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Emira box art

Emira

Players

3-5

Time

?-?

Age

12+

Weight

2.83

Rating

5.91

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.1

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Emira has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the level of cooperation required is relatively low.

Replay value

Emira offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities, allowing players to improve their strategy over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the game strikes a balance between easiness and depth. Overall, Emira has a strong replayability score of 7.8 out of 10.

Luck profile

Emira has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. 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

In Emira the players are Arabian Sheiks looking to expand their harem with more princesses. They try to make themselves more attractive to convince as many princesses as possible to come to live in their harem. Each round, another princess with different preferences comes into play and chooses the sheik that she is most attracted to. The game is played in several rounds. The 3 to 5 players have auctions where they bid to perform actions: play event cards, buying spice caravans, palace sections, camels, or improve his appearance and status. After all players have performed an action the princess will chose which sheik she prefers (according to her preferences). Each player has a goal card that defines his goal for the game, for example acquire 4 princesses with three specific skills or 6 princesses. 1st Place 2004 Hippodice Spieleautorenwettbewerb (as Harem).

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

2
Paul Van Hove Liesbeth Vanzeir

Artists

1
Franz Vohwinkel

Publishers

3
Devir Mayfair Games Phalanx Games B.V.

Linked items

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