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Warehouse 13: The H.G. Wells Expansion
Warehouse 13: The H.G. Wells Expansion
by Infinite Dreams Gaming
Player Count
2 to 5

Player Ages
15+

Playing Time
2 hours to 2 hours, 30 minutes
Categories
  • Science Fiction
  • Bluffing
  • Deduction
  • Expansion for Base-game
  • Movies / TV / Radio theme
  • Spies/Secret Agents
  • Designers
  • M. Shawn Smith, II
  • Michael Aldridge
  • Mechanisms
  • Partnerships
  • Cooperative Play
  • Hand Management
  • Semi-Cooperative Game
  • Hidden Roles
  • Deduction
  • Family
  • Crowdfunding: Kickstarter
  • Admin: Unreleased Games
  • Rating: 0/10 from 0 users

    Description

    In Warehouse 13: The H.G. Wells Expansion, players take on the role of Warehouse Agents who must work together to retrieve artifacts. But should H.G. be trusted? Or is she helping you only because she wants to collect the two pieces of the Minoan Trident?

    Warehouse 13: The H.G. Wells Expansion works much like the base game, where one Traitor is working against a team of Warehouse Agents. For every artifact that is lost, H.G. will be able to search for pieces of the Trident. If both Trident pieces are found, the Finale immediately begins. Unlike the base game, if three artifacts are lost, there is no Finale; the game ends and the Agents lose.

    What if MacPherson had stayed loyal as Artie’s partner? Now you can find out. Not only are H.G. Wells and James MacPherson Adversaries, they are also playable Agents. Also included are Jack Secord and Rebecca St. Clair, two Warehouse Agents from the 1950’s and 1960’s.

    The new Warehouse Status module increases the challenge by making things difficult for the Warehouse Agents each episode. But Mrs. Frederic is here to help with her new module, providing assistance wherever she is needed. These modules can be used individually or together and with either MacPherson or H.G. Wells as the Adversary.

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