Rising Darkness
0Designed by Rodrigo González
Published by (Unknown)
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 extra as criaturas, consiguen encerrarse en una destartalada casa de madera. La ayuda viene en camino, pero las criaturas cada vez son m s y las paredes no resistir n mucho m s. Un jugador tomar el papel del grupo de criaturas que, como si de una mente-colmena se tratase, tomar n decisiones estrat gicas para intentar abrir una brecha por la que acceder al interior de la caba a y dar buena cuenta de sus presas. Si lo consigue, habr n ganado las fuerzas de la oscuridad. Si los estudiantes resisten el n mero de turnos necesario para que lleguen los rescatadores, todo habr quedado en un tremendo susto, y los j venes habr n vencido. —description from the designer (Spanish)
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Game data sourced from BoardGameGeek, used under their API terms.
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