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Visitor in Blackwood Grove
5m - 15m
2 - 5 Players
Ages 8+
Games with partnerships offer players a set of rules for alliances and teams. Partners are often able to win as a team, or penalties are enforced for not respecting alliances
Partnerships
Games where you repeat an action (or part of an action) until you decide to stop due to increased (or not) risk of losing points or your turn.
Press your Luck
Deduction
Spies/Secret Agents
18.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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GeorgW
It's a fun thought experiment but the game around it is almost a hindrance. It's also very dependent on the condition being interesting. Eleusis is a more concentrated version of this game and I'd like to try it with the deck from this game, but I think Zendo is the undisputed master of this genre.
holf
配件不佳,過程也不甚有趣,雖然是較為特別的類陣營對抗遊戲,但勝負又是分開算
brotherjohn2002
This was fun for sure but def seemed to have some problems. We found that it was too easy for the Agents to take a guess after one time around the table. Idk if this is bad Visitor play or what but it is worth noting. In general if you flip 4 cards the odds seem to be that two or even three of them are obviously outside of the shield. And then it is taking an educated guess on the other two. The Rules are also written very poorly and we had to make several calls that just aren't covered. As an example there is a trust track that has a bunch of abilities for the kid on it...BUT...the only mention we could find of said track was that it existed. No clarifications on the abilities themselves. Which led to a couple of judgement calls. Lastly...I am not sure who the right group for this is. It is very punishing to the Visitor if you have a bad pass rule. On top of that there are a lot of judgement calls to be made as we found most things were a fringe situation. (One example...the pass rule was "Things that can fit in a cup", the Visitor showed me a box of cereal and classified it as in the forcefield. To me that was a box of cereal...but to him that was cereal in general. And of course cereal can go in a cup. That one play made the game impossible to win for me as I was the Kid, and the trust was high enough the card was shown face down to me only.) It is also really really hard to be the kid. The agents all getting to go before the kid gets their first turn seems pretty broken. Along with the agents getting to test everything face down. The only viable play is to go for the 3 trust to get face down visitor cards on turn 1. But you only have two random cards to go off to do it. And if you don't make it, you have given all of the agents face up cards to base their guess off of for the turn two prove. There just feels like there needs to be some tweaking, and one of the agents won all 5 of the games we played. It presents itself kind of like a party game ala codenames...but then you set it up and get playing. And it is much more thoughtful and punishing. Just seems to fit into a weird niche. All of that said...I did enjoy it, and will def be trying it with a couple more different groups. I think there is a good game in there somewhere. It might take some house rules/official rule clarifications. And I am sure being the Visitor strategy will come easier with more plays. But there def seems to be balance issues, and the rules could use an official errata/cleanup.