ABG All Board Games
Among Nobles box art

Among Nobles

Players

3-5

Time

90-120

Age

14+

Weight

2.84

Rating

6.68

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

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

Among Nobles has a high replayability score due to its strong variability in gameboard, expansions, and strategic depth. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game provides deep strategic possibilities and room for players to improve their strategy over time. It scales well with different numbers of players without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a good balance between easiness and depth, making it accessible to a wide range of players.

Luck profile

Among Nobles has a moderate level of luck involved in the game. Random elements such as card draws and dice rolls have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions and strategy playing a significant role in determining the game outcome. Overall, Among Nobles offers a good balance between luck and player agency.

Overview

Establish the most powerful and prestigious family dynasty through marriage alliances, warfare and intrigue in feudal Europe. Among Nobles is a card game where players establish and expand a family dynasty in feudal Europe. Each player starts with a married couple, the ancestral lord and his lady. Throughout the game new family members are added through birth and marriage. Three generational changes occur where the oldest generation perishes due to old age. The players take turns activating one of their characters or couples. An activation lets you pick a series of actions in a horizonal row on the character. Since a wife’s actions are added to her husband’s, activating couples can be more efficient than activating single characters. Players advance their influence in the game by waging war, earning gold and expanding their family. As the game progresses, more powerful nobles come into play. Red nobles are commanders: strong on warfare actions. Blue nobles are devout: strong on piety actions. Yellow nobles are tradesmen: strong on commerce actions. Green nobles are negotiators with special abilities or intrigue actions. Gold is used to buy extra actions, pay for wedding feasts, muster armies and pay for the education and finer upbringing of male heirs. Armies are used to wage war, bringing riches and prestige back from distant provinces. Prestige points are a measure of your influence on society. The player with the most prestige points at the end wins the game. While most daughters get married off to other families, the sons continue your family’s bloodline. Games can be won and lost because of the right or wrong marriages.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Commerce

No commerce mappings imported yet.

Credits

Designers

5
Morten Andersen Tina Christensen Robert Bonde Jensen Lone Gram Larsen Troels Vastrup

Artists

1
Bo Jørgensen

Publishers

3
Among Meeples GaGa Games MYBG Co., Ltd.

Linked items

No linked items imported yet.