Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Players
2-7
Time
?-?
Age
8+
Weight
1
Rating
6.76
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
The game offers a high degree of variability with different experiences each time it is played. The expansions available add new content and gameplay elements, enhancing the replay value. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, providing a good balance between accessibility and depth. Overall, the game has a strong replayability score.
The final luck score for 3 Second Try is 6. The game has a moderate level of randomness impact, where random elements have a notable but not exclusive impact on the game outcome. Players have a substantial ability to mitigate randomness through strategic decisions and planning, indicating a good level of strategic mitigation. The overall luck dependence is balanced, with a mix of luck and strategy influencing the game outcome. Overall, the game strikes a balance between luck and strategy, making it suitable for players who enjoy a combination of both elements.
Face different physical and mental challenges in under 3 seconds to score points. The first player (called "Master") reveals a challenge from either the "Physical" (Dexterity) or the "Brain" (Intellect) card pile. The first player immediately releases the ball from the top of the slide. All players bid / bet on how many times they think they can do the challenge in under 3 seconds before the ball reaches the bottom. The highest bidder starts with his try. If he can for example name 5 (5 was his bid in this example) different words starting with a before the ball reaches the magnet at the bottom he wins and receives the card. This is determined by the player covering the magnet before the ball passes. If not, the next highest bidder has to try to fulfil his own bet (i.e. 4) and so on. The first player to earn 2 cards wins.
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