The Plum Island Horror – Edición en Inglés
The Plum Island Horror is a 1 to 4 player game featuring cooperative play that combines tactical-level unit management with a tower-defense style survival mechanic.
Each player will control one of six unique factions which represent the various groups that populate Plum Island.
Each of these Factions has its own strengths and weaknesses, and the system encourages you to optimize for the group’s strengths and marginalize its weaknesses.
Players must coordinate with one another, and the resulting synergy will hopefully be enough to successfully evacuate a city under siege and contain the horrific outbreak that threatens to spread beyond the island itself. If the players can succeed, they will win together, and the world will most likely be none the wiser to the averted crisis. If not, they will lose together and share the blame equally for failing humankind.
The Plum Island Horror features three unique decks of cards that each drive the game along in different ways:
- Fate Deck: The central driving force in the game is the Fate Deck. This deck of cards directs the Horrors’ actions, determines if an event occurs, and provides a random number to resolve various actions. Let’s break each of those down. First, when a Horrors Turn Order Cube is drawn, a Fate Card is drawn, and the two main boxes on the card effectively provide the Horrors’ marching orders. As can be seen in the Fate Card graphic, the top box indicates the track on which new Horrors “Spawn.” Then the second box triggers a track to “Activate,” which moves Horrors further into the heart of Greenport and regularly leads to an attack on players’ units. Second, all Fate Cards have an “Event” determinant which is used when Following (see above). Finally, each card has a random number listed in the lower right known as the “Fate Number.” The numbers emulate the roll of a die with numbers ranging from “1” through “6” that are evenly spread throughout the deck. Whether you are delving the wreckage of a shop for supplies, trying to steer clear of Horrors, or trying to team up with a buddy to get a key location up and running again, this deck of cards often determines the outcome.
- Event Deck: These cards are almost always bad news for the players. The two main times an Event Card is drawn are when the “Impending Doom” Turn Order Cube is drawn or when a player takes a Follow action and gets the “Draw Event Card” instruction. These cards can spawn new Horrors, bring in a super-Horror, “Mutation” unit, affect the Biohazard Track, and create all sorts of other dangerous conditions.
- Search Deck: Players can do a “Search” Location Action in certain designated areas. If they choose to use one of their precious action points to search, they get to draw two Search Cards and pick one to keep. These come in a variety of narrative styles—some are choices, some are tests, and others report something that just happens. They provide generally positive news for the players, and deciding on where and when a player uses an action to dip into these waters can be the difference between victory and defeat.
Components:
- One Mounted Game Board (22” x 34”)
- One Rulebook
- One Reference Guide
- 124 Playing Cards
- Six Player Faction Mats
- Two NPC/Horror Mutations Faction Mats
- Five Player Aids (4 Action Cards, 1 VIP Civilians/ Quick Reference)
- One Game Track Sideboard
- Two Cloth Bags
- Six Custom Combat Dice
- 70 Murder of Horrors Tiles
- 39 Cardboard Standees with Plastic Stands
- 83 Wooden Cubes
- 210 Cardboard Markers
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