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Bug Out: Escape your Paranoia
Вышла · 2027

Bug Out: Escape your Paranoia

2–4игрока
25–40минут
9+возраст
— / 5сложность
—
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Об игре

Will you escape your unfounded paranoia? The neighborhood has gone quiet. You are sure something is coming. What it is depends on who you ask. The only thing that truly matters is reaching a bunker with enough supplies left to call yourself prepared

Bug Out: Escape Your Paranoia is a competitive survival game for 2–4 players that combines tile placement, route building, supply management and direct player interaction. Preparing for a possible apocalypse, players build a shared road network, gather supplies and attempt to reach a bunker with the highest final Prepper Point score.

On your turn, roll the **Tile Die** and resolve its result. You may draw and place Map Tiles, remove a tile or resolve an effect involving the SCAVENGERS. Tile placement lets you extend routes toward safety or interfere with another player’s plans. SCAVENGERS and Paranoia can restrict your turn.

If permitted to continue, roll the **Action Die**, which determines how many Action Cards you draw. Resolve these cards one at a time. **MOVE cards** provide movement along connected roads, with players choosing their route. Entering a Supply location during normal movement allows you to draw a Supply Card. **Encounter cards** introduce setbacks, including lost supplies and Paranoia. Drawing Paranoia immediately ends your turn unless you prevent it with a BRIBE.

Supplies provide both useful abilities and **Prepper Points (PP)**. A Map lets you add road tiles, a Handheld Radio moves the SCAVENGERS, and weapons can help you rob unarmed opponents or defend your supplies. Players can also trade supplies during normal play. Deciding what to use and what to keep matters: supplies spent surviving or escaping are no longer available for final scoring.

The first player to enter a bunker must arrive by exact movement. Their entry immediately triggers the **Final Escape**, ending normal play. Each remaining player then resolves their escape in clockwise order, discarding supplies to purchase movement or place tiles. Each discarded PP provides **three movement spaces or one tile placement**. Entering an occupied bunker may cause a showdown; when both players are armed, their total weapon PP determines who survives, with equal totals allowing both to remain.

The game ends after all remaining players resolve their Final Escape. Only surviving players inside bunkers can win. They add the PP of their retained supplies to their applicable bunker bonus, and the **highest Final Prepper Score wins**.

The Action Deck also acts as a deadline: if its last card finishes resolving and nobody has entered a bunker, the game ends immediately and **everyone loses**.

Информация

Издатель
не объявлен
Автор
не объявлен
Год
2027