Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Players
3-6
Time
?-?
Age
10+
Weight
2
Rating
6.13
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.
Aggretsuko: Work/Rage Balance has a high replayability score due to its strong variability in gameplay experiences, the presence of expansions that add new content, deep strategic possibilities, and good scalability. While it may not be the easiest game to learn, it offers enough depth to keep players engaged and coming back for more.
The final luck score for Aggretsuko: Work/Rage Balance is 6, indicating 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.
Your goal in Aggretsuko: Work/Rage Balance is to get out of work as quickly as possible — that is, to rid yourself of all cards in your hand. The game lasts five workdays (i.e., five rounds), and whoever has the lowest score once the weekend arrives wins. The deck consists of 86 cards, with two cards each numbered 1-10 in four suits, along with three 11s, two 12s, and one 13. Each player starts with a hand of thirteen cards. The leader of the round plays a combination of 1-5 cards, then each subsequent player can play the same number of cards but of a higher value or pass. Once all but one person has passed, the cards are cleared from the table, then the last player to play leads something else. Once per round, when you pass, you can rage, placing your rage card on a card that's currently on the table. When these cards are cleared, you can place the claimed card in your hand. Note that a "Rainbow Bomb" — four consecutive cards with each suit represented — can be played on your turn no matter what's currently being played, and this can be beaten only by a higher Rainbow Bomb. When one played voids their hand, the round ends. Everyone with cards in hand then scores 1-3 points per card based on how many they have, then you shuffle for a new round unless the weekend is here.
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