DANGEROUS ARTEMIA
Wow, it`s already the 25th century since the Christmas of Christ the Savior! Hiccup slept too long. It is possible that he has already died and resurrected several times thanks to the cross form on his body. But enough testing the Shrike`s patience, it`s time to get out of the cryochamber...
The landing did not turn out very well. The planet`s magnetic field knocked out all the electronics, so we messed around with unchildish power. Glory to the Techno-Center, our flying tree, our glorious "Yggdrasil" survived the collision with the surface.
This planet is called Artemia, and it is located in the Cygnus constellation. If viewed from Old Earth, this Swan lies crosswise on the Milky Way. However, we are no longer on Old Earth, but here on Artemia. The protocols state that the planet is mostly habitable. Now Hiccup will check if it is so...
Do you hear Captain Masson shouting? Some creature attacked him, and for an hour it has been tormenting and tearing him to pieces. What kind of monster is this? Shrike? Cthulhu? In any case, Hiccup would rather stay on board until the screaming died down and think about what to do next.
SURVIVAL GAME
The captain did not die, he became part of the local fauna, growing branches and leaves. A lot of time has passed since then, and Hikach managed to figure out the rules of this cruel game. We are all victims here, and the monster is the hunter. There are many of us, and he is alone, but the advantage is still on his side, because all the local nature helps him. The task of the hickeys is simply to survive until the rescue expedition arrives. Now it is already clear that the animal does not want to destroy us, but to assimilate and forever connect with the cursed Artemia.
In game terms, the planet is made up of location cards - just ten different places where we can hide. When exploring the planet, Hikach and the other members of the expedition plan where they will go by choosing one card from their hand and placing it face down in front of them. Next, each victim decides whether they will resist (draw seat cards from their discard pile, losing their will) or accept their fate (advance the assimilation token down the track, but regain all will and return all seat cards from the discard pile).
BEGINNING OF THE HUNTING
Hiccups are followed by a monster. He plays a hunting card and places hunting tokens - creatures, targets and Artemia - in locations. Of course, the monster is trying to calculate where we are. In the settlement phase, the seat cards are opened, and we all go where we planned to go. If there are no hunting tokens in the corresponding location, Hiccup or another lucky person can use the power of the location or return one card from their discard pile. If there is a target token in the location, the victim will be affected by the hunting card effect. Then it will still be possible to use the power of the place or return the card from a personal reset.
For each Artemia token, you must discard one card from your hand. If there is a creature token in the chosen location, the victim loses one willpower die. The assimilation marker is advanced according to the appropriate scale. After losing the third Will die, the victim regains all Will and returns all of his cards from reset, but the assimilation marker advances again. Once per turn, the victim is allowed to play a survival card, which can increase the chances of a lucky outcome.
SALVATION OR ASSIMILATION
At the end of the hunt, the rescue token moves forward one division. It can also be advanced by activating the lighthouse at the beach location, and accelerated at the wreck location. After the hunt, everything starts over. Hiccup and his team win and evacuate the planet when the save token reaches the final mark. If the assimilation token reaches the last division before, the astronauts lose by becoming part of the planet.
Publisher: IGAMES
Language: Ukrainian
Players: 2-7
Play time: 30-45 m
Age: 10+