Tekeli-li (2005)
Tempo de Jogo: 30
Idade Mín.: 10
Jogadores: 3 - 6
Editora: Japon Brand, Die Kiste des Brettspiels, Grimpeur
Designers: Toshiki Sato
Artistas: Reina Asada
Mecânicas: Memory, Trick-taking
Idade Mín.: 10
Jogadores: 3 - 6
Editora: Japon Brand, Die Kiste des Brettspiels, Grimpeur
Designers: Toshiki Sato
Artistas: Reina Asada
Mecânicas: Memory, Trick-taking
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An Anti-tricktaking game with a Cthulhu Mythos theme
If you want to live long, you shouldn't cognize something.
If you want to play happily, you shouldn't know about the existence of horrible deities who dominated old earth.
Will you bear up and survive these distractions?
It is up to you. Cross your fingers!
Contents12 Fire(red)cards (1 each :value 1-6, 3 each :value 7-8)
12 Earth(black)cards (1 each :value 1-6, 3 each :value 7-8)
12 Water(blue)cards (1 each :value 1-6, 3 each :value 7-8)
12 Air(white)cards (1 each :value 1-6, 3 each :value 7-8)
Also you needAbout 30 unnamable markers
Object of the gameEscape from unknown horror. Remain far away from the Great Old Ones' insanity. At the end, players who have the most unnamable markers are frighteningly havocked.
ApectsBasically, do not take a trick. If you do, the Great Old Ones may come along (and unnamable markers). Cards where both the number and color are the same cancel each other and allow the possibility of an escape from unnamable markers.
If you want to live long, you shouldn't cognize something.
If you want to play happily, you shouldn't know about the existence of horrible deities who dominated old earth.
Will you bear up and survive these distractions?
It is up to you. Cross your fingers!
Contents12 Fire(red)cards (1 each :value 1-6, 3 each :value 7-8)
12 Earth(black)cards (1 each :value 1-6, 3 each :value 7-8)
12 Water(blue)cards (1 each :value 1-6, 3 each :value 7-8)
12 Air(white)cards (1 each :value 1-6, 3 each :value 7-8)
Also you needAbout 30 unnamable markers
Object of the gameEscape from unknown horror. Remain far away from the Great Old Ones' insanity. At the end, players who have the most unnamable markers are frighteningly havocked.
ApectsBasically, do not take a trick. If you do, the Great Old Ones may come along (and unnamable markers). Cards where both the number and color are the same cancel each other and allow the possibility of an escape from unnamable markers.
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ag.gameitem.lastUpdated: 2025-04-25 21:16:01.687