(ominous music) (feet clopping)
(man laughing maniacally)
- We're riding bikes and hunting killer clowns.
That's right, it's "IT: Evil Below" from The OP.
(upbeat music)
This kid-cavorting, killer clown co-op features two
to seven members of the Losers' Club,
as they venture around Derry, Maine,
haunted by the murderous spirit known as It.
But It frequently appears as a clown named Pennywise.
He's absolutely terrifying.
The players attempt to gather personal strength
before It can torture every kid in town.
Setup begins with a game board placed center.
We have a map of notable locations in Derry,
along with an evil influence track, on the left
and a Losers' Club strength track, on the right.
Place the strength token on the staring space of the track.
Take all the victim tokens,
place them on the You'll Float Too side
and give 'em a shuffle then distribute them facedown
around the board on the spaces indicated.
Next, place one bike token in each
of the following locations,
Quality Meats Butcher Shop,
Town Square,
House on Neibolt Street
and The Standpipe.
Place Pennywise on the sewer pipe in the center.
That's his home.
Take the encounter cards and separate them by type,
multicolored totem cards and black attack cards.
Shuffle both piles and place them next to the board
in their respective space.
Then place six of the top totem cards
and one attack card facedown
into the fight stack area above.
Separate the weakness cards by level,
either one, two or three, and shuffle each set.
Place them face-up in their respective spaces.
Finally, each player chooses a member of the Losers' Club
and takes the corresponding player board,
character mover and bravery token.
Place the mover on the starting location
of the map listed on that player's board
and put the bravery token on the five space
of their personal track.
Hand all the dice to the youngest player,
who takes the first turn, just like Georgie did.
Gameplay occurs in turns, each split into four phases,
roll dice, resolve sightings,
player actions, fight Pennywise.
First up, in the roll-dice step,
the active player rolls all the dice.
You may have guessed that part.
Each die has a symbol and a color.
The color corresponds to the location on the map
where that action or result may take place.
Balloon symbols are Pennywise sightings,
which will get resolved immediately.
Action symbols and courage symbols can be used
for actions during the player's action phase.
Next up, in the resolve-sightings step,
a special action must be taken for each balloon rolled.
First, if any player is in a location matching the color
of a balloon rolled, they immediately lose one bravery.
(Becca gasps)
Then, for each balloon icon,
reveal the topmost or leftmost victim token
from that location.
If a child icon is revealed,
place it on the evil influence track.
Each time a token is placed on a Pennywise portrait,
Pennywise will attack the players in that location,
more on that, in a sec.
If a balloon icon is revealed,
discard it and add the top card of the attack pile
to the fight stack without revealing it.
When resolving the victim tokens,
the letters A, B and C will gradually be revealed.
If the last victim token is ever removed from a location,
place an attack card on the fight stack.
This location is now empty of victims,
and each time a Pennywise sighting occurs on that space,
another attack card is added to the fight stack.
One note, if three locations are ever empty of victims,
the Losers' Club loses the game.
After the sightings are resolved, move Pennywise
to the location with the most missing victims,
where he has the most power,
and set aside the balloon icon dice roll, this turn.
Each time a victim token covers up a Pennywise portrait,
that's when Pennywise attacks the active player.
Move the Pennywise mover to that player's location
and immediately reveal the top card of the attack pile.
Depending on the letter icons present at the location,
Pennywise attacks the active player
with each applicable ability on the card.
Resolve them by discarding totem cards, losing bravery
or just generally having your hair turn white.
If multiple players are in the same location,
the damage can be divided up between them as they choose.
Once the attack is resolved,
place the attack card into the fight stack.
I know, we just keep adding attack cards.
(sighs) It's a lot.
Next, in the player-actions step,
the active player may spend a die
with an action or courage icon to take one type of action.
These include move, spend one die
of any color or symbol to move the character mover
to an adjacent location.
Draw, use an action icon die of the current location's color
to draw a totem card.
Totem cards may be placed face-up in front of a player
who may only have a maximum of three cards at a time.
If the totem pile is ever depleted,
just shuffle the totem discard into a new deck.
Pick up a bike, use an action icon die
of your current location's color
to take a bike token from that location.
Player's with the bike token can move their character mover
to any other location, regardless of distance,
on any player's turn, by spending that bike token.
Then leave the token on their destination.
Increase bravery, spend one courage icon die
of the current location's color to increase the bravery
of every character in that location.
Rescue, spend one courage icon die
of the current location's color
to return the topmost victim token
on the evil influence track to the rightmost
or bottommost space, in that location.
As players move around the board and take actions,
if any of their totem cards match their current location,
they may place it in the fight stack, facedown.
This can be done as a free action
and is the main way to gain strength for the Losers' Club.
Finally, the active player has the option
to play through or skip the fight-Pennywise step.
If they choose to skip, pass the dice
to the next player and begin a new turn.
If they wish to fight, the active player
and at least one other player must be
in the same location as Pennywise.
Now remember, bikes allow characters
to freely move on any turn.
To fight, the active player shuffles the fight stack
and reveals a card.
Their goal is to reveal totem cards to match any
of the three weakness requirements above the strength track.
Players may continue to reveal cards, one at a time,
pushing their luck until they choose to stop
or if they reveal a Pennywise attack card.
If a player manages to stop before revealing an attack card,
they gain all rewards listed
for matching the weakness requirements.
It's possible for totems to qualify
for multiple weakness cards in the same fight.
Discard the competed weakness cards and totem cards,
facedown to their respective areas.
That means they don't go back into the fight stack
after they've been flipped.
But if a Pennywise attack card is revealed,
the players must discard all totem cards revealed,
at this point, and do not get
to complete any weakness requirements.
Instead, resolve the attack card based on the location
and revealed letters, attacking the players in that space,
and then placing that attack card
to the bottom of the Pennywise attack card stack.
Gameplay continues until the Losers lose the game
when Pennywise eliminates all the victim tokens
from three locations, the evil influence track fills up,
any player hits zero bravery
or if all 13 attack cards are in the fight stack.
But if the players can get the strength icon
to the end of the strength track,
they've gathered the courage
to fight the demon and win the game.
And that's it, "Evil Below."
I'm Becca Scott, and we all float, down here.
Right, Georgie?
Ha, ha, ha, ha, ha. (ominous music)
Bill?
(upbeat music)
(bright music)