boardgame

Rising Darkness

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2-5
120
BoardgameCard GameHorror

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Game Info

Description

Semi-cooperative card game in which up to four players put themselves in the shoes of some students who, attacked in the forest by a group of strange creatures, manage to lock themselves in a shabby wooden house. Help is on its way, but the creatures are increasingly more and the walls will not resist much more. One of the players will take the role of the group of creatures that, as if it were a hive mind, will make strategic decisions to try to open a gap through which to access the interior of the cabin and ending their prey. If he succeeds, they will have gained the forces of darkness. If the students resist the number of shifts necessary for rescuers to arrive, everything will have been in a tremendous fright, and the young people will have won. Semi-cooperative card game in which up to four players put themselves in the shoes of some students who, attacked in the forest by a group of strange creatures, manage to lock themselves in a shabby wooden house. Help is on its way, but the creatures are increasingly more and the walls will not resist much more. One of the players will take the role of the group of creatures that, as if it were a hive mind, will make strategic decisions to try to open a gap through which to access the interior of the cabin and ending their prey. If he succeeds, they will have gained the forces of darkness. If the students resist the number of shifts necessary for rescuers to arrive, everything will have been in a tremendous fright, and the young people will have won. —description from the designer Juego de cartas semi-cooperativo en el que hasta cuatro jugadores se ponen en la piel de unos estudiantes que, atacados en el bosque por un grupo de extrañas criaturas, consiguen encerrarse en una destartalada casa de madera. La ayuda viene en camino, pero las criaturas cada vez son más y las paredes no resistirán mucho más. Un jugador tomará el papel del grupo de criaturas que, como si de una mente-colmena se tratase, tomarán decisiones estratégicas para intentar abrir una brecha por la que acceder al interior de la cabaña y dar buena cuenta de sus presas. Si lo consigue, habrán ganado las fuerzas de la oscuridad. Si los estudiantes resisten el número de turnos necesario para que lleguen los rescatadores, todo habrá quedado en un tremendo susto, y los jóvenes habrán vencido. —description from the designer (Spanish)

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