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Darkest Night (First edition)
Tabletop Game
Darkest Night, by designer Jeremy Lennert, is a fully-cooperative board game for one to four players...
Cosmic Run: Regeneration
Tabletop Game
The year is 2123 and the planet earth is becoming uninhabitable. New powers of interstellar travel...
Debbiereadsbook (1202 KP) rated Strength Check (Dungeons and Dating #1) in Books
Sep 26, 2021
This book, right? This book has a little bit of everything, and then some!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
Melody moves clear across the country, to share with Roxie, for a new job. Both women are hurting from bad break ups and jumping into something new isn't on either of their agendas, but sometimes, the heart wins out. Can they leave their baggage behind?
This book, right? This book has a little bit of everything, and then some!
It's got a whole lotta love between the group of friends that Roxie introduces Mel to, and I loved the way they fully pulled her into their fold, very quickly. Very quickly, those friends pegged that Rox has feeling for Mel, and not in a roommate kind of way! That she continues to deny it, at least out loud, is amusing, especially as Mel is doing the exact same thing!
It's got drama, from both Mel and Rox. Mel's is her job and her ex. Rox' is her mum and the way her ex left her feeling about herself.
It's got steam! Mel and Rox do get there, yes they do, but it takes them time, and I wasn't sure if this book would come out clean, at first. It doesn't, but it takes til waaaaaaaaaaaaaaay past halfway for them to get there. BUT! They needed that time, I think, to get their heads round how they felt about each other and getting over their past heartbreaks.
Loved the business these guys have, the Tabletop Tavern, a board game cafe. Some of the game references I didn't get, but it didn't detract from my enjoyment of this book. Fully fledged gamers will get them all, I'm sure!
There are stories for the friends to be told, and I can't wait to read them! The next book is laid out here, but I've no idea what might happen there, and in future books.
A wonderful read, it really was.
5 full and shiny stars.
*same worded review will appear elsewhere
Melody moves clear across the country, to share with Roxie, for a new job. Both women are hurting from bad break ups and jumping into something new isn't on either of their agendas, but sometimes, the heart wins out. Can they leave their baggage behind?
This book, right? This book has a little bit of everything, and then some!
It's got a whole lotta love between the group of friends that Roxie introduces Mel to, and I loved the way they fully pulled her into their fold, very quickly. Very quickly, those friends pegged that Rox has feeling for Mel, and not in a roommate kind of way! That she continues to deny it, at least out loud, is amusing, especially as Mel is doing the exact same thing!
It's got drama, from both Mel and Rox. Mel's is her job and her ex. Rox' is her mum and the way her ex left her feeling about herself.
It's got steam! Mel and Rox do get there, yes they do, but it takes them time, and I wasn't sure if this book would come out clean, at first. It doesn't, but it takes til waaaaaaaaaaaaaaay past halfway for them to get there. BUT! They needed that time, I think, to get their heads round how they felt about each other and getting over their past heartbreaks.
Loved the business these guys have, the Tabletop Tavern, a board game cafe. Some of the game references I didn't get, but it didn't detract from my enjoyment of this book. Fully fledged gamers will get them all, I'm sure!
There are stories for the friends to be told, and I can't wait to read them! The next book is laid out here, but I've no idea what might happen there, and in future books.
A wonderful read, it really was.
5 full and shiny stars.
*same worded review will appear elsewhere
This book held me in its spell from start to finish. Is that a bit too corny, considering it’s about witches? Actually, I don’t care, because it’s true!
It’s spellbinding, in fact.
Three generations of witches tell the stories of how they came into their power despite the interference of society and men (mainly men though 🤷🏼♀️).
In 1619, Altha Weyward is on trial for witchcraft, and whilst she’s in the towns prison she reminisces over her mother, her life before, everything she has learnt and the circumstances that led up to her incarceration. Altha had the knowledge needed to help people, but that same knowledge put her in danger from the church and general ignorance (and we can’t have women knowing more than men, can we!)
In 1942, Violet Ayres lives a very restricted life, tucked away from the rest of the world in her family home. She has only two clues about her heritage: her dead mothers locket with a “W” inscribed and the word “Weyward” scratched into the skirting board under her bed.
2019, Kate Ayres escapes a violent relationship in London and flees to Weyward cottage - the house her Aunt Violet had left her in her will. It’s a wild, unkempt, rundown house and garden, but it’s what Kate needs. She finds Altha’s diaries, some writings from Violet, and begins to learn about her true inheritance.
I just loved this book so much. Women taking control of their lives away from the men who would control them. Nature and magic is woven throughout, and nothing feels far-fetched or unbelievable.
I loved the alternating chapters between the three women, and this was probably the main reason why I couldn’t put it down. I needed to know what was going to happen to each of them next.
What more can I say? This WILL be high up in my favourite books this year. And to have read it in February!! How lucky am I!
I can’t wait to see what Emilia Hart writes next.
