Table feel
Die Safeknacker has a moderate level of direct confrontation and strategic depth. Players need to be aware of and react to each other's strategies frequently. However, there is less emphasis on cooperation in the game.
Players
3-5
Time
?-?
Age
10+
Weight
1.5
Rating
5.87
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Die Safeknacker has a moderate level of direct confrontation and strategic depth. Players need to be aware of and react to each other's strategies frequently. However, there is less emphasis on cooperation in the game.
Die Safeknacker has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. It offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The game has moderate ease of learning, making it accessible to a wide range of players.
Die Safeknacker has a moderate influence of luck. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. While there is some room for players to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with neither element dominating the outcome.
In this card driven game, safe-crackers co-operate but must share the spoils. The player who finishes the game with the most money wins. Everyone has two choices in their turn: either recruit safe-crackers or attempt to crack a safe. One of these two must be chosen every turn. The first choice is to take one of your own safe-crackers and put him on any of another player. Put this safe-cracker in that team before you. This way you can build safe-cracker teams in addition to individual safe-crackers. The piece lying on top shows who has the safe-cracking team under their control. The second choice is to crack the safe. First a gaze at the safe cards: On each safe card, a value that this safe contains is printed - the loot. Simultaneously it also portrays how large the safe-cracking team must be in order to crack this safe; the team may also be bigger. Place the team on the desired safe, dismantle it and share the loot. The card with the cracked safe is set aside and a new safe card is uncovered. The game ends when all the safes are cracked. The player with the most money wins the game. Re-implemented by: Buccaneer
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