Table feel
Enigma 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. However, the game does not emphasize cooperation as much.
Players
2-4
Time
?-?
Age
8+
Weight
2.07
Rating
6.40
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Enigma 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. However, the game does not emphasize cooperation as much.
Enigma has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh experience each time it is played and allows players to discover new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged and coming back for more.
Enigma has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, 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.
In Enigma, players are exploring an ancient temple, solving different problems to make their way from room to room. Problem solving is done simultaneously in four different categories — tangrams, block-stacking, canal-building and balance problems — and those who succeed expand the temple with the problem tile they solved, thus adding a new chain of rooms inside the temple or extending an existing chain of rooms. After placing a tile, a player can occupy a room on that tile with one of his three archeologists as long as no other room of the same color is already occupied in that chain. When the chain is closed — that is, when the chain has no "loose ends" that can be expanded upon — any archeologists in that chain's room return to their players, and players score 1 point for each archeologist they receive. The game ends when somebody reaches 15 points, and the player who has the most points wins.
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