Many thanks to NetGalley and Harper Collins UK for my ebook copy of this book to read and review. Of course these are my own opinions!
It’s spellbinding, in fact.
Three generations of witches tell the stories of how they came into their power despite the interference of society and men (mainly men though 🤷🏼♀️).
In 1619, Altha Weyward is on trial for witchcraft, and whilst she’s in the towns prison she reminisces over her mother, her life before, everything she has learnt and the circumstances that led up to her incarceration. Altha had the knowledge needed to help people, but that same knowledge put her in danger from the church and general ignorance (and we can’t have women knowing more than men, can we!)
In 1942, Violet Ayres lives a very restricted life, tucked away from the rest of the world in her family home. She has only two clues about her heritage: her dead mothers locket with a “W” inscribed and the word “Weyward” scratched into the skirting board under her bed.
2019, Kate Ayres escapes a violent relationship in London and flees to Weyward cottage - the house her Aunt Violet had left her in her will. It’s a wild, unkempt, rundown house and garden, but it’s what Kate needs. She finds Altha’s diaries, some writings from Violet, and begins to learn about her true inheritance.
I just loved this book so much. Women taking control of their lives away from the men who would control them. Nature and magic is woven throughout, and nothing feels far-fetched or unbelievable.
I loved the alternating chapters between the three women, and this was probably the main reason why I couldn’t put it down. I needed to know what was going to happen to each of them next.
What more can I say? This WILL be high up in my favourite books this year. And to have read it in February!! How lucky am I!
I can’t wait to see what Emilia Hart writes next.
Many thanks to NetGalley and Harper Collins UK for my ebook copy of this book to read and review. Of course these are my own opinions!
Merissa (12066 KP) rated Where You Are in Books
Aug 18, 2022
The spark is instantaneous between these two!
WHERE YOU ARE is a standalone story that also has overlapping characters from other Felice Stevens books. You don't need to have read the other books, but I would recommend you do, simply because they are excellent stories.
Isaac is a forty-year-old firefighter who has also been on TV and a model. He is out and proud. Levi is a twenty-seven-year-old volunteer firefighter who also helps his brother run a bar. Levi is firmly in the closet, worried about how his family (especially his brother) will react when or if they find out.
The story flows smoothly, leading you from Isaac visiting where Levi lives, which is the main part of the story, to Levi visiting New York. The characters are wonderful, especially Amanda and Daisy! I adored seeing Gabriel and Ronan again, and hearing about Matty and Bryce still being happy! Yey!!
I loved Levi's character. He tries so hard to please everyone else that he puts their happiness before his own. That's not healthy, long-term, but Levi has to work that out for himself. And Isaac, he's the one I struggled with. There was so much about him I loved, but then he'd do or say something I didn't like. I know he's out, and he knows Levi isn't, but I swear my own pulse rate shot through the roof when he would kiss Levi at the bar, or his aunt and uncle's place. It almost felt as though he didn't care if Levi was caught out, which surprised me. He has many positive aspects to his character, but this, I just couldn't get on board with.
All in all, this was a brilliant story that I thoroughly enjoyed, apart from the few 'Isaac' niggles. I have no hesitation in recommending it.
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Isaac is a forty-year-old firefighter who has also been on TV and a model. He is out and proud. Levi is a twenty-seven-year-old volunteer firefighter who also helps his brother run a bar. Levi is firmly in the closet, worried about how his family (especially his brother) will react when or if they find out.
The story flows smoothly, leading you from Isaac visiting where Levi lives, which is the main part of the story, to Levi visiting New York. The characters are wonderful, especially Amanda and Daisy! I adored seeing Gabriel and Ronan again, and hearing about Matty and Bryce still being happy! Yey!!
I loved Levi's character. He tries so hard to please everyone else that he puts their happiness before his own. That's not healthy, long-term, but Levi has to work that out for himself. And Isaac, he's the one I struggled with. There was so much about him I loved, but then he'd do or say something I didn't like. I know he's out, and he knows Levi isn't, but I swear my own pulse rate shot through the roof when he would kiss Levi at the bar, or his aunt and uncle's place. It almost felt as though he didn't care if Levi was caught out, which surprised me. He has many positive aspects to his character, but this, I just couldn't get on board with.
All in all, this was a brilliant story that I thoroughly enjoyed, apart from the few 'Isaac' niggles. I have no hesitation in recommending it.
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Merissa (12066 KP) rated A Timeline Restored (Prevent the Past #3) in Books
Jun 15, 2023
A TIMELINE RESTORED is the outstanding finale in the Prevent the Past trilogy and we finish with a bang!
It is Alora and Eli's turn - two people who have suffered more than most and are firmly on board with Lainey's plan. Now, I'm going to be honest here. I haven't suffered what Alora has (thank goodness) so I have no idea how I'd react, either during or after the event. I understand that, I do, but I did find myself telling her to move on; that Eli had done the best he could in a horrible situation, and that he wasn't the one to actually do the deed. She didn't listen to me and poor Eli paid the price. Him-I loved, which actually surprised me considering the things he has done. But, oh man, he knew he had done them and paid for them every moment of every day. Tortured hero, anyone? Sign me up!
