Bethel Woods is an easily grasped but strategic cooperative board game game for 2-4 players set in a fantastical science fiction setting.
In the golden green woodlands of the Alpine Slopes, stands Bethel Woods; an orphanage once explored by young, creative minds pushing the limits of space and time, gravity and light. But when an ominous force invades the world, Bethel Woods becomes a distant memory, lost inside the thickets of the forest.
Now a group of young people, wearing the crest of the orphanage, return to finish the work that was started long ago. They must work diligently, however, to repair and restore the machines scattered throughout the forest, before the ominous force finds the technology and destroys the only chance the world has in surviving.
Bethel Woods is a co-operative game of machines and malfunctions, set in the sci-fi universe of “Hours” – a story by Jessy Ribordy of Falling Up. Your aim is to co-operate in moving six workers with the required knowledge into the orphanage to construct the Daydreamer and save the inhabitants of Bethel Woods. All players will either win or lose together.
On their turn, players must pick up all workers from one of the six machines surrounding Bethel Woods. Moving either clockwise or anti-clockwise around the board, they must drop off one worker on each adjacent machine. As workers are placed, players may fix malfunctions of that worker’s type (Mechanics fix mechanical malfunctions). Fixed malfunctions are removed from the board and placed in the active players supply as Knowledge. Also on their turn, players may use their last placed worker to uncover a spy or construct the next piece of the Daydreamer. Each player also has a unique character ability to use once per turn.
After each player’s turn, 3 more malfunctions are randomly drawn and added to the board. If a machine ever has more than 3 malfunctions (or 2 malfunctions and a spy), it goes into a critical state. During setup, each machine is dealt a unique critical condition tile. Once activated, these push the situation from bad to worse. Also, during any turn where at least one machine goes critical, a new spy is added to the board. Spies are hard to remove and cause machines to go critical more often.
1 Game Box
1 Illustrated Rulebook
1 Game Board
1 Drawstring Bag
8 Character Boards
1 Quick Reference Guide
6 Daydreamer Tiles
6 Critical Tiles
12 Worker Miniatures