Table feel
Critters has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to each other's actions. While there is some cooperation required, it is not a major focus of the game.
Players
1-6
Time
30-60
Age
14+
Weight
2.22
Rating
6.38
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Critters has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to each other's actions. While there is some cooperation required, it is not a major focus of the game.
Critters has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for players to improve their strategy over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn with a moderate depth of gameplay. Overall, Critters has a strong replayability score of 7.85.
Critters has a moderate level of luck involved in the game. Random elements such as card draws and dice rolls have a notable impact on the game outcome, but players also have the ability to mitigate the effects of luck through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, making it an engaging and dynamic experience for players.
Description from the publisher: A great war has broken out and is threatening to eradicate all of Critterkind. A few of you have made it to a shelter deep underground. However the lights have gone out, leaving you in the dark with limited resources. You do not know how long you have to stay down here before it is safe to go outside. How many of you will survive and will you be among them? Will you work together? At the end of each turn players vote whether to open the bunker doors. If they do and it is peaceful outside they win the game. Otherwise they get hurt and must continue the game. Every surviving critter wins the game. It may or may not be in your interest to work together, you do not need the other critters to survive in order to win. All Item Cards are kept face down. During your turn you take one to three actions. If you turn a card face up as part of an action you must use it regardless of its effects. There is also a limited supply of light sources you can look at some cards. You may share this information or you may even try to trick the others. Handy label cards help keep the memory aspect to a bare minimum, but still allow for backstabbing or cooperation. You gain a starvation condition for almost every action and can also gain other conditions during gameplay. At the end of your turn must draw and apply a random card from your hand of conditions. This card is applied as damage if it is a bad condition. So if you do not discard starvation conditions by eating you will starve.
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