Greenville 1989

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Description

Greenville 1989, a horror game

Greenville 1989 is a narrative and horror cooperative game for players over the age of 16.
In this game, you play the roles of 6 ordinary American teenagers, Brandon, Julius, Kim, Cindy, Manelle and Marty, who live in a small isolated town in the late 80s. Passionate about role-playing games and movies, you spend your free time deceiving boredom by watching VHS and exploring the surroundings in search of the great thrill.
While you had planned to spend the evening at the local Bowling, you see your life take a strange turn: you are projected into an alternative Greenville emptied of its inhabitants and disturbing paranormal phenomena happen before your eyes. As you try to understand the situation, you realize that you can communicate through thought. Without wasting a moment, you make mental contact with your friends to set up an appointment for them. The adventure of your life begins...

Greenville 1989, a cooperative and narrative game

Greenville 1989 is a cooperative game where you and your friends win or lose together. In turn, you'll match cards to all players who will have to find out who they've been associated with in order to continue the adventure safely!
Your goal is simple: you must try to meet at the set meeting place to go out together.
Greenville 1989 also has an important narrative component. As the game progresses, you will not only have to describe what is on your cards, but also your character's intentions. Let the narrator speak inside you, in order to invent according to your creativity the continuation of your adventure.

Greenville 1989, a multi-inning game

For a game of Greenville 1989, you will need between 20 and 40 minutes. A game takes place in several rounds, each with 4 phases of play.
  • The storytelling phase: Each player describes his most recent map, but also the intentions of his character (running, fighting, looking for a vehicle, moving in a building, ...).
  • The Guide phase: The Guide, the master of the game, draws cards and reveals them around the passageboard to the Other World.
  • The wandering phase: The other players work together to try to find the right associations.
  • The resolution phase: The Guide reveals its associations to determine the fate of the band. If the association is good, you approach the meeting point and the victory. But if it is bad, you slip gently towards the passage of the Other World, synonymous with defeat.

Greenville 1989, a binary denouement

In this game, the whole group has to get away with it. A game ends in two diametrically opposed ways.
  • Victory: If all players have 4 cards placed in front of them.
  • Defeat: If a Character token reaches the last square of one of the three passages to the Other World.
Caractéristiques
Language(s)Anglais
Language(s)Dutch
Language(s)Français
Mechanism(s)Ambiance
Mechanism(s)Communication
Mechanism(s)Déduction
Theme(s)Contemporain
Theme(s)Fantastique
Theme(s)Horreur
CreationFlorian Fay
IllustrationsDavid Sitbon

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