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The Game Of Medici: Arms, Loves And Betrayals In Xvth Century Europe box art

The Game Of Medici: Arms, Loves And Betrayals In Xvth Century Europe

Players

4-6

Time

120-180

Age

13+

Weight

2.6

Rating

6.68

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a good balance between direct and strategic confrontation.

Replay value

The game of Medici: Arms, Loves and Betrayals in XVth Century Europe has a high replayability score of 8.0. It offers a great degree of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game also provides deep strategic possibilities and allows players to improve their strategies over time. The player interaction score is 3.8, indicating a moderate level of interaction. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, with an easiness to learn score of 4.5, the depth it offers makes it worth the effort.

Luck profile

The Game of Medici: Arms, Loves and Betrayals in XVth Century Europe has a moderate level 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

Players represent the powers of the XVth century: Holy Roman Emperor, Ottoman Turk Sultan, Pope, King of Spain, King of France and the head of the famous Medici family of Florence. The board is hexagonal with each player having a path by which his pawns can visit his direct left and right neighbors. In addition, each side has a direct path to the center of the board. Players other than the direct neighbors could only be reached by traveling through the neighbors or the center. Included in the game are 6 domestic army pawns for each player, 36 mercenary pawns, 12 ambassador cards, 6 lady cards, 50 coins and 2 dice. At the beginning, each player receives the 6 domestic army pawns, 1 lady, 2 ambassadors and 3 coins. Combats are resolved without random chance by simple calculation of the difference between the number of pawns. Income is provided to the player on the basis of the number of spaces occupied by a single domestic pawn. Each player may offer alliance to any player and if accepted, ambassadors are exchanged. Alliance permits joint attacks and unlike some other games, alliances are law: allies absolutely cannot attack one another.

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