A Catakombes Dark Reign egy nagyszerű társasjáték, 1 - 4 játékos részére, az átlagos játékidő hosszabb, akár 45 - 120 perc is lehet. A társast, 14 éves kortól ajánljuk kipróbálni.
Become a legendary hero, rich and powerful. Arm yourself with bravery and challenge the evil creatures! Lovely promises of fortune and glory will bring you to deep forgotten...
Become a legendary hero, rich and powerful. Arm yourself with bravery and challenge the evil creatures! Lovely promises of fortune and glory will bring you to deep forgotten catacombs, but only a true hero, with a body and mind forged in the strongest steel will survive.
Half role playing game, half figurine (1:50 scale) “Catakombes Dark Reign” is a cooperative game for 1 to 3 players embodying a group of heroes, who form an alliance against their opponents to accomplish their quest, while another player gives life to the adventure as the game master. The game takes place in an alternative medieval era, where legendary creatures and magic coexist with the real world.
Purpose of the game
Incarnate a hero willing to over- come every risk to achieve the main quest.
You need to define who the heroes (PC) are and who the Game Master (GM) is. We recommend a group of three adventurers PCs. The game master (GM) is in charge of animating the adventure for the PCs in the respect of the game’s rules.
The GM chooses a quest and prepares the « Catacombs’ plan » cards enables to create a unique gaming board for each game.
Each PC chooses a character with the help of a predefined sheet or PCs create their own character if they wish.
The introduction of the game takes place in a narrative way. The GM describes the quest to the PCs, who verbally describe their actions. Every conceivable actions are possible, it is up to the GM to adapt them to the game.
When PCs enter the catacombs the game play is in turns.
During a game turn, there is first the PCs’ turn then the GM’s turn and each turn is divided into 3 phases.
PC’s turn :
Phase 1: The characters recover all their action points (A.Point).
Phase 2: One of the PC’s (by turns) draw an unexpected card at the start of each turn (except in the first turn of the game) and the PCs suffer its effects. Take care of all the various effects affecting the PCs and their allies (Fear, Burning, Poisoned...), and remove expired markers.
Phase 3: Each PC does his actions (walk, run, attack, search ...). Each time a PC does an action, he removes the equivalent action points as indicated by the action’s cost. When a character is activated, they aren’t obligated to spend all their action points in one go. For example, they may do one action then let another PC or ally play their actions and finish their actions afterwards. But once the PC’s turn is over, all remaining action points are lost.
The GM repeats the 3 phases of a turn, like during the PCs’ turn (bare in mind that the GM doesn’t draw an unexpected event card). The GM’s characters play in the GM’s desired order.
3/End of the game
The game ends when the main quest is completed or all PCs are eliminated.
The GM then reads the conclusion of the quest and the PCs intervene verbally describe their actions.
The PCs add up the experience points, Ecus earned and the treasures found during the game and share them equally.
Then the PCs spend their experience points to develop their characteristics and gain new skills. They can go to town in order to buy new equipment with their hard-earned ecus.