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List Price: $10.00
Your Price: $7.95
(Worth 795 Funagain Points!)
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from 2 customer reviews
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You've been abducted by aliens. Be the first to escape. The others better not get in the way. Ever-changing ship layout makes each game unique.
Average Rating: 3 in 2 reviews
I can accept that Abduction is a 'wanna-be-an-RPG' boardcard game, in that the board is made up of cards. I can accept the monochromatic artwork, all done in an alienesque green. I can accept the rulebook being printed on 4 cards which (due to a collating problem, according to the manufacturers) were shuffled into the deck. I can even deal with the flimsy stock Eden Studios decided to print this thing on.
What I can't accept is that they want you to slice up one of the cards in order to make the player tokens. And I can't quite cope with the idea that a surfer dude with dreds, a cow, a man in black, and a little girl all have an equal footing strategically speaking. Then again, I'm not entirely familiar with Eden Studios [page scan/se=0661/sf=category/fi=stockall.asc/ml=20]Conspiracy X line of products (which Abduction seems to be one of), and this kind of thing may be commonplace in them.
I would have preferred for there to be full-size cards for each character, and have each one have a special power, like the little girl having an evade bonus, the man in black having a 'find stuff' bonus, etc. It's an interesting game, and the artwork is nice, but really, it feels like it needs something else.
Be warned: The 'Breeding Chamber' card graphics are definitely R rated. Don't let kids play this one.
Each player controls an abducted Earthling (the usual victims - a cow, a hick, a Kalahari bushman), made by cutting and folding one of the cards into little figures. The holding cell card - the centre of the UFO that the players wake up in - is placed on the table and the players place their figures in it. Then players are dealt cards depicting rooms, equipment and action cards.
In turn each player gets to either place another room card adjacent to the rooms already on the table, or move their figure to other rooms, thus exploring the ship they are on. They can also search for equipment (by rolling a die; the likelihood of finding it depends on the room).
This is all very well, but here's the problem: only one player can escape. The game usually gets quite nasty as one player is just about to make it to an exit when the exit moves, or an alien patrol comes by, or some other event caused by another player causes the near-winner to black out, lose all of their cards, and wake up back in the holding cell.
The utter free-for-all in Alien Abduction makes for an entertaining time, but the game usually drags on a bit towards the end as every player throws everything they have at the potential victor. I was always somewhat glad when someone finally managed to escape and end the game.