47.00€
Out of stock
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143245
After playing with 3 and 4p; it's best at 4p. One thing to keep in mind, the game wants you to fly off into the nether reaches of the board in a calamitous way as that's the moments you remember most about the game. Much like other mind-meld type games, groups will likely form a shared action language (e.g. playing a non-obvious turning card at the end of the level to signify "yeah, this is fine, we're done, don't move" so those who haven't played a card know what to do). In particular, having all of the cards dealt for the first level or two is really handy to get people into thinking about what others might have and in what order they should be played. Personal best; succeeding on a 13 card turn. Personal worst; playing a 3 burst card incorrectly followed by a turn card in the WRONG DIRECTION as the first/second cards in a 9 card exchange that sent us to the far end of the map... For our group, there is probably 10 evenings of content (at 4p). Realistically, that's a fantastic setup for us and I'll probably spend the time to paint and seal the minis as a result.
cyakobch
coding, co-op, kid friendly purchased day we found out about 3 week COVID19 school shut down. "Don't get your wires crossed as you jointly program kooky robots to complete tasks."
benevempress
"It's OK with two players, but you really need three or four players to let this game shine. - This can get a little frustrating if other players just play whatever they have in their hands, rather then looking first to see what the optimal path is, as you have NO idea what they laid down otherwise, and the game just becomes a stab in the dark"