How to play:
The Loyalty markers Pre Game sorted and prepared as a supply, strung the rank marker sequence of numbers after and placed the special cards to the appropriate rank markers. Players get everyone an overview map - on this the ranks and special skills are explained in more detail.
To determine now who works for whom Clan (secret), the character cards are prepared and distributed as follows.
There are communities of each stack as many cards at random, as players participate, then half of the card is stored in each case again. The so counted Clan cards are now well mixed together and 1 concealed distributed to the players.
The player their character card look at secret and show her neighbors left the clan symbol map. They shall in the overview map on the character card and thus obscure everything except the small section at the bottom right, where the clan symbol is optional.
Finally, a starting player is determined.
The active player gets the Pappdolch ^^ and always has 2 options: attack or fit. The attacking another player is also the only way to find out about this.
When a player suffers an injury so he has to reveal a part of his identity. For this, the affected player takes a token from the supply that matches one of the three icons at the top right depicted on the character card.
But it may only be a marker per symbol are taken as a whole, and the player is required not to cheat ^^!
Before a player is under attack, these may ask for assistance.
Such an intervention of helpful players would plug the damage and would have his rank divulge - may help namely only players whose rank markers still ausliegt in stock.
This may make sense in many cases, on the one hand a friendly clan member could be saved from the exposure, on the other, a hostile player could perform such a deception and add later through a special ability, for example, even more damage.
In any case, the affected player can help spontaneously reject ^^.
Each character has a special ability that can only be used, however, if the rank marker was added and abandoned so that in case of an inserted damage.
Manages the active players in the 4th damage on a (suspicious) opponent, this is subject, the game ends immediately and all players reveal their character cards! If it turns out that the leader (the card with the lowest rank in the game) was defeated the warring clans, the executing player's clan has won. But is it any other enemy character, he has lost with his clan!
Variant with an odd number of cycles: the Inquisitor comes into play!
Here comes in the game preparation, one of the Inquisitor-character cards with randomly in the stack of cards to be distributed character.
In addition, the associated tokens are placed with in the reservoir as well as a number to be determined (s. Table on the last page of the manual) Curse cards added.
The Inquisitor has the following capabilities and limitations: it can attack anyone who has suffered 3 damage, but can always take any loyalty symbol (and thus show) when he takes damage.
Its usable in damage special ability allows him to take all the curse cards, to look at themselves and each to be distributed to any player a.
The results of the players the Pirates cards may not watch to the end of the game!
Its aim is to foist the leader of the victorious clan the curse card "True curse". If he succeeds, this will be at end of the game revealed by uncovering all the cards and he tears the victory itself and wins alone! If the decisive curse card but with another player, it has no effect.
The Inquisitor is also the only character who wins when it is subjected to!
Conclusion:
Bloodbound invents the group game not new. The games available on the market at just creepy characters such as werewolves ^^, players can experience a similar gameplay.
The cards are also here to look pretty horrible-and the material is varied and high quality.
Nevertheless, BB has its own charm. From 6-8 players palpable tension comes on here and around ghosting suspicions require a good sense, a bit of luck and decent acting to endure long enough.
As with any game of this type all those involved must of course be prepared to take the "right" to engage in the game.
What BB is slightly lifts the character of the Inquisitor and the various special abilities of clan members.
The "elders" irritated as the opponent by changing the leader ranks, the player with the weakest rank will be the clan boss. The Alchemist could heal a friendly clan member after an intervention by 1 damage, so the healed can then travel a marker and its ability to use when re-recording again. The berserk counters an inserted damage by also directly inflicts damage to the attacker. The courtesan prohibits intervention and the bodyguards protecting clansmen until he takes damage - the protected players can not be attacked as long!
Clever tactics when that talent is used, of course, depends to some extent by the "people" knowledge of the players, but as soon as the parties after a few laps are trapped in the game, unimagined possibilities deductive * G * reveal.
With BB there is a group game that perfectly alongside other similar games can claim the shelf.
[Thank the Heidelberger play publishing house for the test specimen!]