Last Friday: Revised Edition – A Board Game by Ares Games 2-6 Players – Board Games for Family 90 Minutes of Gameplay – Games for Family Game Night – for Teens and Adults Ages 14+ - English Version

£9.995
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Last Friday: Revised Edition – A Board Game by Ares Games 2-6 Players – Board Games for Family 90 Minutes of Gameplay – Games for Family Game Night – for Teens and Adults Ages 14+ - English Version

Last Friday: Revised Edition – A Board Game by Ares Games 2-6 Players – Board Games for Family 90 Minutes of Gameplay – Games for Family Game Night – for Teens and Adults Ages 14+ - English Version

RRP: £19.99
Price: £9.995
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Description

Last Friday Revised Edition is the updated and revised version of our hidden movement, hunting, and deduction board game, inspired by the popular “slasher” horror movie genre. Subtle but important changes to the rules enhance the game balance, giving to the Maniac more opportunities than ever to spread terror in Camp Apache! This revised edition also features new cover art. The artwork is excellent, and the components are nice. Every element of the game comes down to the Friday the Thirteenth theme (even if they can’t say those words), and the slasher theme fits especially well with the gameplay. This will be a game I pull out on a chilly fall evening each October. I want to be sure to emphasis this before I say some negative things; I really like this game. It’s a fun, charming little puzzle with heaps of replay value. The artwork and components are of as high a standard as Rio Grande Games put out,meaning it’s still leaps and bounds behind companies like Days of Wonder and Fantasy Flight, but it is a very endearing and fun aesthetic. There are also “welcome tokens” used at the start of the game. Five of these are keys for the cabin, two are corpses (which act as obstacles for the campers), one is a shovel (see above), one is a sneakers (see above), and one is a accute hearing (see above). Sounds easy? Far from it. Not only must the clue-giver avoid words that could be associated with the enemy team’s agent codenames, but they must never say anything that could lead their teammates to select the assassin codename – if they do, it’s game over. Being one of the guessers is a little easier but not much, as you never know what your spymaster is thinking. Everyone’s minds work in different ways and clues that seem logical to the clue-giver might lead you in a totally different direction.

Lantern. All numbered spaces adjacent are lit by the lantern, and if the maniac is on it, he must reveal his current location.You can even paint the miniatures in the game to give your set a unique look and feel. At its core, the game is all about gaining points for victories, losing warriors in glorious battles and completing quests – it’s all good, clean, violent fun. Blood Rage, as you’d probably guess from the title, is all about conflict between the rival players, and it’s immensely entertaining leading your clan to honour and acclaim in the name of Odin. Chapter IV: The final chapter. The predestined needs to find and kill the maniac. During reveals, the maniac shows where he is currently. The maniac may not pass over a camper during the final round, so the campers can try to box him in to help the predestined. If a camper passes over the maniac, he reveals, and all the campers move one step. If the predestined crosses the maniac, the campers win the game. If the maniac isn’t dead by the fifteenth round, he wins the game. Chapter II: The chase . The campers attempt to catch the maniac, and if he crosses over one of them (or they over him), he dies. During reveals, the maniac shows where he is currently. The camper that killed the maniac — or, if he didn’t die, the camper that is the closest to him at the end of the fifteenth round — becomes “the predestined” (which matters for Chapters III and IV.

Weird, wonderful and irrepressibly French, Dixit involves looking at cards and inventing stories to go with them. Once you’ve told your story (which can be a word or an epic), others secretly give you a card of their own which they think matches it. You then present all cards to the group and everyone tries to guess your original inspiration. Don’t be fooled by the cutesy exterior – this is one seriously mean card game. In Unstable Unicorns, each player must build and maintain a stable of unicorns and magical narwhals, with victory going to the first person to amass seven of the mythical horned beasts. On paper, it’s easy to win. In practice, not so much. The rules state that it will take about 45 minutes to play a full game but, depending on how low your friends are willing to go, it could run on a while longer. As mentioned above, the goals of the game shift based on which “chapter” you’re in. Here are brief descriptions:

Once all players have passed consecutively, the war in the current region will be decided by the strengths of the Saxon and Dane armies battling there. Players gain victory points if they are aligned with the winning faction and based on their level of affinity. The focus of the war then moves to the next region, and the battle continues._x000D_ Last Friday Revised Editionis a game for 2 to 6 players, divided into four chapters full of horror and suspense (“Arrival at the Camp”, “The Chase”, “The Massacre”, and “The Final Chapter”), with a playing time of 30 to 45 minutes per chapter, which you can play individually or together in a long night of terror! The Last Kingdom Board Game is game of war and politics for 2-5 players by renowned designer John D Clair that’s based on the Netflix series The Last Kingdom._x000D_

Each chapter is played in fifteen rounds or less. Every third round, the maniac must reveal details about his location, although which details of what he reveals vary by chapter.

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There are several tokens to assist in gameplay. There are five types of clue tokens, which are placed whenever the maniac reveals his location. Campers may collect these, but they also start with one each based on their character at the beginning of the game. Each camper can only hold one of each type, and each camper can only use one per turn. Bear trap. Campers can move freely on or around the bear trap, but for the maniac to move past it, he must end his turn next to it and reveal his current location.



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