The Game: House of Danger
The Publisher: Z-Man Games
Time: Not less than 2 hours, probably more
Players: Me, Michelle, Melissa, Megan, and Sarah
|The path to adventure!|
Well, this board game does exactly that, in five chapters. The game starts off with you, an aspiring detective and psychic investigator, involving the police because you're having dreams of a weird house.
Believe me when I tell you that's the least ridiculous thing about this story.
|Sarah and Michelle, not knowing what awaits them.|
That track I posted earlier shows two meters, a Psychic Meter and a Danger Meter. The psychic meter is effectively a measure of how psychic you are; you'll come to cards that say if you're level 2 or higher, you get a particular clue. The Danger Meter shows the difficulty of rolls; when you come to Challenges, you roll a d6 and you have to roll at or above the current Danger (which never gets lower than 3). If you fail, often you lose Psychic or your Danger gets higher.
|Melissa and Megan are also unprepared for what awaits them, but they do have coffee.|
|This was likewise true of being killed by the sharknana. No, I'm not making that up.|