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Posted 20 hours ago

Red Raven Games Above and Below Card Game

£9.9£99Clearance
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ZTS2023
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Training hearty explorers and assembling large excavation parties will more often than not lead to large rewards and riches.

If you don’t want to or can’t do anything else then send someone out to labour for a coin and a cider token.

The Explore action has some great opportunities to gather resources to further your score and everyone will enjoy taking a turn reading the scenarios. For example, if a player has three rope tokens on the “3” space, he will earn 9 points for ropes Finally, players can earn or lose points based on their reputation level, with 5 points going to the player with the greatest reputation. You wandered the desert, braved frozen peaks, and even paddled a log across the sea, kicking at sharks whenever they got too close, the baby strapped tightly to your back.

Player decisions would direct them to a specific page and paragraph in a massive tome, with the resulting story further developing the game’s plot and direction. They’re quirky, varied, and provide just enough of an insight into the weird ecosystem Laukat has created to make you want to keep reading more and more of them. When you do, you draw an explored cave card and roll a die, the result of which indicates which paragraph in the encounter book another player must read out to you. Thus, if a player places ore in the first slot, all future ore harvested by the player must be placed there. For example, if the die value depicted is “3”, the player must roll 3 or greater on a die to be successful.Since extra beds are not available universally (like extra rooms are in Agricola), then I think this game would become very flawed.

The round marker advances, the Player 1 card rotates to a new player, and then the next round begins.

Achieving the required results of these more challenging choices can be tough and usually requires numerous villagers to be part of the exploration party. Other buildings have a recurring resource, meaning when you harvest that resource it will refresh at the end of the round. It's really fun to train people up and then send them out to work (and there are some special villagers which you can only get from "below" which make things a bit more varied) but the undoubted star is the exploration and the "choose your own adventure" stories. Ca casse un peu l'ambiance puisque on fait son choix non en fonction de l'histoire mais de l'espérance de gain.

When a player successfully claims the grove card, the player gains the reward (chosen from one of the available options depending on the number of lanterns the player has). Looking back at the art he’s done for both his own games and for other designs, Laukat seems to enjoy deep, rich colors (particularly blue, green, and gold), and it’s on full display here, to great effect. However, while I certainly applaud the effort, I find the most fun aspect of the game–the story-telling and encounters–to be too luck dependent and problematic. Once a good has been put in a specific slot, every subsequent good of that type must be put in the same slot.

As you begin building your new homes you discover a vast network of caverns below your new village, and so as you and your fellow players begin building “above” those of you who are excited about the riches and wonders can also start exploring the caverns “below” and possibly build there as well. You’ll roll a die and be presented with a tiny snippet of an overall themed story from the underground world, and then be given choices of how you’ll proceed. Are you going for the minimum of just having a cave slot on which to build an outpost, or do you really want something?

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