
Terrorscape: Lethal Immortals
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FroGames — Moments You'll Remember
Someone holds their breath. Someone moves a statue that shouldn't move. Someone hopes the corridor isn't a dead end. And in the end, no one forgets the castle.
WHAT IT'S ABOUT
The castle where the statues watch you. And they move.
Lethal Immortals is the third expansion for Terrorscape, the asymmetric horror game where one player plays the killer and the others play the survivors. This expansion introduces The Castle, a claustrophobic setting where ancient defenses have become sentient nightmares: The Statues, a collective mind of sentinels and horrors bound to the fortress. On the other side, George Carpenter, an intelligent and brave professor, must use all his knowledge to survive.
At the table, Lethal Immortals brings Terrorscape's asymmetry into narrow corridors and deadly rooms. The killer controls a collective mind that hides in plain sight; the survivors must explore, solve ancient mechanisms, and trust no statue. Two boards, eight killer miniatures, new ability cards: all designed to make anyone entering the castle break out in a cold sweat.
What they say abroad
Terrorscape is asymmetry done right: the killer dominates space, the survivors dominate choice.
— FroGames
Every Terrorscape expansion changes the rules of the game. Lethal Immortals rewrites them.
— FroGames
Terrorscape: Lethal Immortals
Inside the box
What you find in Lethal Immortals
Two Castle boards
One for the killer, one for the survivors. Same location, two perspectives. The castle is both a maze and a trap.
Eight The Statues miniatures
The collective mind. Sentinels and horrors hidden within the walls. Four duplicate sculptures: the killer chooses which to embody.
George Carpenter, survivor
Intelligent and brave professor. New miniature, new character card, new abilities based on knowledge and preparation.
13 killer ability cards
The Statues' deck. Abilities that exploit the castle, the corridors, the collective mind. Every card is an ambush.
Recommended sleeves 18 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 89 mm | 14 |
| 45 × 68 mm | 4 |
| Total cards | 18 |
In a few hours, you'll know if you survived the castle. Or if the castle survived you.
A game in five moments
What happens at the table
Not the rules. The experience.
The castle appears
The survivor enters, the killer places their statues. The first steps are silent, but every corner hides something. George Carpenter studies the map, looks for exits, plans. The killer takes notes.
The first statue moves
A corridor too narrow. A figure that wasn't there before. The killer reveals the first ability: the statues are never where you remember them. The survivor runs, but the castle slows everything down.
The castle closes in
Halfway through the game, the survivor understands that every room is a choice. Opening a door can save or condemn. The killer pressures, uses the board as a weapon. George must use his abilities now, or never.
The desperate escape
The survivor has found an exit, or thinks they have. The killer plays their final card: the statues all move together. The collective mind is revealed. The table holds its breath.
End of the line
Either George Carpenter escapes, or the castle keeps him forever. The statues return to stillness. The killer looks at the survivors and smiles. Someone asks: shall we play another?
How to play
The flow of each round
Terrorscape is a game of alternating turns. The killer moves, the survivor reacts. Then it reverses.
The survivor chooses actions: move, search for objects, use abilities, interact with the castle. Each action costs movement points or resources. The killer observes, takes notes.
The killer moves their statues, plays ability cards, activates castle traps. The Statues can appear, disappear, block. The survivor must react with what they have.
If the killer and survivor clash, attacks and defenses are resolved with cards and dice. The castle modifies the results. George can use his knowledge to turn desperate situations around.
Survivor health, killer ability tokens, castle timer: everything is updated. Then the round restarts. Until victory, escape, or death.
Why it's different from others
Six reasons why Lethal Immortals changes Terrorscape
The Castle: architectural claustrophobia
Two boards for the same location. The castle is not just scenery: it limits movement, hides passages, punishes those who choose the wrong room. Every corridor is a potential dead end. Terrorscape had open spaces. Here the castle squeezes you.
The Statues: sentient collective mind
Not just one killer, but a mind distributed across multiple bodies. The statues move together, share information, attack from impossible angles. Eight miniatures, four duplicated sculptures: the killer chooses which to embody and the survivor never knows which one will move.
George Carpenter: intelligence vs. strength
A professor, not a warrior. His abilities are based on knowledge, preparation, deduction. He can read the castle, anticipate traps, use his mind against the collective mind. If other survivors ran, George thinks.
13 new killer ability cards
The Statues' deck is unique. Cards that exploit architecture, line of sight, survivor's memory. Abilities that move already placed statues, transform rooms into traps, punish those who turn back.
Modular expansion
Lethal Immortals requires the base game but integrates with other expansions. You can mix killers, survivors, locations. The Statues against other survivors, George against other killers. Modularity multiplies the number of games.
Ancient castle mechanisms
The castle has its own mechanisms: closing doors, collapsing stairs, secret passages that open only once. They are not just decoration. They are tactical choices that the survivor must anticipate and the killer can activate.
How it ends
How to win and how to lose
In Terrorscape, whoever completes their objective wins. The killer must eliminate. The survivor must escape.
Survivor Victory
- Reach the castle exit and complete the escape conditions
- Survive until the final timer (if the castle has a turn limit)
- Complete George Carpenter's secret objective (if present in the advanced variant)
Killer Victory
- Reduce the survivor's health to zero before they escape
- Block all exits and trap the survivor in the castle
- Activate The Statues' final ability and seal the game
Lethal Immortals is asymmetry made personal. Not just a simple chase, but a psychological hunt where the castle is an accomplice. Those who enter do not easily leave.
Frequently asked questions
FAQ about Terrorscape: Lethal Immortals
Do I need the Terrorscape base game to play?
Yes, Lethal Immortals is an expansion and requires the Terrorscape base game. It cannot be played standalone. The core rules, basic components, and asymmetrical mechanics come from the main game.
Can I use The Statues against survivors from other expansions?
Absolutely. Terrorscape is modular: you can mix killers and survivors from different expansions. The Statues work against any survivor, and George Carpenter can face any killer. Modularity is in the game's DNA.
Is The Castle more difficult than other locations?
More claustrophobic, not necessarily more difficult. The Castle reduces maneuverability, punishes improvisation, rewards planning. If other Terrorscape locations were arenas, this is a labyrinth. The survivor must change their approach.
How long do games with this expansion last?
45-90 minutes, like the base game. The castle can speed up or slow down depending on how the killer manages the statues and how the survivor explores. Tense games tend towards 60 minutes, tactical ones can be longer.
Is it available in Italian?
No, this edition of Terrorscape: Lethal Immortals is in English. The ability cards, character sheets, and rulebook are in the original language. The game has text on the cards, so a good understanding of English is necessary.
Terrorscape: Lethal Immortals is the third expansion for the asymmetrical horror game by ICE Makes for 2-4 players, ages 14+, duration 45-90 minutes. It introduces The Castle, a claustrophobic setting, and The Statues, a collective mind killer with eight miniatures and 13 unique ability cards. On the other side, George Carpenter, an intelligent survivor who uses knowledge and tactics. Requires the Terrorscape base game, but integrates modularly with all other expansions. Available on FroGames.it.
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