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Gosu 2: Tactics box art

Gosu 2: Tactics

Players

2-4

Time

?-?

Age

13+

Weight

2.41

Rating

6.90

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Gosu 2: Tactics has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in this game.

Replay value

Gosu 2: Tactics has a high variability gameboard, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. The player interaction score is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, providing a good balance between depth and accessibility. Overall, Gosu 2: Tactics has a strong replayability score of 7.9.

Luck profile

Gosu 2: Tactics has a moderate influence of luck. Random elements have minimal 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

In a fantasy world dominated by goblins, when the blood moon rises in the sky, a new war begins and new warlords raise their armies. GOSU 2: Tactics plays like a hybrid of Race for the Galaxy and Magic: The Gathering with each player trying to recruit an army of goblins made up of soldiers, heroes, magicians, and other classes – then swing it into action against the other players. Five clans of goblins are represented on the game cards, with goblins in one of three ranks. To build an army, a player must first recruit level I goblins, then build on those goblins with level II and finally level III. Those higher level goblins can be played only if a lower level goblin is of the same clan, and since goblins of the same clan have similar abilities or powers that mesh well, players tend to specialize in who they recruit to their ranks. Each turn, a player can play a new goblin, use a goblin's power, draw cards, or pass. Many goblins have special powers that come into play when they're recruited, attacked, removed from play, placed with other goblins, and so on. Once all players have passed, the player with the most powerful army wins the battle. Players keep cards in hand from one battle to the next, so laying out all your forces at once can leave you with little to do but get hit in later battles. The first player to win three battles wins the game. While the game play in GOSU2 remains much the same as in GOSU, some changes make it a different game: The game no longer includes activation tokens, which were used to draw cards or activate a goblin's power. All text has been removed from the cards to make them (and the game as a whole) fully multilingual. Goblin abilities are now based on seven symbols, each with a basic and a MAX version. The game includes a new «link» ability. The goblin clans are structured differently. Additionally, all cards are "cold foil" printed to make them shiny. Glitzy goblins – whodathunk?

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Credits

Designers

1
Kim Satô

Artists

3
Bertrand Benoit Romain Gaschet Ian Parovel

Publishers

1
Moonster Games