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3, 4, 5, 6 Aantal spelers
Meer dan 60 minuten Gemiddelde speeltijd
14+ Leeftijd
Engels, taalafhankelijk Taal
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The year is 1913. The steamship SS Atlantica is two days out
from port on its voyage across the Atlantic Ocean. Its unsuspecting
passengers fully anticipated a calm journey to Boston, Massachusetts,
with nothing out of the ordinary to look forward to. However, strange
nightmares plague the minds of the people aboard the ship every night;
rumors circulate of dark shapes following closely behind the ship just
beneath the waves; and tensions rise when a body is discovered in the
ship’s chapel, signs of a strange ritual littered around the corpse.

Lurking within the depths of the Atlantic Ocean are a swarm of
vicious, unspeakable horrors: the Deep Ones, led by Mother Hydra and
Father Dagon. For reasons unknown, they have set their sights on the Atlantica,
and their minions, taking the form of human-Deep One hybrids, have
infiltrated the steamship to help sink it from within. Each game of Unfathomable
has one or more players assuming the role of one of these hybrids, and
how well they can secretly sabotage the efforts of the other players
might mean the difference between a successful voyage and a sunken ship.

If you’re a human, you need to fend off Deep Ones, prevent the Atlantica
from taking too much damage, and carefully manage the ship’s four
crucial resources if you want any hope of making it to Boston, all while
trying to figure out which of your fellow players are friends and which
are foes. Everyone shares the same resource pool, but humans will try
to preserve them while traitors will strive to subtly deplete them.
Being able to tell when someone is purposefully draining the group’s
resources is harder than you think, especially when you take crises into

At the end of each player’s turn, that player must draw a mythos
card. Each of these cards represents a crisis that the whole group must
try to resolve together. Some of these crises, such as “Food Rationing”,
call for a choice that could potentially put the ship’s passengers or
resources at risk, while others, such as “Hull Leak”, call for a skill
test in which failure could have disastrous consequences.

During a skill test, each player contributes skill cards from their
hand to a face-down pile shared by the group. Once everyone has
contributed (or chosen not to), the cards are shuffled, then revealed.
If enough of the correct skills were contributed, then the group passes
the test! But if the wrong skills were contributed, they can actually
hinder the results, leading to failure. Thus, skill tests are dangerous
opportunities for traitors to sabotage the humans’ efforts, so you have
to stay on your toes at all times.

Reserveer Unfathomable