Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Players
3-7
Time
?-?
Age
6+
Weight
1.13
Rating
6.83
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Assist has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh experience each time it is played and allows players to discover new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
Assist has a moderate level of luck involved 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.
Your goal in Assist is to guess the chosen word, and on each turn you have a choice: ask your question or give your answer. Atthe same time, you're trying to "assist" other players in losing their chips by guessing a hidden word before they can. Each round, one player draws an illustration card that shows six words on it, chooses one of those words, and tells all players which number he has chosen; each other player receives a hand of three question cards, then antes one chip into a central pot. (Question and illustration cards have text in Italian, English, German and French.) On a turn, a player either plays and reads a question card – which the player who holds the illustration card must answer as honestly as possible – or tries to guess the word hidden on the card. Before a player guesses, he can ante any number of chips into the pot. If no one else matches his ante, he claims all the chips in the pot without having to guess the word; if at least one other player antes, he must give his guess, winning the pot if correct. When a round end, the next player chooses a word from an illustration card and the game continues. When one player runs out of chips, the game ends and the player with the most chips wins.
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