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Above and Below Game

  • Based on 675 reviews
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Availability: Only 10 left in stock, order soon!
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Arrives Friday, Mar 21
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Features

  • Build a village and explore the caverns below
  • Manage your villagers, each with a unique identity
  • Read from a book of encounters, building an amazing and memorable story each time you play

Description

Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers.


Age Range (Description): Adult


Number of Players: 4


Brand: Red Raven


Theme: Village


Color: Multi-colored


Product Dimensions: 11.7 x 11.7 x 3 inches


Item Weight: 3.74 pounds


Domestic Shipping: Item can be shipped within U.S.


Country of Origin: China


Item model number: RRG00009


Manufacturer recommended age: 13 - 15 years


Is Discontinued By Manufacturer: No


Release date: November 11, 2015


Language: English


Manufacturer: Publisher Services Inc (PSI)


Frequently asked questions

If you place your order now, the estimated arrival date for this product is: Friday, Mar 21

Yes, absolutely! You may return this product for a full refund within 30 days of receiving it.

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Top Amazon Reviews


  • Fantastic game! Well-designed, beautiful artwork, and GREAT gameplay!
I bought this for my husband for Christmas and it has quickly become one of our favorite games to play! We are avid gamers who host a semi-regular game night, but also play two-player games together in the evenings. Above and Below very quickly won a top spot in our game rotation. The artwork is beautiful, the pieces are well made, and the "Choose your own adventure" aspect makes for a very interesting twist to a resource management/worker placement style game. The scenarios during exploring are fun and varied, and perfectly complement the game. We have seen a very small bit of repetition in scenarios, but never get the same scenario multiple times in one. We have not found it to negatively impact the game at all, in part because it is a rare occurrence and also because we can never remember the specifics of what the rewards we previously received were. So far, we have only played this with two players, and it works terrifically (which is not always the case with 4 player games). It is not as directly competitive as most two player games, since it is hard to get a good handle on who is ahead in VP during game play. We've also had fun with reading the scenarios to each other, adopting funny voices and occasionally making up our own flavor text to go along with the outcome if nothing more than a reward/penalty was outlined. Players ends up using varying strategies to get ahead, and there's also a bit of luck introduced through dice rolling and the randomness that workers and buildings may appear.. Gameplay is broken up into several rounds. During each round, players take turns using their workers to complete various tasks: build, teach/recruit, explore, harvest, or labor. Once all players have either exhausted their available workforce (or taken a pass at continuing), the round ends. At the end of the round, the players and game play area go through maintenance (refreshing worker and building pools, refreshing workers based on available beds, using any ciders and potions, gaining income from the advancement track, etc). The round marker advances, the Player 1 card rotates to a new player, and then the next round begins. Here is a break down of your possible actions during a turn: Teach/Recruit: workers with the feather icon are considered teachers, and are able to recruit other workers (from an available pool) into your workforce. You may use one teacher to recruit per turn and each recruit will also cost you money. New recruits are then added to your workforce for use in future rounds (though you can build structures that give you the ability to put them into use during the current round). Build: you may use one of your builder workers per turn to build a new structure, which is chosen from a pool of displayed cards. Buildings have associated costs, but they can earn you goods for harvesting, VP, or ongoing bonuses during gameplay (extra beds for your workers, the ability to re-roll dice, etc). Labor: you may use one worker per turn to do general labor. This earns you an additional coin and, if you are the first person to labor during a round, a cider token that can help restore exhausted workers. Harvest: you may use one or more workers to harvest available goods from your established buildings above or below ground. Not all buildings produce goods. These goods can then be used in your advancement track (gaining you additional coins at the end of each round, as well as additional VP at the end of the game), can be put up for sale for the other players to purchase, or remain in limbo until you decide how to use them. Explore: you may send two or more workers per turn to explore the caves underground. You are given a scenario card and roll a dice to determine which encounter your workers will play through. Another player then reads you the scenario out loud and gives you options as to how to proceed. You choose how you want to respond (do you try to steal from the old woman, or try to help her?Stay at the inn or keep exploring? Run from danger or stand and fight?) and then roll a dice for each worker to determine your level of success. The successes that your workers earn determine your overall success level (or failure) for the encounter, and any prizes (coins, goods, etc) or penalties are awarded. You may also experience an increase or decrease in your reputation based on what you chose to do. So, while it may be beneficial to steal from someone in terms of rewards, you will likely lose reputation by doing so. Once workers have been used for a task, they move to the Exhausted area of your game board. There is also an Exertion option where workers who are exploring can exert themselves to gain an additional success for their expedition, though this means it will take more time for them to rejoin the active workforce. Exhausted and Exerted workers can recuperate using an empty bed to regain one level of stamina (so, exhausted moves to ready, and exerted moves to exhausted). You can only use one worker per bed you have at the end of each round. In addition, cider may also be used to move Exhausted workers to the Ready position, and potions can be used to move Exerted workers to Exhausted. At the end of the game, points are tallied by counting up your total number of buildings, the value of the goods on your advancement track, your reputation, and VP's/bonuses. The player with the most points overall wins. I really can't say enough positive things about this game. I'm looking forward to trying this out with more people, though I honestly can't see it losing anything by using three or four players instead of two. ... show more
Reviewed in the United States on January 7, 2016 by Melody Pond Melody Pond

