- We're coming out to the coast, having a few laughs.
That's right, it's Die Hard: the Nakatomi Heist Board Game
from the OP.
(funky beat)
This lone ranger vs. gang of thieves, action-adventure,
pits one player as John McClane vs. up to three opposing
players as Hans Gruber and his merry band of armed robbers.
As John McClane navigates the Nakatomi Plaza,
attempting to rescue his soon-to-be ex-wife
and the hostages, the thieves try to either take John out
with a well-placed bullet or open the vault lock
to get the cash and win the game.
Set up begins with team selection.
One player takes the role of John McClane,
and takes the player board and associated action cards,
dividing them into three separately shuffled piles
based on their act; one, two, or three.
Take the act one cards and have John draw five,
to form his starting hand.
The remaining players take the role of thieves
and shuffle a shared deck of thief action cards.
Each thief draws three action cards
to form their starting hand.
Next, place the game board center, act one side up.
Don't unfold it yet.
Create a supply of game tokens,
support, and draw blood cubes, and a die nearby.
Separate the objective cards by type and act,
as well as the objective tokens.
Shuffle the lock cards and create a deck
next to the lock progress card.
Place a support cube on the topmost box
of the lock progress card.
Now it's time to set up act one.
First, take the objective cards for the first act
and reveal them on the board.
Place the ammo tokens and shoes on their respective
objective cards.
Randomly place the John McClane objective tokens
on the red spaces and the thief objective tokens,
face down, on each of the dark gray obstacle spaces.
Place the John McClane figure on his starting space
and one thief token on each of the green spaces.
Finally, set up the vault lock, by drawing two lock cards
and staggering them to form a two by four grid of numbers.
Game play occurs in turns, during which John McClane
and the thieves each choose a single card
to play from their hand.
The thieves, however, are not allowed to verbally
communicate during their choosing process.
Depending on the number of players on the thief team,
they select their action cards in a variety of ways.
For one thief player in the game, they draw two cards
from the action deck and select a third from their hand.
For two thief players,
one player takes the lead thief marker
and draws the top card of the action deck,
reveals it to their teammate
and places it facedown on the table.
Both thieves then add a single card from their hand
to the table.
For three thieves, the lead thief draws a card
and shows it to their two teammates before placing it
facedown on the table.
The other two thieves then silently add a card
from their hand to the table.
After players have chosen their action cards,
John reveals his first and takes the action listed
for the current act on the card.
After John's actions, the thieves then resolve
their three cards by revealing them,
and arranging them in order of highest to lowest number
on the top left of the card.
The highest and lowest values will be used to break
through the vault locks on the turn,
while the middle card provides the thieves
with their actions for the turn.
I'll explain actions in a sec,
let's look at the vault lock first.
The thieves are attempting to break through six levels
of locks, and then a final seventh level,
once the FBI shuts down the power in act three.
To break the first six locks, the thieves use the ones digit
on the outside two action cards
to cover a number on the lock card.
They may only cover one of these numbers on their turn,
unless the numbers they've revealed on their cards
are adjacent on the lock.
Once they complete a lock, the thieves advance the lock cube
down a space, and create new lock of the size listed.
After the thieves and John have resolved their cards,
John places his played cards on his board,
and the thieves pass the lead thief marker to the left.
During his turn, if John has two or less cards in his hand,
he must discard both, and draw out a new hand of five.
If he ever cannot draw more than two cards
because his deck is depleted, he dies;
automatically losing the game.
Play continues with John
attempting to complete his objectives
and move to the McClane goal space in order to move on
to the next level of Nakatomi Plaza.
If he does, the next act is set up with a new map,
new objectives, and new hazards.
Let's take a look at those actions.
Move allows the player to move their figure orthogonally
up to the number of spaces listed.
Moving through a gray obstacle space take two moves,
while all other spaces take one.
Shoot or punch are attack actions, that either remove
thief figures from the board or forces John to discard
a card from his hand and provide the thieves
with a draw blood token on their objective.
Shoot requires line of sight and a distance of at least
one square between the shooter and the target;
while punch requires adjacency.
The shooter rolls a die and must roll higher
than the number listed, to hit.
Sneak allows John to move the number of spaces listed,
but he can also move through enemy controlled squares
and move through obstacle spaces at a cost of one per space.
While sneaking, John can't be targeted by a punch or shoot.
Shove allows John to move an adjacent thief one space
orthogonally, provided he rolls a die with a higher result
than the value listed on the card.
Recover allows John to take the top card of his discard
and add it to his hand.
Support let's John add a red support cube to the radio
objective, aiding his attack roles in future turns.
Lock allows the thieves to cover a single numbered space
on the current vault lock.
Reinforcements is a special action that the thieves may use
if they have less thief figures on the board
than their starting number for the current act.
If so, they may forego all other actions on the turn,
to discard their middle card and return a thief figure
to the board on a green space.
And that's the actions.
Any action can be replaced with a move one action,
like if a team has punch, but no enemies are in range.
And the lead thief has final say on any disagreements
on actions for the thief turn.
Play continues through the three acts with John moving
through the plaza and the thieves attempting to stop him
and break into the vault.
The game ends once one of the following events occurs;
John Mclane dies, the thieves win,
the the thieves break into the vault, the thieves win,
or if John can kill Hans Gruber, he saves Holly,
the hostages, and wins the game.
And that's Die Hard: The Nakatomi Heist Board Game.
I'm Becca Scott and by the time you see this video,
I'll be sitting on the beach, earning 20%.
You can watch me and my friends play this game
and other awesome games on Game the Game,
right here on Geek & Sundry.
Happy trails. (laughs)
(funky beat)