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The Others 7 Sins Core Box
BGG Rating
7.3
Taal
Engels
Aantal spelers
2 tot 5 spelers
Speelduur
90 minuten
Leeftijd
14+
Moeilijkheidsgraad
In balans
Spelmechanismen
Area Majority / Influence, Area Movement, Dice Rolling, Interrupts, Modular Board, Team-Based Game, Variable Player Powers

The Others 7 Sins Core Box

BGG Rating
7.3
Taal
Engels
Aantal spelers
2 tot 5 spelers
Speelduur
90 minuten
Leeftijd
14+
Moeilijkheidsgraad
In balans
BGGID
Normale prijs € 118,99 Speciale prijs € 79,99
Momenteel Uitverkocht

In The Others: 7 Sins, the world stands on the brink of apocalypse, as the fanatics of the Hell Club have summoned the 7 Deadly Sins to lay waste to our reality. Slowly the Others have creeped into our lives, corrupting society from within. The city of Haven is the key to their invasion, but it will not go down without a fight, thanks to the actions of the paranormal organization known as F.A.I.T.H. (Federal Authority for the Interdiction of Transdimensional Horrors). Each session of The Others is played with one player controlling the forces of a single Sin, against the other players who control a team of 7 FAITH heroes. The heroes cooperate to survive the Sin's attacks and accomplish the missions set before them, while the Sin attempts to thwart the heroes in all ways (preferably by destroying them).

There are 7 different stories that players can embark on for each session of The Others. Each of them brings different special rules, different dynamics, and a unique system of branching missions the heroes need to accomplish in order to be victorious. There are Terror stories, which are more straightforward, focusing on action and combat; Corruption stories revolve around the Corruption spreading through the city and the heroes themselves; and Redemption stories rely on saving the city and the few innocents that remain. Each story can be played on a different map setup, which further makes the dynamic of each session unique.

The board used in The Others is made up of several tiles, each depicting a different city district and different configurations of streets. As the city of Haven still belongs to humanity, and it’s the Sins that are attempting to take it over, the heroes can use it to get different benefits each district offers them. For example, they can go to the hospital to heal wounds, to the museum to get rid of corruption, to the RavenCorp tower to get new equipment, or to the police station to call in an orbital strike. What districts are available on each map, and their location, can greatly change the dynamic of the game.

As the game progresses, and depending on how badly the heroes fare against storyline plot twists and developments, the Apocalypse Track will advance, making the Sins gradually stronger and more terrifying. Apocalypse cards, tied to the type of story being played (Terror, Corruption, or Redemption) introduce new twists and challenges to the game, even bringing in the members of the Hell Club themselves!

Heroes will die. Either in noble sacrifice, torn apart by claws and tentacles, or consumed by the corruption welling up in their souls. The question is whether the FAITH team will manage to fulfill their final mission in time, or whether the Sins will reign supreme over humanity.

Spelmechanismen
Area Majority / Influence, Area Movement, Dice Rolling, Interrupts, Modular Board, Team-Based Game, Variable Player Powers
Designer
Eric M. Lang
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