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I'm The Boss!: The Card Game box art

I'm The Boss!: The Card Game

Players

3-6

Time

?-?

Age

9+

Weight

1.75

Rating

5.85

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game i'm the boss!: the card game 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, there is less emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong player interaction score.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game 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 investment.

Luck profile

The final luck score for i'm the boss!: the card game is 7, indicating a moderate level of luck influence. 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

I'm the Boss!: The Card Game, a version of Sid Sackson's classic negotiation game I'm the Boss! that's based on his original design of that game, is still all about negotiation, with players trying to end up with more money in hand than anyone else. The game plays in rounds, and each round consists of a separate money-making deal. Each round, players play cards in clockwise order in turns to give them the right to a "cut" of the current deal, the value of which depends on the cards played. When a player has passed twice, he can no longer influence that round. After everyone has passed twice, the round ends, and points are totalled to calculate the value of that deal. Players then earn money for each "cut" or piece of the action that they have, which represents their share of that deal. While playing cards, players can negotiate in order to encourage other players to make plays that are favorable to them. After a fixed number of such deals (rounds), the game ends, and the player who has the most money wins.

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Editions

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Credits

Designers

1
Sid Sackson

Publishers

2
Eagle-Gryphon Games Swan Panasia Co., Ltd.

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