracze
1–8 najlepiej w 4
Czas gry
90 min
Wiek
13+
Złożoność
2,3 / 5
6,9 w Ludoyaod 138,73 złWalkaGra karcianaRzucanie kościPlansza modułowaGra kooperacyjna

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Gracze
1h 10m
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W kolekcjach
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Na listach życzeń

6,9/10

z 83 recenzji w Ludoya

  • Zabawa10,0
  • Interakcja10,0
  • Regrywalność10,0
  • Oryginalność10,0
  • Wygląd10,0
  • Dostępność10,0
  • Mestremuten6,0

    Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 0/1

  • Benjamín Amorín7,5

    Cooperative Dice Game with Cthulhu theme. It's a funny board game where all the players use to get excited trying to get the correct symbols on their dices. I always enjoy playing it, but it's pretty easy to win.

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Pytania o zasady

Odpowiedzi z instrukcji od asystenta zasad Ludoya.

Do I always roll 6 dice, and when can I add the yellow or red die?

You roll the six green dice by default, and you may add the yellow die by spending a Common Item or the red die by spending a Unique Item when instructed; the yellow has a 4-investigation face and the red has a wildcard face. (pages 6, 9)

If I fail an Adventure, do I have to suffer penalties immediately or can I try again?

After a failed attempt you first resolve any Terror effects, then you may either set one die aside and try again (optionally focusing or assisting with one die) or choose to fail the Adventure and suffer its penalties; if you cannot possibly complete any remaining tasks you automatically fail. (page 7)

How exactly does advancing the Clock work and when do we draw a Mythos card?

On your Advance the Clock step you turn the clock hand clockwise 3 hours (it will only sit on III, VI, IX, or XII); if the hand reaches XII you resolve any “At Midnight” effects and then draw and resolve a Mythos card. (page 9)

What does a locked die icon mean — can we use or move that die?

When a locked die icon appears you immediately place a die of that color on the icon and that die cannot be added to rolls, used to complete tasks, or moved until the card/marker is removed or the Adventure resolved; you must place it even if it was on a Spell or Investigator marker. (page 11)

If my investigator's Sanity or Stamina is reduced to 0, am I eliminated?

If an investigator’s Sanity or Stamina (or both) is reduced to 0 or less they are devoured: add 1 Doom token, return their card and possessions to the decks/cup, and the player takes a new investigator (if available) who starts full; if no investigators remain the player is out of the game but may still win under some conditions. (page 11)

What happens when the Doom track fills — do we immediately fight the Ancient One and how does play change?

When the last Doom token is placed the Ancient One awakens immediately, all investigators move to the Ancient One card, and turns change to Attack the Ancient One (complete its combat task to remove Doom) then Advance the Clock, with the Ancient One’s attack replacing Mythos draws at midnight; investigators win by collecting the required Elder Signs or removing the final Doom token, and lose if all are devoured during the final battle. (pages 11–12)

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