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Hunch! box art

Hunch!

Players

3-6

Time

40-60

Age

14+

Weight

2

Rating

6.76

Fit

Teach 2.4

Teaching signal

Replay 3.8

High replayability

Interaction 3.7

Highly interactive

Scaling 3.5

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Hunch! has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not require much cooperation among players.

Replay value

Hunch! offers a high degree of variability in each playthrough with its variable gameboard, multiple paths to victory, and random elements. 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 average, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort, resulting in a solid replayability score of 7.5.

Luck profile

Hunch! has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Hunch! is all about words! You try to get the others to guess your secret words by cleverly using clues. But beware: you can't think up these clues yourself, you have to buy them from the others. Be creative and think of the most desirable clues! Be empathetic and buy the right clues! And in the end, have the right hunch when guessing the secret words of your fellow players. The game is played in three rounds of three phases: creating clues, selling/buying the clues, and guessing the secret words. Victory points are awarded to players who guess correctly and to the players owning the guessed words. At the end of the three rounds, whoever has the most VP wins (remaining money being the tie-breaker).

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Nomas Kurnia

Artists

1
Isabel Bollmann

Publishers

3
DMZ Games Don't Panic Games Nice Game Publishing

Linked items

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