2021 Puesto n.º 9160 en BGG

Outnumbered: Improbable Heroes

1–6 jugadores 20–30 min A partir de 8 años 1.7/5 de complejidad 5.6/10 de valoración

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Combine forces to thwart evil in Outnumbered: Improbable Heroes, a math-based cooperative strategy game. Absolute Zero and his minions are loose in Megatropolis, trying to capture the powerful Infinity Generator! Assemble your team and strategically plan out your sequence of attacks together. As waves of Villains advance, you must use math skills and unique Hero Abilities to hit target numbers, repelling your nemesis and his minions. Overcome their counterattacks and impose order over chaos! —description from the publisher Outnumbered is a cooperative math strategy game for 1-6 players. Waves of oncoming minions are advancing, each one showing a number on it. On each player's turn, they will roll 3 dice, then use math operations and their "Hero Power" create the values shown on the minions, defeating them. Minions will continue to appear and move down the board, defeating the players unless they are stopped in time. Players also have the opportunity to earn Bonus Cards by targeting specific minions, and must withstand Events that will increase the minion forces.

Qué sensaciones ofrece

Action / Event Cooperative Game Dice Rolling Pattern Recognition Dice Fighting Children's Game Number Educational Comic Book / Strip Math Superheroes

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Preparación

1. Place the Game Board in the center of the play area.\n2. Place the Infinity Generator Truck on the "Start" space of its route tracker.\n3. Fold the 5 Barricade cards in half and place 1 at the bottom of each Lane.\n4. Each player selects a unique Hero Card and places it in front of them.\n5. The player who most recently did math homework takes the 3 Dice and goes first.\n6. Prepare the Villain deck: for Sidekick Mode (standard), use only blue-background Minions; for Hero Mode (hard), use all Villains with Absolute Zero in the bottom half of the deck. Shuffle the Villain deck.\n7. Deal 5 Villain Cards face-up into the top row of Villain Spaces.\n8. Shuffle the Bonus Powers deck and deal 1 Bonus Power Card to each player.\n9. For Hero Mode only, shuffle the Event deck.\n10. Place all Card decks near the Game Board with room for discard piles. If any deck runs out, reshuffle its discard pile.

Flujo del turno

On your turn: (1) Roll all 3 Dice. (2) Optionally use your Hero Power (once per turn). (3) Use math operations (add, subtract, multiply, divide) and/or Power Up (squaring) on your dice values in any order and combination to create numbers matching Villain Cards on the board, targeting and defeating Villains one at a time. Each die may only be used once per turn. Used dice are set aside; remaining dice can target additional Villains. Defeated Villains are discarded. If you defeat a Villain on a Yellow Space using Dice, draw 1 Bonus Power Card. You may play Bonus Powers on your turn (but not to earn additional Bonus Powers). After your turn, advance the Infinity Generator Truck 1 space. If that space is blank, pass the dice left. If that space is a Villain Attack space, resolve a Villain Attack, then pass the dice left.

Puntuación y victoria

Players accumulate points upon winning based on performance. The game is won cooperatively, and the final score reflects how well the heroes performed. Puntuación objetivo: 30 Fuentes de puntuación: 10 points for the Infinity Generator reaching Atomix Lab safely, +3 points for each remaining Barricade (up to 5 Barricades), +5 points if Absolute Zero was defeated using Dice

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Turn structure

At the start of your turn, roll all 3 Dice.

At the start of your turn, roll all 3 Dice. Your goal is to use the resulting values to match the numbers shown on Villain Cards currently on the board, thereby defeating those Villains.

Turn structure

You may add, subtract, multiply, and divide any of the 3 dice values to create numbers matching Villains.

You may Add, Subtract, Multiply, and Divide any of the 3 dice values together in any order and any combination to produce a number matching a Villain Card. You can perform as many operations as you want in any sequence, but each individual die may only be used once per turn. Once a die is used, set it aside. Any remaining dice can then be used to target additional Villains.

Turn structure

You may 'Power Up' a value by squaring it (multiplying it by itself).

At any point during your turn, you may Power Up a value by squaring it — that is, multiplying the value by itself (e.g., 8² = 64). This can be applied to a single die value or to a result obtained by combining dice. Powering Up counts as using the die/dice that produced that value. It helps reach large numbers quickly.

Restriction

Each die may only be used once per turn.

Each of the 3 dice may be used only once per turn, regardless of how the value is used (in operations, Power Up, or combined with others). Once a die has been used to help defeat a Villain or contribute to a math operation, it is set aside and cannot be used again that turn.

Turn structure

Create a number matching a Villain Card's number to defeat that Villain; defeated Villains are discarded.

To defeat a Villain, you must produce a number (through dice math operations, Power Up, and/or your Hero Power) that exactly matches the number shown on that Villain Card. Once defeated, the Villain Card is discarded and the dice used are set aside. You may continue targeting additional Villains with any remaining dice.

Special

Once per turn, you may use the Hero Power printed on your Hero Card.

Each Hero Card has a unique Hero Power that can be used once per turn. Example powers include: REROLL (reroll any or all of your dice), DOUBLE (double a value), ADD 1 (add 1 to a value), and FLIP (flip a die to its opposite side, e.g., a 1 becomes a 6). The Hero Power may be used in any order relative to your math operations and Power Ups. It can only be used once per turn.

Card play

Defeat a Villain on a Yellow Space using Dice to draw 1 Bonus Power Card.

