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Clairvoyance box art

Clairvoyance

Players

2-5

Time

?-?

Age

13+

Weight

1

Rating

5.60

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 3.8

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

Clairvoyance offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds additional content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics and strategies over time. The player interaction score is average, but the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Clairvoyance has a strong replayability score of 7.7.

Luck profile

Clairvoyance 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 randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions and strategy primarily determining the game outcome and luck playing a minor role.

Overview

Clairvoyance is a game where you take on the identity of one of eight different psychics trying to prove who's the best by bludgeoning all the rest into unconsciousness. Each character has their own power to aid them in being the top local psychic by proving themselves most adept at levitating furniture into the others' faces. Players turn a shared d-8 die to play cards from their hands, those cards being items or instants, flung at an opponent or placed on the table. Each player starts with 10 life, and the goal is to knock everyone else out with your telekinetically flung furniture as they attempt to prevent you from doing so by either changing the face of the die (the face being what is needed to activate a card) or by using their own items and instants. Produced by Eye4Games

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Editions

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Credits

Designers

2
Robert Karl Don Mitchell

Artists

2
Chris Baum Jule Pattison-Gordon

Publishers

3
(Self-Published) (Web published) Eye4Games

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