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Girl Genius: The Works box art

Girl Genius: The Works

Players

2-4

Time

?-?

Age

10+

Weight

1.94

Rating

6.06

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderately interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is less emphasis on cooperation.

Replay value

Girl Genius: The Works has a high variability gameboard, offering 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 improvement in player strategy. The player interaction score is average, and the game scales well with different numbers of players. While the game may not be the easiest to learn, it offers a good balance between easiness and depth. Overall, Girl Genius: The Works has a strong replayability score of 7.82.

Luck profile

The final luck score for Girl Genius: The Works is 7, indicating a moderate level of luck influence in the game. Random elements have a notable but not exclusive impact on the game outcome, and 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

This is a non-collectible reworking of the CCG XXXenophile. While XXXenophile's theme and artwork were rated R, Girl Genius can be played by families without grandma getting embarrassed. (However, a couple cards do feature scantily dressed women.) Each player gets a five-card hand and 12 cards are laid out face-down in a patchwork pattern. Each card has colored symbols along each side, a point value, and special instructions. On your turn, you turn over one face-down card then spin any face-up card 180 degrees. After spinning, if any of the symbols on the edges of the spun card match the symbols on one or more of the surrounding cards, you "pop" the card(s) with the most matching symbols. "Popping" a card means you must follow the instructions on the card (whether helpful or harmful) and then (usually) add it to your score pile. Cards in your hand are used to replace any popped cards. The game is played until one player has 100 points or has captured a combination of submarine and dirigible cards. Unlike most of Cheapass Games's games, this one is professionally manufactured with full color, laminated cards with rounded corners.

Editions

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Credits

Designers

2
James Ernest Phil Foglio

Artists

2
James Ernest Phil Foglio

Publishers

2
Cheapass Games Studio Foglio