When you defeat a Villain that is occupying a Yellow Space on the board, and that defeat was accomplished using Dice (not a Bonus Power), draw 1 Bonus Power Card. Bonus Powers provide powerful abilities for defeating additional Villains. Note: defeating a Villain using a Bonus Power does not earn you another Bonus Power, even if the Villain was on a Yellow Space.

Card play

Bonus Powers may be played on your own turn only, and cannot chain into earning more Bonus Powers.

You may play Bonus Power Cards immediately upon drawing them or save them for a later turn. However, you may only play Bonus Powers on your own turn. If a Bonus Power is used to defeat a Villain, that defeat does not earn an additional Bonus Power, even if the Villain was on a Yellow Space.

Informe estratégico

Prioritize Villains Closest to the Bottom

Villains at the lower rows of their Lanes are one Villain Attack away from breaching your Barricade or causing a loss. Always prioritize defeating the most advanced Villains over high-value targets in the top rows.

Save Hero Powers for Hard Numbers

Hero Powers like FLIP, ADD 1, and DOUBLE are most impactful when you're just one step away from a difficult Villain number. Don't waste them on low-value Villains you can easily reach with standard math.

Use Power Up to Reach Large Villain Numbers

Squaring a value scales rapidly (e.g., 8² = 64). If large-numbered Villains are on the board, plan your dice operations to reach a squarable intermediate value rather than trying to hit the number directly.

Earn Bonus Powers Strategically

Bonus Powers are earned by defeating Villains on Yellow Spaces with Dice — not Bonus Powers themselves. Plan your dice math to target Yellow Space Villains when possible to build up your hand of powerful abilities.

Protect Barricades to Maximize Final Score

Each surviving Barricade is worth +3 points. Since there are 5 Barricades, protecting all of them is worth up to +15 points — a significant share of the maximum 30-point score. Proactively clear the lowest Villains before they reach the bottom.

Beware Full Lanes in Hero Mode

In Hero Mode, Event Cards can push Villains forward in chain reactions. A Lane already packed with Villains can cascade to the bottom from a single Event. Keep Lanes thinned out to reduce chain-push risk.

Target Absolute Zero with Dice for Bonus Points

Absolute Zero can only be defeated with Dice (not Bonus Powers) and awards +5 points — the highest single bonus. In Hero Mode, dedicate strong dice rolls or save high-value Hero Powers for when he appears.

Final Assault: Clear the Board Efficiently

Once the Final Assault begins, Villains advance every player turn with no new ones added. If there are still many Villains on the board when the Final Assault starts, the remaining players must clear them quickly before they all reach the bottom.

Preguntas frecuentes y casos límite

I used a Bonus Power to defeat a Villain on a Yellow Space. Do I draw another Bonus Power Card?

No. Using a Bonus Power to defeat a Villain never earns you another Bonus Power Card, even if the defeated Villain was on a Yellow Space. Bonus Powers are only earned by defeating Villains on Yellow Spaces using Dice.

Can I use a Bonus Power Card to defeat Absolute Zero?

No. Absolute Zero may not be targeted with Bonus Powers under any circumstances. He can only be defeated using Dice (through math operations, Power Up, and/or your Hero Power).

Does a Villain Attack replace a player's turn? Does the Truck advance after a Villain Attack?

No on both counts. A Villain Attack is triggered by the Truck's movement after a player's turn, but it does not replace a player turn. After the Villain Attack is fully resolved, the next player takes their normal turn. The Truck does not advance again after a Villain Attack.

A Villain reached the bottom of a Lane and destroyed the Barricade. Next time a Villain reaches the bottom of that same Lane, what happens?

The Heroes lose immediately. Once a Barricade is destroyed, the Lane has no more protection. Any subsequent Villain reaching the bottom of that Lane causes the Heroes to lose the game on the spot.

When can I use my Hero Power during my turn? Does it have to be before or after rolling?

Your Hero Power is used after rolling the dice. It can be used at any point during your turn — before, between, or after math operations — as long as it is used only once per turn.

During the Final Assault, do new Villain Cards get dealt after Villains advance?

No. During the Final Assault, no new Villain Cards or Event Cards are drawn. Villains only advance 1 space after each player turn, and the goal is to clear all remaining Villains from the board.

An Event Card pushes Villains forward and the chain reaction reaches the bottom of a Lane. What happens?

Apply the same Barricade rules: if a Villain is pushed onto the bottom space of a Lane with a Barricade, discard both the Villain and the Barricade. If a Villain is pushed onto the bottom of a Lane with no Barricade, the Heroes lose immediately.

Can I combine two dice first and then Power Up (square) the result?

Yes. You may perform math operations in any order. You can add, subtract, multiply, or divide any dice values together first, then Power Up (square) the combined result. Both dice used in the combination count as used and are set aside.

After defeating a Villain, can I use leftover dice to target a different Villain on a different Lane?

Yes. After defeating a Villain with some of your dice, any remaining unused dice can be used to target and defeat additional Villains anywhere on the board, not just in the same Lane.

Does defeating Absolute Zero with Dice give us +5 points even in Sidekick Mode where he isn't used?

Absolute Zero is only included in Hero Mode. In Sidekick Mode he is not in the deck, so the +5 point bonus is not available. The +5 bonus only applies in Hero Mode when Absolute Zero is defeated using Dice.

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