Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's strategies and turns frequently, but there is less emphasis on cooperation.
Players
2-8
Time
?-?
Age
8+
Weight
1
Rating
6.21
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's strategies and turns frequently, but there is less emphasis on cooperation.
The game has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The presence of expansions adds to the overall replay value.
The game has a low influence of luck. Random elements have minimal impact on the game outcome, and 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.
The active player chooses a random theme by throwing two numbered dice then throws six "words and phrases" dice and sorts them from lightest to darkest color. Each die shows a word or phrase on it's face and the player must use the words to tell a story using the dice in front of her, in order: "Did I tell you about..." . During the story, other players can throw an "interrupt" die and read the result aloud. The active player has to adapt her story to the interruption: "No, that's a lie!" Once all dice have been used up, the player throws a six sided die that gives her her score. Other players decide if she is allowed to throw another die to get a better score. As the rule book says "the scoring system is unfair, but life is unfair and this game... is life!" Great fun for adults, and an amazing expression tool for children.
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