Anyway, there is more to this book than just Eli and Alora. We also have Elle and Zach, plus Lainey and Hunter, plus Claire and Cyrus, and let's not forget the indomitable Marie. Can someone please pass me a hanky?
The ending - oh, my; let's talk about that ending, shall we? The words perfect, shocking, twisted, and is it really over? pass through my mind! I won't say anymore but oh, boy. Strap yourselves in because it's a bumpy ride but definitely worth it!
This has been such a great series, outside my normal comfort zone with all the talk of time travel, paradoxes, and science, but I have loved each and every book. Rebecca Hefner was already a go-to author for me for paranormal romance. Now I know that it doesn't matter the genre; if she writes it, I will read it!
HIGHLY recommended but please start with book one so you have some idea of what's going on!
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Jun 15, 2023
It is Alora and Eli's turn - two people who have suffered more than most and are firmly on board with Lainey's plan. Now, I'm going to be honest here. I haven't suffered what Alora has (thank goodness) so I have no idea how I'd react, either during or after the event. I understand that, I do, but I did find myself telling her to move on; that Eli had done the best he could in a horrible situation, and that he wasn't the one to actually do the deed. She didn't listen to me and poor Eli paid the price. Him-I loved, which actually surprised me considering the things he has done. But, oh man, he knew he had done them and paid for them every moment of every day. Tortured hero, anyone? Sign me up!
Anyway, there is more to this book than just Eli and Alora. We also have Elle and Zach, plus Lainey and Hunter, plus Claire and Cyrus, and let's not forget the indomitable Marie. Can someone please pass me a hanky?
The ending - oh, my; let's talk about that ending, shall we? The words perfect, shocking, twisted, and is it really over? pass through my mind! I won't say anymore but oh, boy. Strap yourselves in because it's a bumpy ride but definitely worth it!
This has been such a great series, outside my normal comfort zone with all the talk of time travel, paradoxes, and science, but I have loved each and every book. Rebecca Hefner was already a go-to author for me for paranormal romance. Now I know that it doesn't matter the genre; if she writes it, I will read it!
HIGHLY recommended but please start with book one so you have some idea of what's going on!
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Jun 15, 2023
Matthew Krueger (10051 KP) rated Horrified: Universal Monsters Strategy Board Game in Tabletop Games
Jul 31, 2020 (Updated Aug 1, 2020)
The Universal Monsters (3 more)
The Strategy
Replay Value
Think Ten Steps Ahead
The Excellent Universal Monsters Board Game
When I heard about Horrorified, i wanted to buy it right away. A board game that has the universal monsters and it revolves around them, i really wanted to buy it. Cause i love the universal monsters. My favorite being The Invisible Man and Dracula. So lets talk more about it.
The Gameplay:
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Each turn has two phases, performed in this order:
Hero Phase: Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Monster Phase: Draw one Monster card from the top of the Monster deck and resolve all three parts of the card. After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Hero Phase: Actions: Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move: Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces. In addition, you may take any number of Villagers in your Hero's space with you when you move.
Guide: Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Special Action: Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Pick Up: Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
Share: All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Advance: At a specific location, use one of your Items to advance a Monster's task.
Defeat: In a Monster's space, use your Items to defeat that Monster.
Monster Phase:
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
1. Items: Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
2. Event: Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike: Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
Perk Cards: Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items: Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
Hit by a Monster:
Heroes: To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Villagers: A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
End of the Game: The game can end in one of three ways:
Heroes Triumph: If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
Terror!: If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time: If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Solo Play: The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.
Its a fantasic excellent strategy game based around the universal monsters. I love it so much its such a fun game. If you want to learn more go to BoardGameGeek, Dice Tower Review or One Stop Co-Op Shop.
The Gameplay:
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Each turn has two phases, performed in this order:
Hero Phase: Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Monster Phase: Draw one Monster card from the top of the Monster deck and resolve all three parts of the card. After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Hero Phase: Actions: Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move: Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces. In addition, you may take any number of Villagers in your Hero's space with you when you move.
Guide: Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Special Action: Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Pick Up: Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
Share: All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Advance: At a specific location, use one of your Items to advance a Monster's task.
Defeat: In a Monster's space, use your Items to defeat that Monster.
Monster Phase:
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
1. Items: Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
2. Event: Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike: Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
Perk Cards: Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items: Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
Hit by a Monster:
Heroes: To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Villagers: A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
End of the Game: The game can end in one of three ways:
Heroes Triumph: If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
Terror!: If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time: If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Solo Play: The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.
Its a fantasic excellent strategy game based around the universal monsters. I love it so much its such a fun game. If you want to learn more go to BoardGameGeek, Dice Tower Review or One Stop Co-Op Shop.