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FUNKO GAMES The Goonies Board Game - French

£13.495£26.99Clearance
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Then, the GM will draw and play cards, most of which involve spawning new enemies or making rooms more hazardous. There are also cards that relate to the specific adventure being played as well as reaction cards that can be played during the Goonies turn if a certain event occurs.

The game is basically divided up into a Goonies Round followed by a GM Round and the rounds keep cycling through until the game is done. You get a chance to live this story yourself in The Goonies: Never Say Die, a game for 2-5 players by Prospero Hall and published by Funko Games. It’s best with ages 12+ and lasts about an hour per adventure. Setup Take Actions: Take up to 2 Actions unless Stunned, then they use both Actions to Discard the Stunned Token. Stunned Token: Foes and Goonies may be Stunned. A Stunned Token is placed next to them. Stunned Goonie cannot use Cards, Special Abilities, or give Teamwork. If a Goonie is Stunned during their Turn, that Turn ends immediately. If a Goonie or Foe starts their Turn or Activation Stunned, they skip both their Actions to remove the Stunned Token. A Goonie can use Item Cards, Treasure Cards, and Special Abilities in the same Turn their Stunned Token was removed as long as they don’t require Actions to use.

Setup

The heroes I watched were brave, but still easily frightened. Smart, but still easily fooled. Rude, but somehow still friendly. I was invested in what I was watching because these heroes reminded me of me. And all I had to do once it was over was wait for the VHS to rewind and I could go on the adventure with those heroes once again. The game works in 2 teams, the GM vs the rest of the players who will represent their chosen Goonie. The GM’s main goal is to gain points by defeating goonies and stopping them from completing their secret goal which only the GM knows. The Goonies’ goal is to try and complete their secret goal and to keep the GM from gaining points along the way. To complete these goals the GM follows a story set for that adventure and the Goonies traverse through the map trying to gain loot and defeat enemies and ultimately try and get clues for what their secret hidden goal is. Setup the Starting Room and only the Starting Room (it will be the room with the Start Token). Place any Tokens that go in the room and Passages going from the Room. An Unexplored Token goes in each connected by a passage room. When I realized it was essentially an “RPG in a Box” I had conflicting thoughts. The veteran RPG player voice said, “That’s it? You don’t even level up your character.” But, at the same time that little 80’s kid voice said “Yeah, but what did you expect it to be? It was fun!” The Goonies: Never Say Die hits the nostalgia button pretty hard with its evocative art style and gameplay. You’ll feel like a Goonie yourself, working together to find One-Eyed-Willie’s lost treasure. At its core, this is a co-op game with a splash of roleplaying. The gameplay is solid and the mechanics blend perfectly with the theme.

But why was it fun? It was fun because it told the story of the movie and added just enough complexity to make it interesting but not bogged down in rules. It’s a family RPG in a Box. That may be the one obstacle the game doesn’t quite overcome. If you aren’t a huge fan of The Goonies, there’s a lot of quotes and easter eggs (the Octopus from the deleted scene!) that you might not get. It’s still enjoyable as a game but the nostalgia element might be lost on someone who didn’t grow up with it.Flooded Token: Foes are not impacted by Flooded rooms, but any Goonie in a Flooded Room must spend 2 Wish Tokens instead of 1 for Upgrades and Teamwork. Item and Treasure Cards: Use any number of these that do not require an Action. Items must be discarded after use. Treasures are only discarded if their description says to discard, but some Treasures may require an Action to use. By the end of the Goonie turn, each Goonie may only have 2 Treasures. Legendary Treasures cannot be discarded unless stated and do not count against the 2 Treasure limit. A Treasure Card will take care of Rubble. Data uses an Action to activate an Invention. Photo by Elizabeth MacAndrew. Upgrading Dice: Players can upgrade a d6 or d8 with a Wish Token. For each Wish Token, a Die is replaced by one of the next highest value. The GM uses GM Tokens. a d12 cannot be upgraded. Each Goonie has their own abilities specific to their character which helps them in different ways and there are enough Goonies included in the game that allow for the players to mix up who they play each time to make the game feel new and different each time (if they want to swap that is). The GM controls a set of enemies as well as a boss character, and these enemies are different for each of the adventures provided. The enemies are spawned and drawn by certain actions that happen during the game and are usually quite easy for the players to defeat, but the bosses are the real difficulty and main threat to the Goonies. These characters come with their own skills/abilities and come with more health too thus making them extremely difficult to deal with. Final Thoughts

Treasure Actions are actions listed on treasure cards. Follow the directions on the card and discard it. Adventure Actions The gameplay is set in turns where the Goonies go first and do their actions, the GM is next and plays any enemies or actions that they can, then the GM controls the active enemies and tries to take as much health from the Goonies as possible. This is the main chunk of the game really but is always intense and never seems to drag on for long as there are only 2 actions that each Goonie can do, and the GM actions cost GM points so they can’t exactly go crazy with their turn’s actions either. I love that this is the case and that it keeps it from feeling boring or slow, making for a better experience throughout. There is a pit trap with many nostalgic property based games that look enticing but fall flat once you play. The nostalgia isn’t a pirate’s treasure hoard but just a bunch of counterfeit fifty dollar bills. In other words, it is superficially that property but once the gameplay is examined it could be any other game. The Goonies Never Say Die is not that. The treasure is in the details and you should explore those unknown tunnels with kids to discover it. Special Ability: Use a Special Ability as indicated on a Placard. Data’s Special Ability is his Inventions. Photo by Elizabeth MacAndrew.No matter which side of the game you control, the best part of The Goonies: Never Say Die is easily the way the theme is implemented. Obviously, the specific powers and artwork contribute to that, but I found the light gameplay and pseudo-danger of the secretive GM to underscore exactly the feelings that the movie was meant to evoke. Search a pirate stash or bone pile in the room by rolling search dice. Goonies receive one item card no matter the outcome of the challenge, but draw a treasure card if they succeed. Mikey is successful in searching the Pirate Stash Bone dice faces are success, But if you allow yourself to get swept up in the adventure, then that’s when the game really sings just like a Cyndi Lauper tune blasting overhead as you ride your bike toward Astoria’s shore. Teenager Cards: A Goonie can flip a face-up Teenager Card down to gain an extra Die as described by the Teenager Card. A Teenager Card brings another Die to a roll. Photo by Elizabeth MacAndrew.

In the ancient time of 1985, a trailblazing film was released that captured the imaginations of many kids. The Goonies is a classic tale of kids adventuring through caves in search of pirate treasure to save their homes. Along the journey they encountered traps, puzzles, and a family of dangerous yet bumbling bank robbers.After we got rolling, I could see all the fun details and mechanics that represent the movie so well. In the second scenario the players encounter the Bone Organ. To play it correctly they have to get at least one success on one die of each type. This is where the Teenager characters do have a small part. The Teenagers can be used as either a one-time use to get an extra die based on their character’s ability (Brand is Strength, Andy is Dexterity, Stef is Search) or as an automatic success in certain situations. In the movie, Andy was the one to play the organ, so if her card is still available she can count as one of the successes.

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