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18zoo box art

18zoo

Players

2-5

Time

90-120

Age

10+

Weight

3

Rating

6.84

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

The game 18zoo has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The presence of expansions adds to the overall replay value. While it may take some time to learn, the game offers a rewarding and fresh experience each time it is played.

Luck profile

The final luck score for 18zoo is 7, indicating a game that has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and 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.

Overview

18ZOO is an 18xx game set in a fictional ZOO, designed for 2-4(5) players and playable in about 100 minutes: - it is playable as a welcoming 18xx game, since many convention/rules are already in place, to let enter new players comfortably into the genre (i.e. they will find villages, dits, cities, shares, tokening, etc...) - it is playable as the quickest knife fight among veterans/pro 18xxers: poisoned trains, few tiles, token battle, lot of incentives in buying train (+rust). It's like 1860 and 1849 had a son which married the daughter of 18DIXIE and 18CZ. "Sweet like mommy and a bad boy like daddy" said the fairy godmother 1846 There are many features that makes it high ly distinguishable: Map is modular- it can be combined and customized All money of the game are multiple of 25$ (called a Bag of 25 Nuts). No need to compute any division or percentage during the game POWERS (privates) bend some rule in a FUN and exciting way - 16 out of 20 appear throughout the game Companies are opened in a sort of ring order - first choice (and second choice) will set the game RUN have a growing threshold in order to increase the stock value - the goal of route building is to be efficient throughout all ORs, instead of trying to achieve a local best run Revenue of a RUN is pre-calculated - best run is an efficient run Villages are called O (water pond), and their revenue is high since they give money into the treasury and to the run Villages and Hills/Moutains (M and MM) are not upgradable (generally) so that route building is different in each game. The goal of the design of 18ZOO is to have a game that last only 90-120 minutes, with the full narrative of a 18xx (both Stock Shenanigans and Operative Shenanigans), approachable by a wider audience (low calculus involved).

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Credits

Designers

1
Paolo Russo

Artists

1
Paolo Russo

Publishers

2
(Web published) Aleph Game Studio

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