Halo wieża: Turbulencje

2024 · Dodatek do gry podstawowej

Halo wieża: Turbulencje

Players take the roles of cockpit crew managing landings under worsening conditions across 20 new scenarios. New modules add mechanics for turbulence, low visibility, and alarms that alter how approaches and procedures are executed. Scenarios present varied airports and specific incident rules that increase difficulty and require coordination between the two players. This is an expansion that integrates with the base cooperative game and modifies setup and turn resolution to introduce the new weather and technical challenges.

Gracze
2
Czas gry
15 min
Wiek
12+
Złożoność
2,2 / 5
9,4 w Ludoyaod 50,15 złAwiacja / LotnictwoOgraniczenia komunikacjiRzucanie kościGra kooperacyjna

Przy stołach Ludoya

Pełne statystyki w Ludoya
63
Zapisane rozgrywki
15
Gracze
14m 50s
Średnia rozgrywka
133
W kolekcjach
13
Na listach życzeń

9,4/10

z 8 recenzji w Ludoya

  • Joachim Jarosz10,0

    [Gracze] 2 (najlepiej 2) [Czas] 15m [Wiek] 12+ S: - I: Custom

    Brak zarejestrowanych rozgrywek

  • Artur Rodríguez Coma10,0

    A lot of good content for an already great game for a fair price. What else could make it better? I want more of this please!

    Brak zarejestrowanych rozgrywek

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Pytania o zasady

Odpowiedzi z instrukcji od asystenta zasad Ludoya.

When do we reveal an Alarm, and can I still use an action that’s affected by one?

If there’s an Alarm symbol in the Current Position at the beginning of a round, flip any Alarm token face up. The affected action can’t be used, and a die placed there has no effect (p. 2).

How do we clear an Alarm, and can we use that die again this round?

Place a die matching the Alarm’s colour and number on its token. Remove both the token and die; that die can’t be used again until the next round (p. 2).

Do active Alarms stop us from landing?

No. Alarms do not prevent you from landing, so you can still land safely with active Alarms (p. 2).

During Turbulence, do we reroll all our dice after placing one?

No—reroll all your remaining dice after each die placement (p. 3).

With Bad Visibility, do we still roll all four dice?

No. Each player rolls only two dice and sets the other two aside; after each of the next two placements, take and roll a set-aside die to replace the one played. You should never have more than two dice to choose from at a time (p. 3).

At Altitude 5000, do we still get the starting reroll and the usual number of turns?

No. Start with 5000 in the Current Altitude space instead of 6000, which means you lose the starting reroll token and have one fewer turn (p. 2).

Otwiera asystenta zasad Ludoya, który czyta instrukcję tej gry.

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