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Cloud 9 box art

Cloud 9

Players

3-6

Time

20-30

Age

8+

Weight

1.15

Rating

6.49

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 3.2

Luck-sensitive

Table feel

Cloud 9 has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Cloud 9 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 over time. The player interaction score is average, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it offers enough depth to keep players engaged. Overall, Cloud 9 has a solid replayability score of 7.9.

Luck profile

Cloud 9 has a moderate influence of luck. 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

Cloud 9 - The Daring Game of Ups and Downs Players earn points by daring to stay in the basket of a hot air balloon as it rises. Points increase as the balloon climbs from cloud to cloud, but so does the risk of the balloon falling. Should you jump out to save your points or trust that the pilot will take you safely higher? Everyone places their passenger token into the balloon's basket to start the trip, and receives a hand of six balloon cards. Then, each turn, a different "pilot" rolls an increasing number of specialized dice to see if the balloon can stay aloft. The dice dictate how many of the balloon cards are needed of each color. (There are also optionally played Wild Cards to keep everyone guessing.) Each player decides whether they think the pilot will have the cards to successfully take the balloon up, or whether they should jump out and keep the points earned so far. If they stay, they run the risk of getting no points if the pilot fails. If the balloon does fall, it is placed back on the lowest cloud. Everyone hops aboard and draws one new card, and the next trip begins. When a player earns 50 points the game is over.

Editions

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Files

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Credits

Designers

1
Aaron Weissblum

Artists

3
John Kovalic Albert Lemant Cathleen Quinn-Kinney

Publishers

2
F.X. Schmid Out of the Box Publishing