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Everything Ever box art

Everything Ever

Players

2-10

Time

20-60

Age

12+

Weight

1

Rating

6.44

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.6

Deep strategy

Control 4.3

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

The game offers a high degree of variability with different experiences each time it is played. The expansions available add new content and gameplay elements, enhancing the replay value. There is deep strategic depth, allowing players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the game offers a rewarding and engaging experience.

Luck profile

Everything Ever is a board game with minimal reliance on luck. The game outcome is primarily determined by player strategy and decisions, with random elements having a minimal impact. Players have substantial ability to mitigate randomness through strategic decisions and planning. Overall, Everything Ever provides a high level of strategic depth and allows players to showcase their skills and decision-making abilities.

Overview

You've prepared your whole life for this. Every movie you've seen, every show you've watched, every song you've listened to, every place you've visited, every book you've read, every kind of food you've eaten, and every person you've ever heard of makes you better at this game. It's finally time to get credit for everything you already know! In Everything Ever, you and your friends take turns listing things from categories like "Every Dinosaur Movie" or "Every Brand of Soap". Two category cards are in play, and on your turn, you must say something that fits in one category and something that fits in the other, with both of those somethings not having been said previously. If you can't think of something, you can play a category card from the three in your hand to cover the one you're blanking on, then name something from that new category. If you can't think of something for a category, you must take that pile as a penalty, then flip a new category from the deck. If you say something that fits both categories at the same time, you can either discard one of your penalty cards or draw a new category card from the deck, then play a third category card to the table. (Once someone is penalized, drop back to two categories.) Keep your friends' iffy answers in check with judge cards, and win by collecting the fewest cards once the deck runs out.

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