Restart (2025)
Spielzeit: 120
Min. Alter: 14
Spieler: 1 - 4
Verlag: Teetotum Game Studios
Designer: Antonios Yannopoulos, Vangelis Efthimiou
Künstler: Evan Scale
Mechaniken: Modular Board, Push Your Luck, Victory Points as a Resource, Connections, Set Collection, Dice Rolling, End Game Bonuses, Layering, Contracts, Solo / Solitaire Game, King of the Hill, Grid Coverage
Min. Alter: 14
Spieler: 1 - 4
Verlag: Teetotum Game Studios
Designer: Antonios Yannopoulos, Vangelis Efthimiou
Künstler: Evan Scale
Mechaniken: Modular Board, Push Your Luck, Victory Points as a Resource, Connections, Set Collection, Dice Rolling, End Game Bonuses, Layering, Contracts, Solo / Solitaire Game, King of the Hill, Grid Coverage
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Restart is a tactical, engine-building game in which you travel back in time to save humanity from its impending dystopian future. In each turn, you will try to change the course of events on a dynamically built tableau using your adult or child self. To do your best, however, you must recover from the side effects of time travel and regain your mental strength. To win the game, you will take actions to prevent your future's impending downfall and discover resources or information that will help you save it. But what does "save it" really mean?
All players are given a board that represents their mind and cards in their hands that represent unique events in four areas: food, energy, technology and society. They start with limited resources of time tokens and adrenaline pills. Time tokens represent the time they have to change the course of events as they travel through time. Adrenaline pills can give their mind a temporary boost or buy them gadgets that grant additional abilities. Their adventure lasts for three eras, passing over a space-time board (a tableau building mechanic) where they move their adult and child figures to achieve event chain patterns to earn back the fragments of their mind lost by the side effects of time travel. Due to the space-time continuum, when one player achieves a chain pattern, a series of chain reactions might affect other players, providing them with benefits or additional actions.
Each round has four phases:
Study phase: Players may place event cards from their hand on their mind board, allowing them to activate additional actions.
Perception phase: Players play event cards on the spacetime board to achieve patterns and gain benefits.
Intelligence phase: Players take actions to complete a specific side quest related to their dystopian future.
Memory phase: Players gain resources and end their turn.
Players earn prosperity points by completing chain patterns and side quest objectives. Event cards on their respective mind boards and adrenaline pills in their supplies also grant additional prosperity points. At the end of the third era, the player with the most prosperity points will be declared the winner and savior of the world.
But because your actions alter the continuity of space-time, the future you remember no longer exists. You may have caused a zombie apocalypse, a pandemic virus, the rise of the oceans, or even something worse... So, grab your time travel gear, buckle up, and Restart! This time you have an extra option; you can start a new game or continue your previous one in the new dystopian future that you created. This way you can create your own time travel series.
All players are given a board that represents their mind and cards in their hands that represent unique events in four areas: food, energy, technology and society. They start with limited resources of time tokens and adrenaline pills. Time tokens represent the time they have to change the course of events as they travel through time. Adrenaline pills can give their mind a temporary boost or buy them gadgets that grant additional abilities. Their adventure lasts for three eras, passing over a space-time board (a tableau building mechanic) where they move their adult and child figures to achieve event chain patterns to earn back the fragments of their mind lost by the side effects of time travel. Due to the space-time continuum, when one player achieves a chain pattern, a series of chain reactions might affect other players, providing them with benefits or additional actions.
Each round has four phases:
Study phase: Players may place event cards from their hand on their mind board, allowing them to activate additional actions.
Perception phase: Players play event cards on the spacetime board to achieve patterns and gain benefits.
Intelligence phase: Players take actions to complete a specific side quest related to their dystopian future.
Memory phase: Players gain resources and end their turn.
Players earn prosperity points by completing chain patterns and side quest objectives. Event cards on their respective mind boards and adrenaline pills in their supplies also grant additional prosperity points. At the end of the third era, the player with the most prosperity points will be declared the winner and savior of the world.
But because your actions alter the continuity of space-time, the future you remember no longer exists. You may have caused a zombie apocalypse, a pandemic virus, the rise of the oceans, or even something worse... So, grab your time travel gear, buckle up, and Restart! This time you have an extra option; you can start a new game or continue your previous one in the new dystopian future that you created. This way you can create your own time travel series.
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Restart
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ag.gameitem.lastUpdated: 2025-05-21 15:37:12.09