Table feel
charge it! has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is less emphasis on cooperation in the game.
Players race to be the first to rack up $50,000 in merchandise charges on their credit cards. This game plays like Mille Bornes matched with a memory element. Players draw a card into their hand, and then play one either to the table or discard pile. Playing a credit card to the...
Players
2-6
Play time
Not listed
Age
?+
Complexity
1/5
Rating
5.55
Group fit
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
charge it! has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is less emphasis on cooperation in the game.
Charge It! has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh and different experience each time it is played, allowing 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, it offers a rewarding and engaging experience.
The final luck score for Charge It! is 5, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have some ability to influence or mitigate the effects of randomness through strategic decisions. The game outcome is influenced by both luck and player strategy, making it an engaging and dynamic experience.
Players race to be the first to rack up $50,000 in merchandise charges on their credit cards. This game plays like Mille Bornes matched with a memory element.
Players race to be the first to rack up $50,000 in merchandise charges on their credit cards. This game plays like Mille Bornes matched with a memory element. Players draw a card into their hand, and then play one either to the table or discard pile. Playing a credit card to the table allows the player on future turns to play merchandise cards under it. Players are not allowed to look at the values of the merchandise once it is played. Play continues placing cards, either new credit cards (total of 4 types) or merchandise underneath credit cards until a player declares that he has the $10,000 or more, in which they count up the purchases. The person who declares the round over gets a $2000 bonus, providing that the $10,000 has indeed been reached. There is also the ability to spoil your opponents. There are Lost Card cards which are played on an opponent causing them to have to discard a credit card and the merchandise underneath. These can be prevented by playing an Insurance card on your pile before to protect a pile, or play another copy of the same credit card in reaction to a Lost Card being played, similar to a Mille Bornes coup-fourré. Game ends after the round in which total purchases all game exceeds $50,000
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