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The shadows arrived on the moon. From that day on, a mass of shadows (called Sheol) similar to a black tide began to form until it shrouded the moon completely and the moon "cried" the shadows down to Earth. Although technologically advanced, people had no means to stop the shadows, which slowly filled the Earth and exterminated almost all of mankind. The planet was fully enveloped in layer of clouds so dark that sunlight could not filter through and the survivors took refuge on the Isle of Light, also called the Citadel, the last outpost of mankind. In fact, Lux, a type of light radiation capable of destroying shadows, was discovered too late.
Enclosed between the immense walls that surround the many square kilometers in which the intricate levels of the citadel arise, humans have slowly forgotten the external world shrouded in darkness and exhausted themselves in a series of internal political, cultural and economic struggles. In fact, over the decades, the citadel has become a collection of decadent people, mixing nanotechnology with superstition, millenary beliefs with cyber-empowerments, chaos and the emergence of new castes.
Only the Scouts, explorers of the unknown and raiders of the outside world, have not forgotten that the world belongs to mankind and that mankind shall reclaim it one day. In this game, you are one of them.is set in a not-too-distant future. After the Moon’s Weeping, Earth has turned from being the realm of man to a place reigned by shadows. The only bastion of salvation is the Citadel, where the last survivors of humanity found shelter to survive. It is from here that the Scouts head out to explore the desolate lands of Sheol in search of resources.
Sheol is a cooperative game, playable solo or up to 4 people, with an emphasis on storytelling and strategy. Sheol is set in a coherent universe where game mechanics and setting are deeply interconnected. It is organized in campaigns, in turn, subdivided into missions. In each mission, players will have to coordinate their efforts tactically to complete the objectives and defend the central game area (the Citadel) from the enemy invasion. The story will progress, mission after mission, allowing characters to discover the secrets of the Sheol’s world and unlock more items and skills.
—description from the publisher
Ages | 12+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 90m – 120m |
Designer | Gabriele Porro |
Mechanics | Action Points, Cooperative Game, Narrative Choice / Paragraph, Grid Movement |
Theme | Miniatures, Science Fiction |
Publisher | (Self-Published) |
cybernex
Playtested. SHEOL is a very interesting concept, merging exploration, combat, and resource development in an innovative way. The light/dark mechanics is interesting and fresh. Components (still prototype when I saw them) are gorgeous, especially the centerpiece "citadel".
Pete_R
Cooperative, fastastically intricate figurines, outer space, aliens, this hits almost all my buttons! My three daughters really enjoy cooperative games (in competitive games their best strategy is to ally against me and they do not like being mean to daddy). Can't go wrong buying this game! BTW Have you ever noticed that if you try to abbreviate "cooperative", it appears as if you are about to discuss chickens?
haraggan
Played this for the first time: 18/09/22. There are an awful lot of rules to remember and I'm not sure they couldn't have been explained better (for instance, the use of Mission decks, a critical game mechanic, is mentioned only in the section on set-up, not game-play). The game looks gorgeous and has great atmosphere, although, as is always the case, the story writing is only mediocre. It take up a LOT of space - I had to buy two more end tables before I could start playing it. I'll want to play it more times before giving it a rating and commenting on the mechanics, but it looks promising. Having played the first scenario a couple of times now (21/09/22) it's starting to feel more natural. I mostly like this game so far and expect it to get stronger as the campaign progresses. The light stream is a very cool mechanic, very atmospheric, but it does make your scouts pretty slow and cause them to bunch up and get in each other's way. A big problem I'm finding with the components is the cards are extremely symbol heavy and, being double sided, can't easily be identified by their backs. This game requires an awful lot of organization!