ABG All Board Games
The Incredibles: Save The Day Game box art

The Incredibles: Save The Day Game

Players

1-4

Time

?-?

Age

6+

Weight

1

Rating

6.77

Fit

Teach 2.3

Teaching signal

Replay 4.1

High replayability

Interaction 3.8

Highly interactive

Scaling 4.5

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

The Incredibles: Save the Day 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. While there is some level of cooperation required, it is not the primary focus of the game. Overall, the game has a strong interaction score.

Replay value

The Incredibles: Save the Day game offers a high level of variability with its gameboard, expansions, and strategic depth. It provides a consistent and engaging experience for different player counts. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, it has a strong replayability score of 8.18 out of 10.

Luck profile

The Incredibles: Save the Day has a moderate influence of luck. Random elements like dice rolls and card draws play a significant role in determining the game outcome. While there are some strategic decisions that can mitigate the effects of luck, it is still a significant factor in the game. Overall, the game has a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of both elements.

Overview

In The Incredibles: Save the Day Game, you become a member of the Parr family and become responsible for the safety of Metroville. All players start the game in the middle of the game board, and three problem cards are revealed at random from the deck. The game board includes cut-out pieces, and you flip the areas related to the problems to show what ability — speed, agility, defense, or strength — is needed to solve the problem. On a turn, you roll the movement die, then reveal a new card if the alarm symbol is visible on the die. Sometimes the cards introduce new problems in the city or a roadblock that cuts off your movement; at other times, Frozone shows up to solve a problem on his own, Edna Mode shows up to rescue Jack-Jack (who starts on the game board and is represented by a die), or Jack-Jack teleports somewhere in the city. After resolving the card, you optionally move, then if you're on a problem, you roll your die to see whether you get the ability needed to solve it. If someone previously landed on Jack-Jack's space or Edna found him, then you roll the Jack-Jack die as well. Flip the problem card face down on the track if you solve it. If an unresolved problem ever reaches the end of the track, then you all lose the game. If all of the current problems have been resolved (i.e., are face down) and Jack-Jack is with the family, then you all win!

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Commerce

No commerce mappings imported yet.

Credits

Designers

1
Forrest-Pruzan Creative

Publishers

1
Wonder Forge

Linked items

No linked items imported yet.