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Home Sweet Home box art

Home Sweet Home

Players

2-4

Time

?-?

Age

8+

Weight

1.43

Rating

6.14

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Home Sweet Home offers a high degree 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 replay value. The game also provides deep strategic possibilities and room for players to improve their tactics and strategies over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the easiness to learn score is still within a reasonable range. Overall, Home Sweet Home has a strong replayability score of 7.85.

Luck profile

The final luck score for Home Sweet Home is 5.67, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive 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 Home Sweet Home, players have five diving bells and want to get as many sea creatures into them as possible – but crabs don't like octopi and vice versa, so keep those two species separate if you don't want trouble. To set up the game, each player lays out diving bell cards in front of them, numbered 1-5, and receives four cards from the shuffled animal deck; crab and octopus cards are also numbered 1-5. At the start of a round, a player lays an animal card from her hand in the center of the table and states the sum of all cards played. The next player does the same, making sure that all animal cards are visible. This continues until the sum of the animals played totals twelve or more. The player who laid the last card takes the stack, then places the animals in her diving bells based on the number on the cards. If you would lay a crab in a diving bell that already holds one or more octopi cards (and vice versa), you must discard one card of each type. Once the deck rounds out, players finish the round, if possible, then sum the animals in their diving bells. The player with the highest total wins!

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Credits

Designers

1
Annick Lobet

Artists

1
Christophe Swal

Publishers

1
Gigamic

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