2000 Puesto n.º 25213 en BGG

The Great Brain Robbery

3–7 jugadores 60 min A partir de 10 años 1.3/5 de complejidad 5.5/10 de valoración

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Welcome to the Old West, Zombie style. The undead line cooks at Friedey's Chuck Wagon are fed up with having only one Brain to pass around. So they've decided to take matters into their own hands and rob a speeding train full of Brains. They'll bring home the best Brain they can find, and then pass that around instead. Hey, no-one said it was a good plan. This is the fourth game in the Friedey's series, and the first Cheapass board game to come in a sturdy cardboard box. The "board" is composed of eight double-sided Train Cars, and the Train grows and shrinks throughout the game. New cars appear in the front as players move forward, and old cars fall off the back, well, sort of randomly. To win the game, you need to find the Brain with the highest IQ before the Train comes to a stop, and defend it from all the other Zombies who'd rather beat you up than find a better Brain on their own. A splendid and imaginative adventure for 3-7 players, illustrated as always by lovable Zombie artist Brian Snoddy.

Qué sensaciones ofrece

Campaign / Battle Card Driven Roll / Spin and Move Horror Zombies American West Card Game Fantasy Fighting Trains

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Preparación

1. Assemble the train by placing the engine car at the front, followed by a number of train cars, with the caboose at the rear (if in play).\n2. Each player places their zombie token on a train car.\n3. Shuffle the card deck and deal starting hands as specified by the rulebook.\n4. Place brain counters on designated spaces on the train cars.\n5. Each player begins with no head brain installed.\n6. Determine the first player and begin play.

Flujo del turno

Each turn has four mandatory phases in order:\n1. DISCARD (optional): The active player may discard any number of cards from their hand before doing anything else.\n2. MOVEMENT: Roll 2d6 and add the run value of your installed head brain. If you have no head brain, roll one fewer die for each card currently in your hand. After rolling, you may discard cards from your hand to add their run values to your movement total. Move your token that many spaces along the train.\n3. INSTALL BRAIN (optional): Pay the 'cost' of a brain in counters to install it as your new head brain. Your previous head brain is discarded.\n4. DISCARD DOWN: Discard cards from your hand until you hold no more than two cards.

Puntuación y victoria

At game end, the player with the highest IQ value on their installed head brain wins. If all players have a cheese brain or no brain installed, all players lose. Puntuación objetivo: Highest IQ head brain among all players Fuentes de puntuación: IQ value of installed head brain at game end

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Turn structure

At the start of your turn, you may optionally discard any cards from your hand.

The first phase of every turn is an optional discard. Before rolling for movement, the active player may discard any number of cards they wish from their hand. This is voluntary and can be skipped entirely.

Movement

Move by rolling 2d6 plus your head brain's run value.

The base movement roll is 2d6. After rolling, add the run value printed on your currently installed head brain to the result. This total is the minimum number of spaces you will move along the train.

Movement

If you have no head brain, roll one fewer die per card in hand.

If a player has no head brain installed, they roll one fewer die for each card currently in their hand during the movement phase. For example, with 2 cards in hand and no head brain, the player rolls 0d6 (no dice) and must rely entirely on discarding cards for movement. If the penalty reduces dice to zero or below, the player rolls no dice.

Movement

After rolling, discard cards from hand to add their run values to your movement.

After the dice are rolled and the head brain run value is added, the active player may discard cards from their hand one at a time. Each discarded card adds its run value to the current movement total. Players may discard as many or as few cards as they choose at this point.

Resource management

Pay a brain's counter cost to install it as your head brain; discard the previous brain.

During phase 3 of your turn, you may install a brain by paying its 'cost' in counters. Upon installation, the brain becomes your head brain and its stats (run value, hit value, IQ) take effect. If you already have a head brain installed, it is discarded when the new brain is installed. This phase is optional.

Hand management

At the end of your turn, discard down to a maximum hand size of two cards.

The final mandatory phase of every turn is discarding. The active player must discard cards from their hand until they hold no more than two cards. This happens after movement, combat resolution, and brain installation.

