2005 Puesto n.º 29772 en BGG

Gefangen in der Geisterbahn

3–5 jugadores 60 min A partir de 12 años 1.4/5 de complejidad 5.5/10 de valoración

Acerca de este juego

Directly translated "Trapped in the ghost train" A new horror-themed game from the author of "Return of the Heroes". Players have to find three keys, in order to leave the ghost train again, before their morale bottoms out, because they have to face various creatures from classic horror stories and films.

Qué sensaciones ofrece

Horror Novel-based Movies / TV / Radio theme

Inteligencia del juego

Aprende el juego

40% de cobertura de conocimiento

Preparación

1. The player with the most terrifying hairstyle is the first active player; play proceeds clockwise (to the left). 2. Set up the board according to the picture on page 2 of the official rulebook. 3. Before the game, players agree on which code type to use: colour, number, or symbol. 4. Sort the Key Cards by the chosen code type and place all cards of the same code value next to their corresponding Key Chamber. 5. Shuffle the Code Cards face down. One player draws three cards face down and places them back in the box. The remaining three Code Cards are placed face down next to the board — these are the Key Code. 6. Shuffle the Horror Cards and place them face down next to the board. Each player draws 3 Horror Cards to hand. 7. Take the top card from the Horror deck and shuffle it into the Item Cards; place the Item deck face down next to the board. 8. Take the top card from the Horror deck and shuffle it into the Encounter Cards; place the Encounter deck face down next to the board. 9. Each player takes a Morale Indicator and sets their Morale to the green 9 (white numbers face down). 10. Each player takes the Pawn matching their Morale Indicator colour and places it on the Gate House.

Flujo del turno

Each active player completes 4 steps in order: Step 1 – Turn a Track Tile: The active player must turn exactly one Track Tile in any direction by any number of degrees. Tiles with pawns on them may be turned. The tile must be turned such that the active player's pawn can move afterward. The Gate House (once all players have left) cannot be turned. Key Chambers may only be turned so their track still faces another board tile. Step 2 – Move Your Pawn: The active player moves their pawn along tracks until hitting an obstruction (wall, occupied Key Chamber, occupied Gate House track). Special movement rules apply for switches, roundabouts, and teleporters (if no tile was turned this turn). Step 3 – Special Action: Based on where the pawn stops, the player may face a terror check, draw Key Cards, draw Item Cards, reveal Encounter Cards, or attempt to crack the code (at the Gate House). Step 4 – End Turn: If the active player holds more than 5 cards, they discard down to 5 (their choice). The next player to the left becomes the active player.

Puntuación y victoria

false

Fuente: Rulebook

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