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Dead Man's Cabal box art

Dead Man's Cabal

Players

2-4

Time

?-?

Age

12+

Weight

2.65

Rating

6.74

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.8

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 3.3

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Dead Man's Cabal has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

The final luck score for Dead Man's Cabal is 6.67, indicating a balanced mix of luck and strategy. The game has a moderate impact of randomness, with random elements like card draws and dice rolls influencing the outcome. However, players have a substantial ability to mitigate the effects of luck through strategic decisions and planning. Overall, the game relies on a combination of luck and player strategy, with luck playing a significant but not dominant role in determining the game outcome.

Overview

You've conquered death and mastered all nine dimensions of space-time. Reality bends to your every whim and desire. You are the absolute best there ever has been, a necromancer at the top of their game. The only downside is that no one likes you on account of the creeping around with dead bodies and the lack of sunlight. But who needs friends when you can make them? Dead Man's Cabal is a mid-weight strategy game from Daniel Newman, with game development from Jonathan Gilmour (Dead of Winter, Dinosaur Island). In the game, 2-4 players compete to bring the dead back to life so that they can throw a party with actual, you know, guests. The gameplay is a clever interplay of a unique action selection mechanism that allows players to choose both a private action followed by a group action, requiring tense decision-making on the timing of the different phases of the game. Collect bodies, crystal skulls, and runes, then bring the dead back to life. This might sound simple enough, but triggering the actions in just the right order requires careful planning to make sure you aren't helping your competitors more than yourself. —description from the publisher

Editions

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Files

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Credits

Designers

1
Daniel Newman

Artists

2
Henning Ludvigsen Denis Medri

Publishers

1
Pandasaurus Games

Linked items

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