  • A good story to experience
"Above and Below" is a two to four player set collection/action point game that has players using Villagers (workers) to gather resources, House and Cave cards to obtain the most Village points to win after seven rounds. General actions will be sending out workers to accomplish actions. These actions will lead a villager to becoming either exhausted or injured (areas on a player's board). To setup a four player game, players will each receive a player board, 3 starting villagers (two exhausted), 7 coins (+1 for last player), and 1 starting home card. The play area will have the reputation board (round marker, Cider, player reputation marker), 6 Star house cards, 4 Key house cards (drawn from 9), house and outpost card pile (four drawn face up from each), Cave card deck, Special villagers placed aside, and finally the remaining villagers piled into a stack (5 face up above the reputation board). Player actions will consist of each player taking one action until all players pass. The actions that can be accomplished are: Explore action- a cave card is drawn and two villagers (or more) are sent to explore the cave. The player will roll a die which will dictate what story will be read in the encounter book. This story number is based on the six numbers depicted on the cave card. The player on their left will read excerpts from the encounter book that explains what explore number is needed to succeed without giving away the reward (goods/reputation), or failure, of the outcome. To accomplish the explore number, players will roll a die for each Villager sent and are trying to roll numbers that matches the lantern die on the villager. A player may exert their villagers to obtain another successful lantern, but the villagers will be sent to the injured area of the player's board. Successes or failures will be read to the player, but if it is a success the player places the cave card underneath their home card (failure has the cave placed under the cave deck). Either outcome will still have the player place the remaining villagers in the exhausted area of the player board. Build action- This requires a villager to have a hammer symbol and be moved to the exhausted side of the player board. Players may buy House, Key, Star, and Outpost cards by paying the cost located on the top left corner of the card. House, Key, and Star cards are placed in rows next to each other. The Outpost cards can only be played onto explored cave cards obtained. The reason for these building cards is they give abilities, income, beds, goods, and other benefits. Harvest action- Players will move one or more villagers to the exhausted area to obtain goods found on House or Outpost cards. Players are allowed to take one good for each villager exhausted. The Obtained good is placed next to the player board, and may be sold (one only) or placed in the advancement track of the player board. Train action- a villager with a quill symbol is exhausted and the cost is paid to acquire a new villager. The villager's cost is found on the reputation board (2,3,3,4,5). The new villager is placed in the exhausted area (no new villager is drawn onto the reputation board). Labor action- Players will exhaust one or more villager to gain one coin for each, and the first player to do this action will receive Cider. Free actions- These actions consists of buying resources other players placed for sale (minimum 3 coins), put something for sale (1 only), refresh building area of the play area (houses or outposts cards) for one coin (only once). The advancement track can also be filled with goods at any time by the player. The rules for placing goods is they must be placed on the farthest left circle, and the same goods must be placed in the same slot (current and future goods that are the same). The reason for this action is each space lists village points and income obtained for end game and end round (1/5,1/6,2/6,3/7,4/7,4/8,5/8,6/8). After using all villagers, or choosing to stop, a player will pass. When all players pass the round will end. End of Round upkeep: Round marker will move unless it is on the 7th space which means the game has ended. A new Cider is placed, unless it is already there, Villagers on the reputation board are moved to the left if any empty places are present (new villagers are drawn), Players will rest a Villager by moving them from the exhausted/injured area for a bed found on house or outpost cards (cider to rest without bed and potion to uninjured), collect income of 4 coins (advancement track increases), and refresh goods with arrows. Finally, first player marker is passed to the left. When the last round is played, the game will end and village points will be tallied. Advancement track will grant village points based on how many goods are found on each space. Each building is worth one village point without including any additional card bonuses for points. The player furthest on the reputation track obtains 5 village points (2nd 3, 3rd 2). The player with the most village points is the winner of the game. "Above and Below" has great story telling moments, and it also gives some variety to each play as different stories may be experienced and not all the Key house cards will be used. The only issues are players will have to place goods on the advancement track in order to win, and exploring is not that great of an action. Exploring slows the game down and someone going after buildings with goods will gain more than the player player exploring. Good thing, players will have to explore in order to obtain cave cards for outposts. This is good because interesting stories may be read which are entertaining. Also, the special villagers may only be obtained by doing a special encounter. The way villagers are used is interesting as it is an action point system that has some actions improved when using more of them. This game is easy to understand and learn, but focus more on having an adventure than winning to get the most out of the game. When teaching the game, make sure the advancement track is emphasized as ignoring this will cause a player to be woefully behind during the end game scoring. Also, have the player to the right of the exploring player read the encounter book. This will allow turns to continue while the player is experiencing their adventure. It may be possible that something could affect the other player's turn, but have yet to experience that in a game. ... show more
Reviewed in the United States on December 29, 2018 by Ernesto

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