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One Night Revolution
15m
2 - 5 Players
Ages 14+
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Voting allows players to influence the outcome of certain events within the game. The vote may be all or nothing, choosing a target for an effect, or to determine the results of certain situations. Players’ votes may not have equal weight, and blocking a player from voting can be a valid tactic.
Voting
Deduction
Spies/Secret Agents
24.00
€
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
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Plunder boxes
Marvel: Crisis Protocol
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crinaya
I want to get a better feel for this game, especially at higher player counts, but my group was not particularly impressed.
Beastman2015
I've discovered that I'm not a big fan of the social deduction genre of games, so keep that in mind when reading this. This game is quick and fairly straightforward, but I find the potential chaos of game-play to be a little bothersome. The fact that by the end of the game a player might not even know what faction he/she is supposed to be working for makes winning the game almost meaningless. There are even scenarios where is isn't possible to win because when people are messing around with the factions you can end up with all of the rebels being safe in the base. In other words, the conclusion of a game is less than satisfying for everyone.
Cheesechick
Reading the rules to this game, I had a lot of worries. I was pretty sure I wasn't going to like it. I'm happy to say that, having now played several games, I [i]do[/i] like it... but I'm not sure I love it in the same way I love ONUW. My first concern: I was really really turned off by the idea of being forced to make a claim as to your identity in turn order - one of my favorite parts about ONUW (and indeed, bluffing games in general) is delaying saying anything at all, but it actually works alright in this game. I miss the more open freestylings of its predecessor, but this gives folks who aren't as skilled in these sorts of games a bit of direction. The other thing I was worried about was performing night actions in turn order, rather than a designed order ala ONUW. Here, I feel my worries were more founded. What you get in a little more variety you lose in the fact that it's much easier with this game to luck into dull, solved games. For example, if an investigator goes last and happens to flip up an Informant there's not really much you can do. In ONUW this is a lot less common, and tends to only happen at lower player counts (5 or less, which is where ONUW is at its worst anyway). Here, it felt like every other game saw someone lucking into some certain knowledge. All in all, this is a game I would happily play if offered. I just can't see myself rushing out to replace ONUW with. Curious to try it at lower player counts though, as it seems like this would probably work better than ONUW for that.