ABG All Board Games
4th Dimension box art

4th Dimension

Players

2

Time

?-?

Age

12+

Weight

2

Rating

5.31

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 3.8

More strategic control

Table feel

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

Replay value

The game offers a high degree of variability with multiple paths to victory and variable setups. 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 tactics and strategies over time. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the game offers a rewarding and engaging experience.

Luck profile

The final luck score for 4th Dimension is 7.67, indicating a low influence of luck. The game relies more on player decisions and strategy, with random elements having minimal impact. Players have substantial ability to mitigate randomness through strategic decisions and planning, making the game outcome primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

4th Dimension is a very spacey-looking game with a small circular board divided into sectors each track of which has twice as many spaces as the one closer to the center. Each player get 6 warriors, 3 rangers, 2 guardians, and one time lord. Guardians can capture warriors and rangers; rangers can capture warriors; the time lord can capture rangers and guardians; but the lowly warriors are the only ones who can capture the time lord and win the game. Captures are made by moving next to rather than on top of enemy pieces. Each piece can move only one space at a time but they can also "warp" by leaving the board and leaving a 4-D marker behind. The piece can then stay in the warp zone for up to three turns or warp back onto the board up to two spaces away from the 4-D marker. This game has an inconveniently small gameboard and plastic pieces that look like little futuristic chairs. The game was first published in Games & Puzzles magazine. The designers produced it as a standalone game later the same year, and it was later licensed by TSR.

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Editions

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Credits

Designers

3
John A. Ball Ray Carew Keith Warburton

Publishers

4
(Self-Published) Games and Puzzles (magazine) J. A. Ball & Co. Tactical Studies Rules (TSR)

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