UNDO: Blood in the Gutter
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Time heals all wounds, they say, but the sudden death of a loved one sometimes shakes those who are left behind so much that their faith wavers. To prevent this, the gods send fate weavers to change the past and prevent death. In the game series UNDO, players slip into the role of these destiny weavers and do everything in their power to undo sudden deaths — whether murder or suicide. Not only do they travel minutes or hours back in time, but sometimes thousands of years to change events that have laid the foundation for the later stroke of fate. Sometimes a leap into the future can also provide important information.
The UNDO series combines the theme of time travel with emotional, extraordinary stories that players must assemble piece by piece. Each time jump gives them another choice in how they can change the past — and not every change is a turn for the better!
UNDO -Blood in the Gutter is one of the first three Undo titles.
Ages | 10+ |
---|---|
Players | 2 Players, 3 Players, 4 Players, 5 Players, 6 Players |
Play Time | 45m – 90m |
Designer | Lukas Zach, Michael Palm |
Mechanics | Cooperative Game, Storytelling |
Theme | Card Game, Deduction, Murder/Mystery, Adventure |
Publisher | dV Giochi, Ediciones MasQueOca, Gigamic, Lifestyle Boardgames Ltd, PaperGames (III), Swan Panasia Co., Ltd., White Goblin Games, Pegasus Spiele |
Pevans
I'd suggest it for other people anyway - I've played it and pretty much 'solved' it, so it has minimal replay value for me.
Syr99
Voyageur du Passé de pacotille Jeu coopérarif où l'on va assister à la fin tragique d'une personne, et remonter dans le passé de celle-ci (voir même beaucoup plus loin), pour essayer de le modifier et ainsi arriver à une fin plus heureuse Concrètement, on va pouvoir retourner une carte d'une époque passée, puis prendre une décision quant à son issue (A-B ou C). Pour nous aider il y a 1 indice par période mais on ne peut tous les regarder. On fera cela plusieurs fois en sachant que l'on ne pourra aller dans chaque période. Si au début, on va un peu à tâtons, les indices récoltés dans les scènes déjà jouées vont nous dessiner une histoire. A nous de bien l'interprêter pour une fin plus "heureuse" + Des déductions à faire avec potentiellement des fausses pistes. +/- Variante Fanmade compétitive fonctionne mieux ( A son tour on choisi une scène, puis chacun décide de sa résolution, il garde le résultat secret et à la fin on compare nos scores et se raconte nos déductions) - Le pich envoie du rêve... rattrapé par une mécanique mathématique ( La résolution d'une scène sera indiquée par un froid modificateur 0 / -1 / +1 voir +/-2 selon que l'on a amélioré/détérioré ou pris la même décision. ) - Aucune intéraction entre les périodes dû fait de nos décisions Scénario Ruelle pourpre :
pusboyau
Fourth attempt at trying to save a deceased persons life, by deducing where in that persons timeline to jump to and gently change the circumstances. So far I'm enjoying the format, it is an interesting cognitive exercise of trying to determine the significance of the locations and times on the backs of the story cards plus the keyword on the clue cards. With the initial limited amount of information you try and formulate a reasonable narrative (unless there are supernatural forces at work, like in one UNDO) to assist in choosing the possible advantageous part of the timeline to further your 'investigation'. Sometimes the best choice of which outcome to influence is obvious which helps in keeping the experience hopeful. However, I've now come around to thinking the design is better in not knowing where in the sliding scale you are just to keep things uncertain and tense. I also didn't get why the last card in the timeline isn't scored, but realise this is a safety net in case you think you may slide down the scoring on your last time jump. So in all I'm glad to continue pursuing the series.