A player’s record shows what mental state they’re at and what items they carry. The characters can take actions to do things in a somewhat non-flexible system and advance the plot by accomplishing various goals. For the most part, the gameplay is pretty standard for a roleplaying/adventure game. This reviewer has definitely played stranger things than this game. As players explore, they’ll enter rooms and have an opportunity to interact with specific locations in each. Occasionally the game will throw tokens into the rooms that players occupy, offering chances to search for additional items or encounter various hazards. If the players succeed through the various tests, they’ll manage to reveal more of the story and discover the narrative behind the house. The storybook tells players which locations to move to and what choices are available in each location. Equipment gives a boost to some rolls and additional mitigating techniques for bad rolls or to help other characters.ĭuring play, the characters will move between locations represented on large boards showing an abandoned house and rooms. To succeed in most tests, players roll several dice equal to the stat and need to achieve several success symbols. The characters also carry equipment to aid their test rolls. If players lose all their Fear tokens, they reveal a new character card that resets their Mind, Body, and Fear tokens but gives them a drop in some stats. Players have health in 3 factors: Mind, Body, and Fear tokens to track health. This is very similar to Choose Your Own Adventure books with the added twist that many actions involve ability tests for one of the stats on each player’s character card. Various events can come up because of searches or opening locations.Ī typical game involves reading the introduction from the storybook which then leads characters to various choices. Each player will therefore take the role of one kid-investigator in the overarching mystery that begins. They’re called “Pizza and Investigation” and headquartered in a camper van that functions as a clubhouse. Tales of Evil presents itself as a horror/adventure game with players taking on the role of tweens or young teenagers collectively solving mysteries. For the best experience, a minimum of 3 players is required. It’s a storytelling/adventure game for 1 to 6 players which takes at least 2-3 hours per session and 6 chapters in the box means overall roughly 12-18 hours of gameplay. The one being investigated in this review is Tales of Evil. So, not surprising multiple publishers have made games about the same subject. In truth, it’s the result of a lot of different pop culture themes feeding off and encouraging others. This theme began somewhat in the late 70s and 80s with Steven Spielberg movies and combined with other media featuring mysteries of a supernatural or science fiction nature. Certain intellectual properties have become noteworthy recently that bring back the “kids as investigators” and weird tales concepts. Stranger things have happened than a publisher capitalizing on popular culture for a game idea.
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