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Bermuda Crisis: Discovery Dawning
DescriptionAn infrastructure building game in which players spend resources to upgrade camps (a kind of tech track) and draw special power cards (from 3 different decks with different styles of effects). Players can choose to split their resource draws between the 'rare' and 'common' resource decks, and will need cards from both decks to make upgrades and purchase cards. Trading is permitted, and the game encourages creative trades. The game ends wither when a player hits 12 VP. However, when players draw Artifacts from the resource decks (which serve as wild cards), the 'discovery dawning track' advances; if it completed, the game ends and the victor is determined by counting a different sort of VP. The game includes basic and advanced rules, so that beginners are not overwhelmed by the special powers available to them. There are several viable paths to victory, and the game supports different play styles depending on your chosen path to victory (isolationist, interactive, aggressive). From the beginning of the rules: Game DiscussionsAdd CommentYou need to be logged in to comment. Insert Bullet List Please enter at least one item. Item: Item: Item: Item: Item: Insert Numeric List Please enter at least one item. Item: Item: Item: Item: Item: Insert Link Please enter the link of the website Optionally you can add display text Insert Email Please enter the email address Optionally add any display text Insert Image Please enter the link of the image Insert YouTube Video Please enter the link of the video MarketplaceNo listings at the moment. Do you own this game? Click here to list it for sale.
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