Take on the roles of Rick, Morty, Zeep, and Kyle and introduce wondrous Power-making technology to the worlds you’ve created ... and then steal most of it for yourself. That... (continuer à lire)
Divulgation: Ce site contient des liens d'affiliation. PaytheOne peux percevoir une commission pour les achats effectués via ces liens, sans frais supplémentaires pour vous. Votre soutien est apprécié.
Vous l'avez déjà ?
Acheter Rick and Morty - The Ricks Must Be Crazy
chez Noble Knight Games
20,00 $US
15,00 USD
Description
Take on the roles of Rick, Morty, Zeep, and Kyle and introduce wondrous Power-making technology to the worlds you’ve created ... and then steal most of it for yourself. That is, if your opponents don’t get to it first!
This is an engine-building game (of sorts) that takes place in the four locations (“’Verses,” we call them) from the popular episode “The Ricks Must Be Crazy”: the Rickverse, Microverse, Miniverse, and Teenyverse. Due to time dilation and other pseudo-scientific malarkey, the lower you travel in the ’Verses, the greater number of Actions you’ll have each round. But some of those lower ’Verses are a bit primitive, so the Contraptions you build to use all that sweet Power might not work so well!
During your turn, you’ll spend your Actions to build Power Supplies and Contraptions and even move to a new ’Verse to take advantage of some excess Power there. At the end of each round, the Power generates from the bottom ’Verse up, and players can use that Power as it travels from ’Verse to ’Verse to play One-Shot abilities, use Character Abilities, and power-up their Contraptions. Player order matters in each ’Verse, so hopefully your opponents left you some Power to use!
Contents:
• 60 Game Cards • 32 Build/Control Tokens • 5 Action Tokens • 4 Oversized ’Verse Tiles • 4 Oversized Character Cards • 4 VP Tracking Tokens • 4 Character Standees • 1 First Player Token • 1 Power/VP Track • 1 Power Tracking Token • Rulebook