An Agent successfully proves the pass rule to win the game (described below). Only the Agent that played that card can go back and look at their face down cards. The Visitor then places the card face down either inside the forcefield or outside to prove that Agent additional information about the Pass Rule. To test and object an Agent hands a card to the Visitor without showing it to any other players. Some pass rules include: things containing metal, things in this room, and things with strings.Įach Agent on their turn has two options they can Test an Object or Prove the Pass Rule. The game provides thirteen rules as examples. These rules must be general enough to make it challenging for the agents but not so hard the kid cannot figure it out. The Visitor creates the rule for what can pass through the force field. Finally, if the Visitor has no cards at the start of a turn all the Agents win. The Agents are from competing government agencies and do not share information. Should one Agent figure out the pass rule first, they win. If the Kid figures out the pass rule first, the Visitor and Kid win. Game Componentsīeing an asymmetrical game, the different characters in the game have different roles and a variety of win conditions. It is published by Resonym, with quick games only taking 5-15 minutesįor three to six players. A boy on a bicycle must try to pass through the force field to help the alien before the Agents do! Visitor in Blackwood Grove has the quintessential 80’s theme, and is a unique asymmetrical reasoning game for players age 8 and up. An alien has crash landed in Blackwood Grove.
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