Table feel
Moderately interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to others' actions and make strategic decisions to succeed.
Players
2-4
Time
?-?
Age
12+
Weight
2.33
Rating
5.99
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderately interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to others' actions and make strategic decisions to succeed.
James Clavell's Tai-Pan has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, but the game adapts well to different player counts without compromising its appeal or balance. While the game may take some time to learn, it offers a rewarding depth of gameplay.
The final luck score for James Clavell's Tai-Pan is 7, indicating a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. 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.
One of the high-priced (for the time) James Clavell games produced by FASA in 1981 ($25.00 retail). This one is about trading on the Chinese coast in the 1830s. Players buy and sell cargo from port-to-port including tea, spices, silk and Opium. Various events come into play via a deck of cards. The player with the most money at the end of the game is the winner.
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