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Grand Master box art

Grand Master

Players

2-6

Time

?-?

Age

12+

Weight

1.25

Rating

6.22

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 4.3

More strategic control

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

Grand Master has a high replayability score due to its strong variability in the gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game allows room for players to improve their strategy over time, discovering new tactics and strategies. The player interaction score is average, and the game adapts well to different player counts without compromising its appeal or balance. While not the easiest game to learn, it falls within a moderate range, making it accessible to a wide range of players. Overall, Grand Master provides a fresh and engaging experience with high replayability potential.

Luck profile

The final luck score for Grand Master is 8.67 out of 10, indicating a low influence of luck. The game relies more on player decisions and strategy rather than random elements. Random elements have minimal impact, and players have substantial ability to mitigate randomness through strategic decisions and planning.

Overview

In this Mille Bornes-like game, players seek to become the Grand Master by training for 22,000 days, mastering six martial arts, such as Judo, Tae Kwon Do, Boxing, or Karate, and defeating other players in battles and wars. Beginning the game as the master of one martial art (holding one Master card), players play Days cards in denominations of 500, 1000, or 2000 days, a total of 3000 days being necessary to gain mastery of a new martial art (an additional Master card). Players also, with the appropriate cards, attack opponents, the loser forfeiting one (in a battle) or two (in a war) Master cards. Attacks and defenses can be enhanced with cards representing such things as weapons and ki. Shorter variants can be played.

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Credits

Designers

1
Chris Goedecke

Publishers

2
(Self-Published) Hoyle Products

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