Table feel
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Players
3-6
Time
?-?
Age
12+
Weight
2.33
Rating
6.53
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Good Help offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game provides deep strategic possibilities and room for players to improve their tactics and strategies. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Good Help has a strong replayability score of 8.1 out of 10.
Good Help has a moderate level of luck influence. 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.
You have just finished your evil doctorate. Now it's time for you to return to a castle on the outskirts of the town where you grew up, to begin your tyranny in the name of revenge. Every bully that gave you a wedgie in school and every cutie who laughed at your advances will feel the wrath of the monster you are about to create... Your goal in Good Help is to create the best monster that you can, then unleash it on the public – but don't take too long as the first player to have his monster destroy five buildings in town wins. Alternatively, you can set your monster on those of the other players, and if you have the last monster standing, you win. To assist you in your goal – and to preserve your reputation in town – you'll hire assistants, then send them out to collect body parts, buy supplies and earn money. Your assistants can confront those of other doctors to try to steal away the gold, supplies or limbs they carry. Each assistant has at least one vice, however, and when moving about town they might be lured away by the prospect of beer, jewelry, dresses or sausage, selling or dropping everything they have to get their fix. Good help is indeed hard to find!
No media imported yet.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.