Az おとひめクエスト (Otohime Quest) egy nagyszerű társasjáték, 2 játékos részére, az átlagos játékidő rövid, csak 5 - 10 perc. A társast, 7 éves kortól ajánljuk kipróbálni. A játékmenet erősen épít a kockadobás és a vic-15 circuit breaker / sudden death mechanizmusokra.
おとひめクエスト (Otohime Quest) is a fast dice game from Japan for 2 players. The game is themed on the popular Japanese folktale Urashima Taro in which the young fisherman Taro is...
おとひめクエスト (Otohime Quest) is a fast dice game from Japan for 2 players.
The game is themed on the popular Japanese folktale Urashima Taro in which the young fisherman Taro is rewarded for saving a turtle. He is taken undersea to Ryugu palace and is entertained by the Princess Otohime for several days. But when he returns to his home, he has been gone 300 years. When Taro opens a gift box Otohime gave him, he suddenly ages.
In the game, it is his grandson Urashima who returns to do battle with Otohime, in anger that his grandfather's life was wasted away.
One player is Urashima, trying to reach and defeat the other player who is Otohime. She has laid out a path of various creatures to defend her, alongside possible traps or treasures. The attacking player must defeat the creatures before combatting the princess. Players and creatures have their hit points (HP) shown by dice, which the adjust up and down.
Otohime takes one white die for HPs and the red die for combat. Urashima takes two white dice for his HP(max 12) amd the green die for combat. Urashima starts with a treasure card, an Onigiri (rice ball) which will restore hit points by rolling his green die once.
Otohime lays out a path of hidden cards, 5 monsters with 5 treasures, face-down in which ever order she likes. The first card is turned up and the fight begins. The players roll their green and red dice, and the difference is taken as damage. If green is higher, the monster is hurt; if red is higher, Urashima is hurt; if the dice are the same, the monster is restored to full HP.
After one attack, Urashima can choose another attack, or to run away. He loses 1 HP, and cannot look at the treasure card, but moves on to the next creature.
If he defeats the creature, he can look at the treasure. This might be a bonus weapon, or nothing, or a trap. The cards all have a little Japanese text, but the icons and images are very obvious and clear.
If Urashima can get to Tohime and knock her down, he wins. If Otohime or her creatures knock Urashima down, she wins.