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Grand Slam box art

Grand Slam

Players

2-4

Time

?-?

Age

8+

Weight

1.25

Rating

6.20

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 2.8

Luck-sensitive

Table feel

Grand Slam 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.

Replay value

Grand Slam 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 also offers deep strategic possibilities and room for improvement in strategy over time. While the player interaction score is average, the game scales well with different numbers of players without compromising its appeal or balance. The easiness to learn score is moderate, making it accessible to a wide range of players. Overall, Grand Slam has a strong replayability score of 7.9, making it a game that can be enjoyed over multiple playthroughs.

Luck profile

Grand Slam has a moderate influence of luck. While random elements like dice rolls or card draws have a notable impact on the game outcome, players also have the ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

In Grand Slam, originally titled Love Means Nothing, each player has a deck of 24 cards, each of which depicts two parts of a tennis court: One half-court can be used for defense, returning a ball that comes your way; the other half-court can be used for offense, sending a shot across the net. You never use both halves of the card at once — either one or the other. A turn consists of first playing a card to cover the shot your opponent played, then playing another card to dictate which of the six zones you'll hit the ball to. Finally, you play a preparation card, indicating which zones you're prepared to cover. The preparation card can be used to cover a shot if the appropriate zone is highlighted; otherwise you must cover the shot with a card from your hand, in which case the preparation card becomes the attack. Thus, by playing cards that your opponent cannot cover with her preparation card, you maintain control of the match because you'll see from where the next attack will come and will be able to prepare for that. Of course if a player cannot cover a shot at all, then the point is lost. Combinations of cards can create special shots, which if not covered by the corresponding combination of cards, leave a player off balance, with her drawing only one card at the end of the turn instead of the usual two. This will leave her with fewer options and make it less likely that she'll cover your shots.

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Editions

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Credits

Designers

1
Ariel Seoane

Artists

1
Ariel Seoane

Publishers

2
Broadway Toys LTD Korea Boardgames

Linked items

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