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Bora Bora box art

Bora Bora

Players

2-4

Time

60-120

Age

12+

Weight

3.73

Rating

7.56

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to frequently pay attention to others' actions, but there is limited emphasis on cooperation.

Replay value

Bora Bora offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game offers deep strategic possibilities and allows players to discover new tactics and strategies over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, Bora Bora has a strong replayability score of 8.05.

Luck profile

Bora Bora has a moderate level of luck influence. 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.

Overview

Stake your fortunes in the mysterious island world of Bora Bora. Journey across islands, building huts where the resilient men and women of your tribes can settle, discovering fishing grounds and collecting shells. Send priests to the temples, and gather offerings to curry favor with the gods. In Bora Bora, players use dice to perform a variety of actions using careful insight and tactical planning. The heart of the game is its action resolution system in which 5-7 actions are available each round, the exact number depending on the number of players. Each player rolls three dice at the start of the round, then they take turns placing one die at a time on one action. Place a high number on an action, and you'll generally get a better version of that action: more places to build, more choices of people to take, better positioning on the temple track, and so on. Place a low number and you'll get a worse action – but you'll possibly block other players from taking the action at all as in order to take an action you must place a die on it with a lower number than any die already on the action. Three task tiles on a player's individual game board provide some direction as to what he might want to do, while god tiles allow for special actions and rule-breaking, as gods are wont to do. The player who best watches how the game develops and uses the most effective strategy will prevail.

Editions

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Credits

Designers

1
Stefan Feld

Artists

1
Alexander Jung

Publishers

2
alea Ravensburger