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Exhibition: 20th Century box art

Exhibition: 20th Century

Players

1-5

Time

20-50

Age

9+

Weight

1.75

Rating

7.01

Fit

Teach 2.6

Teaching signal

Replay 4.1

High replayability

Interaction 4.0

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game 20th century 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 not much emphasis on cooperation in the game. Overall, the interaction score for 20th century is 7.9, indicating a good level of player interaction.

Replay value

The game exhibition: 20th Century has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, the game provides a fresh and engaging experience with high replayability.

Luck profile

The final luck score for the board game exhibition: 20th Century is 7. The game has a balanced mix of luck and strategy, with random elements having 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

Goal of the game: Each player tries to make the best exhibition about the 20th Century. 100 20th century objects (each object at 1 of 100 cards, 1 card for each year (1900-1999)) are available to place in your exhibition. Objects varying from the first Oscar award statue (1929) to Rubik's Cube (sold worldwide since 1980), the first bikini (1946) or flight recorder (1956), Euro coins (1999) or the last Tasmanian Tiger (1936), etc. etc. Each object belongs to 1 region: 19x North America 18x Europe 17x Asia 16x Africa 15x South America 14x Oceania 1x world (1945) (Kind of a "Joker" card, but that has positive and negative effects with placing, scoring and moving your zeppelin.) The available objects for your exhibition are placed in the center of the table in 6 groups of 3, each group placed at 1 of the 6 continents (colors). In your turn you take 1 of the 3 object cards at the continent where your zeppelin stands. You move your zeppelin to the continent equal to the continent of the card you took. You place a new random card from the stock to refill the open spot. Then you place the object in 1 of the 5 showcases in your exhibition hall (or in your depot). Each player tries to place the objects in their own showcases in accordance to general and showcase-specific requirements. The game ends if no player can fit a card in their exhibition anymore. For the victory points players try to fulfill goals the best, during the game and for the endscore. Some goals are individual, for other goals the players compete. —description from the publisher

Editions

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Credits

Designers

3
Peter Joustra Ron van Dalen Corné van Moorsel

Artists

1
Jenny Caris

Publishers

1
Cwali

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