Table feel
Climb! has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.
Players
1-5
Time
?-?
Age
10+
Weight
1.18
Rating
5.73
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Climb! has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.
Climb! has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. It adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
Climb! has a moderate influence of luck. Random elements play a notable but not exclusive role in determining the game outcome. Players have a substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.
Players must climb a route made of cards. They get points for each move they make. The more fingers there are in "holds" (holes on cards) at the end of a move, the more they get points. Performing complex manoeuvres is the key, since each hold is bordered by a color. One finger can only go in one color! Beware, if the cards move, your turn ends. The route is changed a little bit between each round. The player with most points after 3 rounds wins.
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