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Death Wish box art

Death Wish

Players

2-8

Time

20-45

Age

15+

Weight

2

Rating

6.55

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 3.7

More strategic control

Table feel

Moderate level of interaction with a mix of direct confrontation and strategic depth.

Replay value

The game Death Wish has a high replayability score, indicating a great degree of variability, strategic depth, and adaptability to different player counts. The presence of expansions and the moderate easiness to learn also contribute to its replay value.

Luck profile

The final luck score for Death Wish is 7.333. This indicates that the game has a moderate level of luck influence. 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.

Overview

Death Wish is a light-hearted party card game where the goal is to be the first player to die from fictional diseases. Truly a game you're dying to win. Players take turns to collect matching symptoms and afflicters with the aim of contracting the diseases displayed on the table. Diseases are always changing on the table so it’s a race before they’re snapped up by other players. The colours play a part in the game with white strains the most common, less harmful types contrasted with the rare and deadly reds. Share your weird diagnosis! Contract a disease and declare the the disease you caught, how you caught it and the terrible combination of symptoms you are suffering from. With over 240 different diseases, afflicters and symptoms, the combinations are vast. Does your disease have an outbreak? Read out an outbreak card to the group. Outbreaks allow events such as mutating diseases, puking on players or even de-fibrillating someone back to life. These cards have an array of random creative effects that change the dynamic of every game.

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