Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Players
1-7
Time
30-45
Age
14+
Weight
2.63
Rating
6.73
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
The game i am the fourth wall has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. It offers fresh experiences each time it is played and allows players to improve their strategies over time. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging gameplay experience.
The final luck score for I Am the Fourth Wall is 7, indicating a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have substantial ability to mitigate randomness through strategic decisions and planning, luck still plays a significant role. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
I Am The Fourth Wall is an asymmetrical card game of Lovecrafian, Cthulhu horror set in jiving 1950’s suburbia. It focuses on tight teamwork and coordination, careful hand management, and the option to take on high risk/reward strategies. With 4 ways to play, one player or an AI deck, takes on the role of the Wall, one of the many ancient beings hell-bent on driving the world into perpetual madness, seeking to five gates to the nightmare world beyond. They will face o? against the remaining 1-6 players, who become the Investigators: everyday people such as waitresses, detectives, and street magicians, who know that their only chance to save humanity lies in closing all of the gates, and thus banishing The Wall from their world... for a time. The Wall acts between each of the Investigators’ turns, using an action point system to hinder the Investigators, summon monsters, or use unique abilities, as they work towards tearing apart reality. The Investigators, with their diverse special abilities, use an elegant and streamlined symbol matching mechanic to destroy the nightmares plaguing the streets. Investigators can even draw upon the very essence of madness, gaining a powerful edge at the cost of providing an advantage to the Wall —description from the publisher
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