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Things From Another World
Puzzle Master
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Ray Master
Ray Master
by ABBA Games (2016)
Player Count
1 to 2

Player Ages
10+

Playing Time
30 minutes
Categories
  • Abstract Strategy
  • Movies / TV / Radio theme
  • Print & Play
  • Designers
  • Israel Cendrero
  • Sheila Santos
  • Mechanisms
  • Action Point Allowance System
  • Hand Management
  • Worker Placement
  • Artists
  • Nicolas Serrano
  • Juan Serrano
  • Family
  • LUDO
  • Rating: 6.78/10 from 62 users

    Description

    ENG

    From one of the most hidden laboratories in the Atomic Biochemistry Brave Academy (ABBA), a shout rises to the skies: “¡Eureka!”. After years of research, Professor Röntgen has invented a new thingamajig that apparently is capable of modifying the atomic composition of objects, to the point it can make them shrink and grow at will. But the underworld of science is horrifying and his “colleague”, archrival and former student, Professor Stern, wants to steal his idea. In the next few days, the Academy is going to decide which department will get funds to continue their research, so lab safety has become a secondary concern. Both professors must use their scientists and students wisely, to get the most astonishing test results, while discretely trying to sabotage your rival.

    To get the best experimental samples, you must use the ray to manipulate the value and size of your dice, while you sabotage your opponent, by modifying his. The higher the visible value on the die, and the smaller the die is, the more points you will get. To win the game (and get the funds!), you will have to get the most points with this method.

    During your turn, you can perform one or more actions (without repeating any). The available actions are represented on the control panel board, and you will use scientists and students to trigger them. Each turn is played in three consecutive steps. Once you're finished, it’s your opponent's turn, and so on until the end of the game. These are the three steps:

    Action Selection: Choose the actions you want to perform this turn. First, pick a student from your hand and place in in the control panel, covering the action it’s going to perform. Then, use your available scientists to select one or more actions, as explained below. Note: you can’t repeat the action on a student card.
    Action resolution: In whatever order you choose, perform your selected actions, taking back the corresponding scientists and students as you do. Student cards go straight to the discard pile, but you get your scientist team back for next turn. If you haven’t shot the ray this turn, take the extra scientist, aside from your two regular ones. This additional scientist will help you during your next turn. If it is already in your possession, and you have shot the ray this turn, put it back, next to the testing room board.
    Hiring a new student: Once you have solved all the actions, draw a new student card from the deck. You will continue drawing cards every turn until the deck is over. Once the deck is depleted, keep playing your cards from your hand normally. Once all students have been used (players don’t have available student cards in their hands), shuffle the student cards deck to form a new face down pile on the table. Both players draw two new student cards and continue playing normally.

    SPA

    De uno de los laboratorios más perdidos de la Atomic Biochemistry Brave Academy (ABBA), surge un grito que clama al cielo: “¡Eureka!”. Tras años de investigación, el profesor Röntgen ha inventado un nuevo cachivache que parece ser capaz de modificar la composición atómica de los objetos, hasta el punto de poder reducirlos y aumentarlos a su antojo. Pero los bajos fondos del mundo científico son repugnantes y su "colega", archienemigo y antiguo alumno suyo, el profesor Stern, está decidido a robarle la idea. Y es que en los próximos días se determina qué departamento obtiene la subvención de la academia para continuar con su trabajo, así que la seguridad de los experimentos se ha convertido en algo secundario. Ambos profesores deben emplear a sus estudiantes eficientemente para tratar de obtener los resultados más espectaculares posibles, mientras tratan de sabotear discretamente a su rival.

    Para conseguir las mejores muestras experimentales, debes utilizar el rayo para manipular el valor y el tamaño de los dados de tu color, a la vez que saboteas a tu oponente modificando los suyos. Contra mayor sea el valor de un dado y menor sea su tamaño, más puntos otorga al jugador de ese color. Para ganar la partida (¡y hacerte con la subvención!), tendrás que ser tú el que consiga más puntos de este modo.

    Durante tu turno puedes realizar una o más acciones (sin repetir ninguna). Las acciones disponibles están representadas en el tablero a modo de cuadro de mandos, y para realizarlas necesitas emplear científicos y estudiantes. Los turnos se juegan en tres pasos consecutivos. Cuando los termines, le toca jugar a tu oponente y os iréis turnando así hasta que acabe la partida. Los pasos son los siguientes:

    1. Selección de acciones: Selecciona las acciones a realizar. Elige un estudiante de tu mano y ponlo en el cuadro de mandos, de forma que tape la acción correspondiente. A continuación, emplea a tus científicos para seleccionar una o más acciones, según el caso, como se explica más abajo. Nota: no puedes repetir la acción de la carta de estudiante.
    2. Resolución de acciones: En el orden que desees, resuelve cada una de las acciones seleccionadas, retirando al hacerlo al estudiante o científicos correspondientes. Las cartas de estudiante retiradas van a al mazo de descarte, pero los científicos los recuperas para tu siguiente turno. Si no has disparado en este turno, además de tus 2 científicos, coge también al científico extra, que te ayudará durante el turno siguiente. Si ya lo tenías y en este turno has disparado, devuélvelo.
    3. Reclutar un nuevo estudiante: Una vez resueltas las acciones, roba una nueva carta. Deberás seguir robando al final de cada turno hasta que se acabe el mazo de robo. Una vez se acabe el mazo de robo, seguirás jugando con las cartas que te queden en la mano. Cuando se haya empleado a todos los estudiantes (no tengas cartas en la mano), vuelve a barajar los estudiantes para formar un nuevo mazo de robo y robad dos cartas cada uno, para continuar normalmente.

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