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Edge - ST05 - Jeu de Cartes - Oui Seigneur des Tenebres
Nous ne savons pas quand cet article sera de nouveau approvisionné ni s'il le sera.
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Descriptions du produit
Tell lies! Shift the blame! Save yourself from the anger of the Evil Genius! You are returning to the Tower of Dark Sorcery after the umpteenth failed mission. His Excellency will certainly be displeased which can only result in the most awful pain and suffering for his hapless minions. If only there were some way you could convince him that it's not your fault... Aye Dark Overlord! is a hilarious party game of lying through your teeth. Convince your Dark Overlord that it was not your fault his evil plan failed but that of your inept companions! But watch out; they probably have the exact same idea... This all new edition from Fantasy Flight Games includes everything from the first release plus an all new set of rules plus updated and improved components.
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Facile à comprendre, rapide à démarrer, énormément addictif, les parties peuvent durer de 15 minutes à plus de 3 heures selon la sévérité du maître du jeu. Et contrairement à de nombreux jeux de cartes, le maître (pardon, le "Seigneur") ne s'ennuie pas une seule minute !
Fous-rires garantis !
La deuxième édition (c'est le cas ici) contient toutes les cartes excuses de l'extension "oui seigneur des ténèbres 2" (1ere édition), seules les cartes actions de cette extension ne sont pas présentes.
Cette deuxième édition propose un autre mode de jeu tout aussi marrant, un peu plus cadré (même si plus compliqué que le mode de jeu de base) et permet donc de varier les plaisirs ou permettre aux groupes peu ordonnés de remettre un peu d'ordre.
Le mode de jeu de base reste tout de même super marrant en groupe, même quand ça part en cacahuètes. Fous rires assurés.
Je le conseil aux gens inventifs, improvisateurs ou simplement en recherche de grosses rigolades.
Commentaires client les plus utiles sur Amazon.com (beta)
We had 6 players in our group; 1 Dark Overlord and 5 minions/players (these words will be interchangeable for the rest of the review). Each minion is given 3 "Pass the Buck" cards and 3 "Excuse cards" (officially called "hint" cards by the rules, I believe).
"Pass The Buck" (2 types)
One type allows the player to play an "excuse card" of why another player is at fault for the screw-up of the Dark Overlord's task.
The other type allows you to interrupt(halt) another player's excuse, essentially calling them a liar, and playing an "Excuse Card" of why they (supposedly) actually didn't complete the Dark Overlord's task. The "liar" then must work this excuse into his story and try to "Pass the Buck" to another minion.
"Excuse/Hint" (many types)
These cards have varied pictures, descriptions, and titles that can be used as "excuses."
The Dark Overlord demands to know why his plans, quests, and tasks given to the minions have gone terribly wrong. The minion under the scrutiny of the Dark Overlord must play an "Excuse card" and make a plausible explanation related to the title, picture, or description on the "Excuse Card" of why it wasn't their fault that task X was not completed. The minion can continue to expand upon their litany of excuses by playing additional "Excuse Cards" from their hand or choose to "Pass the Buck" to another minion with an "Excuse Card" of why it was THEIR fault. The new minion must then play off of the excuse handed to them playing excuses of their own and trying to "Pass the Buck" on to another player. This chain of excuses ends when a player receives a "Withering Look" from the Dark Overlord. The Dark Overlord then demands to know why task Y failed to be completed to a minion of his choosing and the game plays another round.
"Withering Looks" are given at the discretion of the Dark Overlord. It could be because you're taking too long to answer, your excuses don't make sense, or your excuses are poor or unrelated to the cards you played. "Withering Looks" can also be given for being unable to "Pass the Buck" or not having any remaining "Excuse Cards." Three "Withering Looks" declares a loser of the game (game ends) with all remaining players essentially the winners.
I would say this game is best for players with a quick wit, creative mind, and good sense of humor.
Like I said, this is a great group party game. It moves quickly, and is lots of fun, since the excuses people throw out don't have to be realistic or plausible, but only related to the cards in their hands. The one difficulty we had was figuring out when people were supposed to draw different types of cards- it is almost easier to have one person in charge of handing out cards to everyone.
One other minor downfall is that the cards are very thin. They were getting bent just from normal shuffling. If this was a game that you would play often (and we would), the cards would have to go in sleeves.
It relies entirely on the creativity of the players and is helped along with queue cards that you shape your story around. If your players are not creative or good story tellers this game is going to stink. If they are good at improvising then there are many laughs to be had.
When you get tired of the storytelling there is another set of rules you can play with but my friends and I got burned out on the game before we tried it. Again, you really need the right friends to make this game worth it.
This is achieved (or not) by card play and some role playing. Others have described the play much better than I could.
There's an "advanced game" which uses just the cards and de-emphasizes the role playing, but it isn't as much fun in my opinion.
Play it with the right group and you'll have a ball.
Quality-wise the cards in this set are sturdy and should last a reasonably long time unless you play games with droolers, card-chewers or pizza-scarfing grease monkeys.
The first thing is that this is a game which will challenge your imagination. The game plays with one person taking on the role of "dark overlord". They will start and end each round. they start it by looking at one of the other players and basically asking why their most recent plot failed.
But after that the imagination takes over. The minions goal is to avoid the blame. They do this by playing hint and action cards. Hint cards give them a hint as to what their excuse is for the failure. Perhaps they ran into a monster (like "the puppy", perhaps they ended up at the wrong location "the lonely tower" or even a wild event happened "the whirlwind") the player will use the hint to start telling a story as to why the group failed. He will also play a "pass the buck" action card to move the blame to another player.
Players can insert themselves into the process by playing "freeze" actions, This allows them to say "Actually Dark Overlord, that statement is not quite true" and to change it slightly forcing the minion currently being grilled to modify their tale.
It's all about storytelling and thinking quickly. Failure to respond promptly is one of the failures that allows the Dark Overlord to command for silence and give the minion a "withering look" When one player gets 3 withering looks the game ends. Other failures can be for not having a pass the buck card, boring the dark overlord or not using the information on the hint card well enough.
There is a variant of the game which uses some additional symbols on the cards to make the storytelling a bit less a part of the game, but they don't take away from the idea that this is a fun, frantic game where the goal is to not be the odd minion out when the Dark Overlord decides someone must pay for the failure.
It's a great party game with people who enjoy storytelling and can think quick on their feet. But it does require some people. The game says 3-8 players, but less than 5 will almost always turn the game into a beatdown on one poor minion.