Monte Cook Games MCG00074 "No Thank You Evil" Game

£21.31
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Monte Cook Games MCG00074 "No Thank You Evil" Game

Monte Cook Games MCG00074 "No Thank You Evil" Game

RRP: £42.62
Price: £21.31
£21.31 FREE Shipping

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Description

The Cypher System Rulebookadapts the Cypher System to an unlimited range of campaigns and genres, giving you the complete rules set and hundreds of character options, creatures, cyphers, and other resources. It’s everything you need to play virtually any game using the Cypher System rules. I am starting to think of ways to integrate some life lessons into these games too if I can. There are some very obvious "don't judge a book by its cover" stories here, but I imagine you could build a story around just about any lesson you wanted to propose. The cypher cards are designed to be drawn randomly whenever a player is ready for a new cypher. (Cyphers are one-use skills that only companions know how to do!) If you have the time and the right mindset, this game can be absolutely amazing for young RPGers. I am a long time gamer and have been looking for an opportunity to get my young sons started. This game is exactly that.

All that to say I've tried a lot with my son and if you're on the fence about any of the above options NTYE has been what's worked best for him and I. Game play is simple, relying on standard D6s. The Guide will designate a difficulty level to a task and the player must roll above that difficulty. They can use their skills to bring the difficulty down by one or use an awesome point to help another player bring that difficulty down. Building the hot air balloon that I mentioned before may be a difficulty of 5, but a player can use a point from their Smart pool to make it a difficulty of 4 while another player uses an Awesome point to lower the difficulty again to 3. Olivia is a Super Smart Princess who Experiments with Science. Rowan is a Cool Robot who Plays withOoey Gooey Things. Their best friend tells them that a dragon has stolen all his chocolate coins. They’re the only ones who can enter Storia and save the chocolate—how will they do it? It’s all up to them!

A tabletop game of make-believe, adventure, and storytelling for creative kids and their families!

Companions are a special friend that travel with the adventurers, each with special abilities called cyphers. You can use them once, then recharge them allowing them to gain a new ability. The companions are great for moral and emotional support. No Thank You, Evil! is a tabletop game of creative make-believe, adventure, and storytelling. In No Thank You, Evil!, each player creates a character based on a couple of cool, descriptive, imagination-firing traits. The Guide (a special role often played by a parent or older sibling) presents a dilemma, and the players set off on an adventure of the imagination. Along the way they use their character’s special skills, companions, and equipment to overcome obstacles. Maybe you’ll rescue a friend from Dragonsnot Falls, save the world’s biggest adventure park from an ancient curse, or fix Whizbang’s broken time machine before it’s too late! Whatever you choose, you’re sure to solve mysteries, gain friends, confront bad guys, and have a wild adventure! A game that makes it simple for families to roleplay together. This meant creating rules that accommodate the youngest, newest players as well as older, more experienced players. To achieve this, there are different rule levels, each one geared toward a particular age group, from 5 on up to the point where the players are old enough and experienced enough to try running the game (probably around 10 or 11). So families can play together easily, even if the players cover a wide age range. Adventures are designed to be short but flexible, running anywhere from 30 minutes to an hour. All you need to play is the rules, a character sheet, and a d6.

Play Tokens: The game comes with two additional types of tokens: No Thank You, Evil! tokens and a My Turn token. If the game gets too intense for a younger player, he can play his No Thank You, Evil! token, letting the Guide know it’s time for a break or a change of tone. The My Turn token gets passed around from player to player, prompting excited players to remember whose turn it is. I've been playing Numenera using the Cypher System from Monte Cook Games for 2 or more years. I very-much enjoy the game play system. I have 3 kids - 12, 9, 6. Each at a different level of game playability, so Dungeons & Dragons hasn't really been a good fit. Character, Companion, and Cypher Cards: The cards are oversized and full color. The character and companion cards fit right on the character sheet. One side is just an image, for players who want to write their own characters based on the art. The other side is a pre-generated character type (or companion), making it a snap to get started. No Thank You Evil creates something unique and wonderful in making a D&D style tabletop RPG that is especially for younger kids and how they play. My two daughters, Clara and Olivia, gave me the big, pleading, eyes that only daughters can give and I told them we would play a short game of No Thank You, Evil! This is “the ENnie Award-Winning game of make-believe for creative kids and their families” made by Monte Cook Games. No Thank You, Evil! Is a tabletop game focused on adventure and imagination. In this game each player creates a character based on a selection of descriptions which are designed to get their imagination fired up. The players create simple sentences, the length of which is adjusted to match the age of the player. “I am a [verb] [noun] who [adjective]”. For younger players they are just a [noun] but as they grow and learn, the game grows with them. They gain a descriptor and then a special ability. When I play with my girls, we used just one blank.

No Thank You, Evil! rulebook: This includes all of the game and character creation rules you need to play and run the game, as well as sections that detail Storia: The Land Next Door and the creatures within it. A special section on running the game helps Guides start off on the right foot. Expect lots of fantastic art and maps, as well as a layout that’s easy for beginning readers. (Note: Players don’t have to read the book—only the Guide needs to do that—but we want to make it easy for players to read if they want to do so). The box comes with three adventures. I recommend a thorough read through of them before playing. Also, I recommend brushing up on your improv skills because younger players are going to throw all sorts of random ideas at you. My kids responded very favorably to the silliest voices I could muster and props as I was able (e.g., the first adventure includes magic candies as the way to call for an extraction, so everyone got a candy and had to save it until the end). I had to scan and print my own character sheets because my boys have already created multiple different characters. The rulebook includes a huge amount of information on locations and characters that exist in this world so that you can make your own adventures. In fact, my boys came up with their own story and conflict and I took it and added some twists so that they don't know how it ends. I am looking forward to running that adventure for them this weekend. A game that is, more than anything else, tons of fun. One that inspires creativity and connectivity, and creates a sense of wonder. Kids can be anything they want to be, from a Cool robot who Loves Ooey Gooey Things to a Powerful fighter who Experiments with Science. Every character also has a companion, a special friend that knows secrets and travels with them. They may have a floor-thumping dust bunny named Mabel or a fiery dragon who roasts marshmallows on the tip of his tail. The kind of art that gets kids excited about their characters and the game world, and that encourages them to jump into someone else’s shoes (or princess dress or superhero costume) for a little while. We’re working with our lead artists, Cathy Wilkins and Michael Startzman, to create diverse characters that reflect the real world of gameplaying families. It’s been incredibly inspirational, and a bit awe-inspiring, knowing that something you had a hand in is bringing families together in such a cool way. When I was a kid, I didn’t know a single parent who played roleplaying games. But now that so many of us gaming geeks are old enough to have kids, that’s completely changing.



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