Table feel
Moderate level of direct confrontation and strategic depth, with high interaction frequency but low emphasis on cooperation.
Players
1-4
Time
?-?
Age
14+
Weight
1.82
Rating
6.48
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with high interaction frequency but low emphasis on cooperation.
15 Days has a high variability gameboard, offering different experiences each time it is played. The availability of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for players to improve their tactics and strategies. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, providing a good balance between depth and accessibility. Overall, 15 Days has a strong replayability score of 7.85.
The final luck score for 15 Days is 5.67, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
In 15 days, you will take alternating turns until a player completes all 4 Season sets, or when 1 of the 2 season stacks is empty. On each turn players choose 2 out of 4 possible actions: Take 2 Season cards from any of the two season stacks to your hand. You may choose a different season stack for each card you draw. Take 1 face-up card from either the market by drafting the topmost card of one of the 3 Market columns or the topmost card from the discard pile. Place cards in one of the four corners of your player card considering each corner can only contain a single season composed of one card of each number. Placing cards can be done by discarding other cards from your hand. Finally, you can discard 2 cards from your hand, that are identical to any of the season cards already played in front of you, to take a wild card. Immediately place the wild card in a position of your choice where a number is missing. The wild card replaces the missing number. By having the majority of Season cards of 1 type, take the corresponding wooden animal. Wooden animals give different small advantages, like increasing your hand limit or getting a discount when placing cards. At the end of the game score: 1 point per card, counting only the longest uninterrupted sequence of numbers in each season. 2 points for every Wooden animal you own, and -2 points for every empty corner on the player card. -description from publisher The player with the most points will win the game.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.
No linked items imported yet.