Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Players
2-4
Time
90-150
Age
10+
Weight
2.67
Rating
6.42
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.
auf der walz offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. The game also provides deep strategic possibilities and scales well with different player counts. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, auf der walz has a strong replayability score of 8.0.
Auf der Walz has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, 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. Overall, Auf der Walz strikes a good balance between luck and strategy.
Auf der Walz is a game that has the "journeyman years" as the topic. This is a tradition that dates back to medieval times and is still alive in German-speaking countries. A craftsman has to be "Auf der Walz" (roughly translated as "on the road") for three years and one day without ever getting closer than fifty kilometers to home. The young journeyman wears a traditional dress: flared pants, waistcoat, jacket, black hat (as a symbol for freedom), the "Stenz" (traditional curled hiking pole), and the "Charlottenburger" (coarse cloth to wrap up the belongings). They work (for a little bit of money but also for board and lodge) for people on their journey. Auf der Walz is a "travel game" with resource management that takes place in the second half of the 19th century. Like life on the Walz, it includes uncertainty and random elements. Each player earns points at the end of each year on the journey and in an end-scoring after that additional one day. The engine of the game is a deck of cards. Each player has six cards per year (and an additional card for the last day) and conducts actions with them: traveling, working, finding travel mates, etc. as well as leisure activities: music, writing, painting. —description from the publisher
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