Table feel
Moderate level of direct and strategic confrontation, high interaction frequency, and low emphasis on cooperation.
Welcome to the Steampunk world of corrupt capitalist gremlins! Build machines, steal resources & sabotage projects of your competitors in order to achieve the highest prestige score. Each player has a hand size of 6 cards from a draw pile. Each card has one of three resource type...
Players
2-6
Time
?-?
Age
12+
Weight
2.25
Rating
6.41
Should this hit the table?
Moderate level of direct and strategic confrontation, high interaction frequency, and low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation, high interaction frequency, and low emphasis on cooperation.
Gremlins Inc has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides 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, offering a good balance between depth and accessibility. Overall, Gremlins Inc has a strong replayability score of 7.9.
Gremlins Inc has a moderate level of luck involved in the game. Random elements like dice rolls and card draws have a notable impact on the game outcome, but players also have the ability to mitigate the effects of luck through strategic decisions and planning. While luck does play a significant role, player strategy and decisions also have a substantial influence on the game outcome. Overall, Gremlins Inc strikes a balanced mix of luck and strategy.
Overview
Welcome to the Steampunk world of corrupt capitalist gremlins! Build machines, steal resources & sabotage projects of your competitors in order to achieve the highest prestige score. Each player has a hand size of 6 cards from a draw pile. Each card has one of three resource types: Gold, industry or malice. Cards are divided into 2 main categories: action and project cards. A player, during his turn, may perform up to 2 actions: 1. Starting a project: A player takes a project card and places it face down in front of him. Up to 3 projects may be started by each player. 2. Assign a resource: A player may take a card from hand and places it face up under a project, leaving only the resource indicator at the top visible. 3. Play an action: A player places a card from her hand on the table face up, paying its resource cost from projects being constructed (unless it is free,) following the text on the card before discarding it. 4. Complete a project: Once a project has the necessary resources it may be turned face up to complete it for prestige points and for special effects as indicated on the card. Some projects have permanent in-game effects. 5. Cancel a project: discard an unfinished project and any resources under it. 6. Pass the turn The first player to reach an agreed upon amount of prestige points via completed projects and action cards is the winner.
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