Table feel
Globbo! has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.
Players
2
Time
?-?
Age
12+
Weight
1.94
Rating
5.75
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Globbo! has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.
Globbo has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh and engaging experience each time it is played.
Globbo! has a moderate influence 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.
From the game..."An exceptionally strange game of exploding children and their cheerfully homicidal baby-sitter in a really alien playpen." As in Ogre and Stomp here is a game with one big powerful unit on one side and a whole bunch of less powerful beings on the other. The difference here is the big and powerful Globbo grows bigger all the time (except when one of the cute little urchins has exploded and taken out a big chunk of Globbo). The little angels come in three types, Biters who can attack and will explode if hit by Globbo, Blips who are created by exploding Biters and Yeasts who are also created by exploding Biters. Yeast and Blips can combine to form more Biters. Globbo has his weapons also. His head has a big attack up to 15 hexes away but only in a straight line. Blue Zap parts which must be adjacent to the head or another Blue Zap piece can attack up to 3 hexes away and the Red Slaps can attack adjacent spaces. Red Slaps must be adjacent to Blue Zaps. Globbo moves like a giant amoeba as all his parts try to stay adjacent to the proper parts to remain alive. Originally published in The Space Gamer (Issue 62 - Apr 1983).
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