Variants for Terror Below

By: Dennis B. B. Taylor

Terror Below Variant Rules

Hey there! I’m here to tell you about some cool new rules for the game “Terror Below.” So, grab your shovels and let’s dive in!

First things first, I want to talk about a couple of additional rules that you can use to make your “Terror Below” experience even more exciting. These variant rules will add some extra spice to the game, so listen up!

Now, picture this: you’re playing “Terror Below” and you come across a town that’s been overrun by giant, aggressive worms. Scary stuff, right? Well, with these variant rules, you can choose to make the game even more challenging by adding a town tile to the game board. This means you have to deal with not just the worms, but also the chaos and hazards of a whole town. Talk about nail-biting excitement!

But wait, there’s more! Another variant rule you can try out is the “Frenzy Mode.” In this mode, things get turned up to eleven. The worms become even more relentless and dangerous, and you’ll have to work twice as hard to stay alive. It’s like a rollercoaster ride of terror!

Now, I know what you’re thinking – “But, wait, what about the Huntress? Can I play with her in these variant rules?” And the answer is a resounding yes! You can absolutely choose to play with the Huntress in both the town variant and frenzy mode. She’ll add a whole new dimension to the game, and trust me, you won’t be disappointed.

So, there you have it! These variant rules are a fantastic way to amp up the excitement in your “Terror Below” games. Whether you want to face the challenges of a town overrun by worms or crank up the intensity with frenzy mode, these rules are sure to keep you on the edge of your seat. Happy hunting!

When it’s your turn to play the game, something exciting happens to make the game more fun. After each player takes their turn, they get to add a special Vehicle card to one of the Worms in the game. This makes things more interesting! The Vehicle card could make the Worm attack or mess up someone’s strategy. It’s like a surprise element that keeps everyone on their toes!

And here’s the new part: At the end of each turn, there’s a new step called “Roll for a Worm.” This is where you roll the dice to see if a new Worm shows up. This adds even more excitement and unpredictability to the game. You never know when a new Worm will appear and change the whole game!

Roll for a Worm

When I finish my turn and before dealing with Worm attacks, I need to roll a coordinate die. This will determine the Terror zone affected by the roll, indicated by the numbers on the Worm (1-2, 3-4, 5-6).

Next, I draw a Vehicle card and put it face up on the rolled Worm. I immediately follow any Distraction arrows shown at the bottom of the card. I don’t need to pay attention to any other information on the card.

Note: Sometimes, I can place a Distraction on a Worm that already has its card limit. This is the only time I can make this exception.

Advanced Setup

Location Tiles

Once I’m comfortable with the basic gameplay, the Location tiles provide a way to mix things up. I can shuffle the tiles and randomly assign them to the starting spaces.

So, here’s an idea. Instead of following the usual steps to set up the game, why not mix things up a bit? I mean, think about it. We’re always doing the same thing. It can get kinda boring, right? Well, I’ve got a solution for you.

What if we started by rolling the dice for each Location tile? Yeah, I know it sounds crazy, but hear me out. You roll the dice, and whatever number you get, that’s the coordinate you place the tile on. Totally random, right? It’s like a little adventure every time you play.

You might be wondering, “But how would that work? How would I know where to go?” Well, I’ve got an answer for you. You see, the coordinates on the dice correspond to specific spots on the game board. So, if you roll a 1, you place a Location tile on the corresponding spot marked with a 1. Simple, right?

Now, I know what you’re thinking. “But won’t that mess up the game? What if it’s too hard or too easy?” Good question. That’s where the fun comes in. You never know what you’re gonna get. It could be a challenging setup that requires some serious strategy, or it could be a breeze. It’s like a surprise every time.

So, what do you say? Are you up for the challenge? Give it a try. Roll the coordinate dice and see where it takes you. You might just discover a whole new way to play.

Advanced Worm Setup

Once you’re familiar with the basic setup, you can also skip the starting cards and create a random setup by drawing cards directly from the Worm deck. If there are 2 players, draw 4 Worms. For 3 players, draw 5 Worms. For 4 players, draw 6 Worms. And for 5 players, draw 7 Worms.

But remember, it’s still a good idea to have at least 1 Egg of each color at the beginning of the game.

Canyon Side of the Game Board

On the other side of the game board, there’s a slightly different layout that features a new area called the Canyon. You can play on the Canyon board with any number of players, but it’s recommended for 4 and 5 player games. The Canyon provides a bigger space for you to move around in.

Special Rules

When playing on the Canyon board, there are some special rules to keep in mind. No player token, Target token, or Rubble can ever be placed on a Canyon space. And you’re not allowed to end your movement on a Canyon space either.

Hey there! Let me explain how the Distraction arrows work when it comes to moving the Worm in the game. When you’re resolving the Distraction arrows, the Target token won’t pay any attention to the Canyon spaces. Instead, it’ll keep moving until it reaches the next available desert space. Oh, and if any Rubble would normally be placed on a Canyon space, it won’t be placed at all.

Let’s Ramp the Canyon!

Wait, did you know that you can actually ramp over the Canyon? It’s true! All you need to do is spend 1 action and move your pawn forward in a straight line until you reach the next desert space. But there are a few things you should keep in mind. Depending on how far you want to move, there might be a cost involved. And be cautious because there’s also a chance of failure!

To jump over a single Canyon space, you have to get rid of a Vehicle card from your hand. If you happen to land on any Rubble, simply put it on your Leader.

To jump over more than one space of the Canyon, you need to discard a Vehicle card with a value of 6 or 7 from your hand and roll a die. Regardless of whether you succeed or fail, you earn 1 VP token right away for being a thrill-seeker.

If the result of the die roll is 1, 2, or 3, it means your Leader has been killed. In this case, drop all the Rubble and Eggs you were carrying on the space where you were supposed to land. However, if the result is 4, 5, or 6, you land safely. If you land on any Rubble, don’t forget to place it on your Leader immediately.

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