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Hot Lead box art

Hot Lead

Players

2-5

Time

?-?

Age

8+

Weight

1.31

Rating

7.03

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Hot Lead has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to others' strategies and turns. However, there is a lower emphasis on cooperation in the game.

Replay value

Hot Lead has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. It adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Hot Lead has a moderate influence of luck. The game outcome is not predominantly determined by random elements, but they still have a notable impact. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element overpowering the other.

Overview

Lead the undercover investigation against five criminal groups to gather enough evidence to convict them. However, if you investigate too aggressively, the criminals will smell a rat and go dark! In each round of Hot Lead, criminal cards are displayed in a column equal to the number of players. Players then make their bid by simultaneously revealing an investigator card from their hand. The highest investigator bid takes the criminal card closest to the deck, the second highest takes the second closest, and so on. These cards are worth points equal to their face value (0-5). Gather enough evidence on one criminal organization to convict them when the game concludes after ten rounds; in game terms, by having exactly three of a suit, you earn 10 bonus points. Ten bonus points are also awarded to those who acquire criminal cards of all five suits. If you investigate too aggressively and grab the fourth card of a suit, those criminals will sense a rat and you'll scare them underground, thereby losing all of those cards. The player with the most points at the end of the game wins. —description from publisher

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