A This is a Test: CRC Edition egy kiváló társasjáték, 3 - 7 játékos részére, az átlagos játékidő 1 - 1.5 óra.
Angol:
This is a TEST: CRC Edition (TEST CRC) is a fully cooperative training and exercise simulation designed to help participants understand the roles, responsibilities, and...
This is a TEST: CRC Edition (TEST CRC) is a fully cooperative training and exercise simulation designed to help participants understand the roles, responsibilities, and operational challenges involved in running a Community Reception Center during a radiation emergency. It was developed by the Centers for Disease Control and Prevention at the request of the Austin Health Department and is intended for emergency-management staff, public-health personnel, volunteers, and other decision-makers who may be involved in establishing or operating a CRC.
Players take on specialized CRC roles, including Emergency Management, Public Health, Radiation, Public Information, Fire and Police, Hospital Coordination, and Volunteer Coordination. Together, they must screen, decontaminate, register, and move arriving members of the public through the CRC to shelter. Each role has its own player mat and a selection of actions reflecting that position’s responsibilities, such as obtaining equipment, increasing a station’s processing capacity, managing public anxiety, reducing safety hazards, or addressing staff fatigue.
The game is played over five rounds, representing the hours of a work shift. During each round, new meeple arrive, and the team moves them through contamination screening, decontamination, post-decontamination monitoring, and registration according to the equipment and processing capacity available at each station. Players then receive funds and resources, resolve narrative “inject” cards representing emerging problems, and spend their limited funds on role-specific actions. The Incident Commander role rotates between players and leads discussion when the group must decide how to respond to injects and allocate resources.
Inject cards can affect available resources, incoming meeple, and three status meters: Hazard, representing safety problems at the CRC; Anxiety, representing public concern and unrest; and Fatigue, tracked separately for each player. Poorly managed meters can increase the number of people or incidents the team must handle, creating additional pressure in later rounds.
The players win collectively by processing every meeple through the CRC and into the shelter by the end of the fifth round without any Hazard, Anxiety, or Fatigue marker reaching Game Over. They lose immediately if any status reaches Game Over, or at the end of the game if any meeple remain unprocessed.
Mechanizmus: Váltakozó képességek, Kooperatív
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