Special

Landing on a brain counter lets you take it and draw a card.

If you land on a space occupied by a brain counter, you take the brain counter and immediately draw one card from the deck. The counter is removed from the board.

Special

Landing on another player gives you the choice to fight or coexist.

If you land on a space occupied by one or more other players, you must choose to either fight or coexist peacefully. If you choose to coexist, no combat occurs and both players remain on the space. If you choose to fight, combat is initiated against the player(s) on that space.

Informe estratégico

Hand Size and Movement Without a Brain

If you lack a head brain, holding cards is actively harmful to your movement — you lose one die per card. Consider discarding your full hand in phase 1 before rolling to maximize your dice count, then rely on the dice alone. Alternatively, keep cards only if their run values are high enough to compensate for the lost die.

Installing Brains Strategically

Installing a brain costs counters but immediately removes the movement penalty for having no head brain and adds its run value to all future rolls. Prioritize getting any brain installed early to avoid the card-hand penalty. Save high-counter stocks for high-IQ brains closer to the endgame.

Combat Timing and Brain Theft

Since the winner of combat can steal, rearrange, or discard involved players' head brains, combat is most valuable when your opponent has a high-IQ brain you want or a brain that threatens your win condition. The attacker also wins ties, giving an inherent advantage to the aggressor.

Managing the Brake Threat

Landing on a Brake removes the rearmost car. If you are near the back of the train, this is a significant risk. Stay toward the front of the train to avoid being caught on a destroyed car, losing your entire hand, and being forced to waste a turn returning to the train.

Counters as Currency — Collect vs. Spend

Brain counters have dual use: they are needed to install brains and are also received as consolation for losing fights. Losing a fight is not entirely bad if you need counters to afford a brain upgrade soon. Balance counter accumulation against the urgency of installing a better brain.

Preventing the Group Loss

If all players end up with cheese or no brain, everyone loses. Late-game, if opponents are being stripped of their brains through combat, ensure at least you maintain a valid (non-cheese) brain to guarantee a personal win rather than a group loss.

Preguntas frecuentes y casos límite

A player has no head brain and no cards in hand. How many dice do they roll for movement?

With no head brain, a player rolls one fewer die per card in hand. With zero cards, the penalty is zero dice removed, so they still roll the standard 2d6. They simply gain no run value bonus since they have no head brain.

A player has no head brain and 2 cards in hand at the start of movement. How many dice do they roll?

With no head brain and 2 cards in hand, they lose one die per card, reducing 2d6 by 2 to 0d6. They roll no dice. Their only way to move is to discard cards for their run values after rolling (rolling nothing = 0, then add run values of discarded cards).

A player lands on a Brake space and the engine is the only remaining car. What happens?

The game ends immediately. No car is removed (the engine cannot be removed this way) and no further turns are taken. Players then check the winning condition.

After winning a fight, can the winner give the loser's head brain to themselves?

Yes. The winner may steal, rearrange, or discard the head brains of all players involved in the fight. This includes taking the loser's head brain as their own head brain.

What is the difference between discarding in phase 1 and discarding during movement?

Phase 1 discards are purely voluntary hand management and do not add to movement. Cards discarded during the movement phase (after rolling dice) add their run values to the movement total. The strategic implication is that you should decide how many cards to keep before rolling, since keeping cards penalizes movement when you have no head brain.

A player moves off the front of the train and the caboose is randomly drawn as the new car. What happens?

The caboose is placed as the new engine at the front of the train instead of being added as a regular car.

The game ends and one player has a high-IQ brain but another player has a cheese brain and a third has no brain. Does the high-IQ player win?

Yes. The group-loss condition only triggers if ALL players have cheese or no brain. If even one player has a non-cheese brain installed, the normal winning condition applies and the player with the highest IQ brain wins.

A player's car is destroyed mid-game. They are placed behind the train. What must they do on their next turn?

On their very next turn, they must move onto the train. They also have no cards in hand (all were discarded when their car was destroyed), so they will roll 2d6 plus their head brain's run value (or 2d6 if they have no head brain but also no cards) for movement.

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