ABG All Board Games
40 box art

40

Players

2-4

Time

15-30

Age

8+

Weight

1.67

Rating

6.60

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

40 offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities, allowing players to improve their strategy over time. The player interaction score is average, and the game scales well with different numbers of players. While the game may not be the easiest to learn, it offers enough depth to keep players engaged. Overall, 40 has a strong replayability score of 7.85.

Luck profile

The final luck score for 40 is 7, indicating a moderate level 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.

Overview

In a medina on the borders of the kingdom thrives a dishonest merchant with excessive wealth. Gold coins, fabrics and carpets pile up in its hidden and well-guarded den. In the middle of his treasure are nine bluish sapphires of great purity. Nine precious stones that make you dream. In the city, looters, thieves, and other rogues start a challenge: Whoever steals the most of these stones this night will be crowned king of thieves. Will you answer the call? Will you brave the forty thieves who keep the loot? The Gameplay: The game is made of 40 thieves cards and 20 special cards. Each card has a color and a symbol on the back, but only one is true. Players have to use deduction, memory and push their luck to arrange suits of symbols or colours to steal a sapphire. Place 16 cards into a 4 x 4 grid face down. The Sapphire gems are placed into the gaps between the cards. Each player turn has four phases; 1: ‘make a hand’ phase where the player ensures they have a hand of three cards drawn from the pile 2: ‘glimpse’ phase, when they can peek at a card on the grid without showing others what it is. 3:‘action’ phase, where the player can play card or do action on card from the grid. 4:‘attempt a steal’ phase, where the player managed to arrange suites of symbols or colours to steal a sapphire. Once all the Sapphire gems from the grid have been taken, the game ends. The one with the most Sapphire gems wins.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Commerce

No commerce mappings imported yet.

Credits

Designers

2
Étienne Rioux Jean-Thomas Rioux

Artists

1
Étienne Rioux

Publishers

1
JackBro Playful Creation

Linked items

No linked items imported yet.