New characters, new actions and holey loot bags: the Air Hole card expansion spices up the Bahamas game.
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After the heist of the century, the whole team takes off with the loot, heading for the Bahamas. But when everyone knows that the plane is going to crash... you know the rest of the story! With new thugs now on board, and lots of air holes that will often turn things around, the flight will be even more eventful!
Each player receives an Action Card and a starting card that will become part of your Action Card hand: a parachute, a fake parachute or the FBI card.
Make up your dice pool: there will be 1 less than the total number of players. The first player rolls the dice, and chooses the die whose face is visible. He can then draw or steal a Loot card, draw or steal an Action card or activate his character's special and necessarily villainous ability. He can also play the Action cards in his possession to change the course of events. He then designates the next player, who will choose a die from the same pool. The last player who did not play this round will roll the dice next.
With Air Holes, more and more tricky actions are integrated into the game, and can, for example, force another player to give you his parachute! The game ends if a player has all 3 FBI Agent cards or as soon as the Crash card is drawn.
Only players with a parachute or the lifeboat survive the plane crash and count their loot, and the richest player wins the game!
Requires the base game to be played.
|Mechanism(s)||Cards, Ambiance, Dice|
Is an Extension of
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