Description
AGE: + 10 YEARS
PLAYERS: 2
DURATION OF THE GAME: 25 MINUTES
RULES IN SPANISH
AGE: + 10 YEARS
PLAYERS: 2
DURATION OF THE GAME: 25 MINUTES
RULES IN SPANISH
Despistats a la Granja és un joc de cartes en què hauràs de recórrer a la teva capacitat d’observació i de rapidesa visual. A aquests encantadors animals de granja els encanta compartir les seves coses amb els altres, però tenen greus problemes per recordar on o amb qui les han deixat. Ajuda’ls a trobar l’objecte perdut a través de les cartes de records i vota ràpidament quin animal creus que té l’objecte a l’última carta per ser la persona amb més núvols al final de la partida.
Edat:+8
Jugadors:2-6
Durada:15 minuts
After careful calculations we came to the conclusion that more than 2.5 million new games could be played each year if less time was spent choosing the start player. Start Player solves this problem: flip a card over and you will know which player is the start player. It can be as simple as the tallest player, or the player with the most buttons unbuttoned at the moment .. etc .. Includes: 54 cards, 1 start player marker and the rules.
Players: 2-999
Duration: 1 min.
Language: English
Language dependency: None (instructions only)
The battle between Good and Evil is decided now! Mordred’s vast armies of Evil keep Arthur’s forces on the brink of defeat. With Britain’s future on a knife-edge, desperation forces Arthur to launch a series of hastily planned deeds to tip the balance in favor of Good. Leaders must choose their teams quickly, without voting. However, all is not lost. Arthur’s forces are aided by magic and powerful amulets to uncover Mordred’s minions infiltrated among them. And if all that fails, one last final feat can still grant victory.
Quest is a hidden role-playing game designed by Don Eskridge and illustrated by Luis Francisco and Weberson Santiago. Suitable for large groups, between 4 and 10 players, from 14 years old, it offers games lasting about 30 minutes. In Quest, players play loyal servants of King Arthur or evil minions of Mordred. The first ones are victorious if they complete three feats successfully or by discovering evildoers in the last one; Mordred’s minions will win if they thwart three exploits and prevent Good’s last chance.
If you know the Resistance or The Resistance: Avalon (both by the same author) you will quickly be familiar with the rules. Depending on the number of players, a series of roles are distributed that will identify loyalty to one side or another. Identities will remain secret, except to Mordred’s followers, who will recognize each other at first.
The game takes place throughout feats, in which a leader will form a team. The members who are part of the expedition will take two cards, success and failure. Arthur’s allies will always try to successfully complete the deeds, but evil minions will be able to choose the outcome that best suits them. And here is one of the keys to the game: When should you bluff and when should you tell the truth? Players can say whatever they want and whenever they want throughout the game. Discussion, deception, accusation and logical deduction are equally important for Good to prevail or Evil to prevail.
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