Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation.
Inspired by the Jules Verne novel, players are following in Phileas Fogg and Passepartout's footsteps, attempting to travel around the world in 80 days on a map with Victorian-era decorations. On a player's turn, he chooses one of the face-up travel cards. Each card comes with an...
Players
2-6
Time
50-70
Age
10+
Weight
1.81
Rating
6.55
Should this hit the table?
Moderate level of interaction with a good balance between direct and strategic confrontation.
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a good balance between direct and strategic confrontation.
Around the World in 80 Days has a high replayability score due to its high variability gameboard, decent expansions available, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The player interaction score is standard, and the game adapts well to different player counts. While it may not be the easiest game to learn, it offers a good balance between easiness and depth.
The final luck score for Around the World in 80 Days is 6.67, 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.
Overview
Inspired by the Jules Verne novel, players are following in Phileas Fogg and Passepartout's footsteps, attempting to travel around the world in 80 days on a map with Victorian-era decorations. On a player's turn, he chooses one of the face-up travel cards. Each card comes with an extra (getting to be first player in the next round, for example). Then he decides whether to travel to the next city. Does he want to wait until the next round in hopes of better cards, or will he make his journey now? If so, he must have and play the required travel cards. The two transportation types are trains and ships. For example, 2 ship cards are required to travel from Suez to Bombay, so 2 ship cards must be played; train cards won't help in this instance. Time is spent each step of the way in the form of days, and (while meeting certain other requirements) the winner is the player who spends the fewest number of days getting around the world. The number of days depends on the travel cards used, plus help from special cards, hindrance from the meandering detective, and so on.
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