Table feel
The End is Nigh has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not emphasize cooperation as much.
Players
2-6
Time
15-20
Age
13+
Weight
2
Rating
6.36
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
The End is Nigh has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not emphasize cooperation as much.
The End is Nigh offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is average, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it offers a good balance between easiness and depth. Overall, The End is Nigh has a strong replayability score of 8.15.
The End is Nigh has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, luck still plays a significant role in the game. Overall, the game has a balanced mix of luck and strategy.
Well, the crazies finally got one right. The end is nigh, and they called it. A two-mile wide asteroid will strike Earth at midnight, wiping out humanity… just like they predicted. You were one of the lucky ones to secure your spot in a bunker, ensuring your own survival. Some late-comers aren’t so lucky, though. You need to determine who stays and who goes. There are rumors of cult members infiltrating and sabotaging bunkers to fulfill their doomsday prophecy. Choose wisely! In The End Is Nigh, players have twelve turns to weed out the cultists among the on-trial refugees. On your turn, you must question a refugee to learn more about them, inform your associates of your findings, and then cast your vote for exile. Beware though! Some of the refugees have effects that can interfere with your investigation, and after being questioned, refugees will remain “exhausted” for a turn, preventing the next player from questioning them. When the clock strikes 6, the refugee with the most exile markers is turned away from the bunker. Questioning then continues until 12, when the second refugee is cast out. If even one cultist manages to makes it inside, humanity is doomed. Who will you vote for?
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