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Sub Terra Game

£9.9£99Clearance
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There are also new Doom hazards which multiply the danger of the hazard card drawn on the next turn. The Items End Phase – The starting player token is passed to the next player on the left and then play begins again from the action phase.

You were the only one who made it out alive this time. You don’t know what happened to your friends, but you know what happened to you. The cave-ins, floods, entire chambers full of gas and the tremors that shook the whole earth were nothing compared to the monsters. Not that anybody believed you. Until now. Sub Terra: Investigation is a follow-on modular expansion for Sub Terra designed by Tim Pinder. This expansion takes place after the events of the first game where a mysterious corporation have got you to return to the caves in the hopes of helping you find your lost friends. The Caves

After you have taken your actions you roll the hazard die, this die is death incarnate and will repeatedly annoy and frustrate the team, which I suppose, is its job after all. This die has a few possible outcomes from setting off traps, making your character stumble or even spawning and activating the Guardians. Guardians are defenders of the temple and want nothing more than to leave all your carcasses lifeless on the volcano floor. At the end of each turn, players face the reality of their situation, with a hazard card drawn to determine what danger causes them damage or cuts off their way out of the horror below. To help with the doubling of possible horrors lurking in the tunnels and snapping at you from the dark, there is a new tile which is inaccessible by horrors and everyone standing on Sanctuary cannot be targeted for their movement. They effectively become invisible and have a moment of calm before having to move on. It is nice to see the Sanctuary appear when it comes at a timely moment, but the need to always be moving forward makes this a fleeting pause in the danger and hard to utilise in a strategic way. Final Thoughts

If you’re familiar with cooperative games like Pandemic, then you’ll already know more or less how to play Sub Terra before I even explain it, although think twice before you assume that Sub Terra is a family game. Rather than working together to save the world, the players actually find themselves in a desperate struggle to survive an underground cave system that makes the one seen in Neil Marshall’s 2005 movie The Descent look like a walk in the park. This expansion is set after the events of Sub Terra. You’ve returned to the cave, and you’re not alone. A new threat has emerged from the shadows - faster, deadlier, and hunting you down… I found them to be a great addition to the game. Where the horrors have the feel of a slowly impending doom, constantly pushing you forward; the Leapers are deceptively deadly, taking 2 health points if they hit rather than a one-shot kill and luring you into a false sense that you can handle that.

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Action Phase –All players take turns to spend two action points each on the available actions which allow you to move, heal yourself or a team mate or reveal new tiles. A third action point is available to use, however, this comes with a risk, if you decide to use this bonus action point you must roll a six-sided dice at the end of your turn, roll less than four and you lose a health point. In Sub Terra II: Inferno's Edge, players will be progressively revealing new tiles, forming the board, mapping the volcanic temple from its sunlit entrance to its fiery core. As players explore through the temple, they will have to overcome obstacles, avoid hazardous terrain, and face the ferocious guardians of the 'artifact'. On each player's turn, after taking their actions, a random hazard will activate, making careful planning of actions essential to survival.

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