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Bazaar box art

Bazaar

Players

2-6

Time

?-?

Age

8+

Weight

2.03

Rating

6.52

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game Bazaar has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is not much emphasis on cooperation in the game. Overall, the game has a good level of player interaction.

Replay value

Bazaar has a high replayability score due to its strong variability in the gameboard, expansions available, 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 also allows for deep strategic possibilities and offers a consistent and engaging experience regardless of the number of players. While it may not be the easiest game to learn, it strikes a good balance between easiness and depth, making it accessible to a wide range of players.

Luck profile

Bazaar has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game's overall luck dependence is balanced, with a mix of luck and strategy. The final luck score for Bazaar is 7, indicating that luck plays a minor role in determining the game outcome.

Overview

The components of Bazaar include a whole bunch of little chips, in five colors. At the start of the game, two equation cards are randomly chosen. Each equation card has five equations on it, for a total of ten equations that will be in effect for the duration of the game. The equations state equivalences between certain combinations of colors, for example: Red = Green Green Green Yellow = Blue Blue Red Four target cards are turned up, each with some combination of five chips represented on the target card (so a typical target card might be Green Green Blue Blue Blue). On your turn, you roll a colored die to randomly pick a colored chip for yourself, or you can make one exchange of your colored chips based on the equations. The goal is to end up with the right combination of chips to get one of the target cards. You want to do this quickly – and even more importantly, with as few chips left over as possible after you've purchased the target card – because this is how you score points. The original version is part of the 3M Bookshelf Series.

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Sid Sackson

Artists

1
Pixel Productions Inc.

Publishers

1
3M