Table feel
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
A chaotic racing game has players cross a shifting finish line while pursuing points from the race, cards, and secret objectives. Arriving first does not ensure victory, because everyone scores after the finish is crossed.
Players
3-5
Play time
Not listed
Age
12+
Complexity
2.29/5
Rating
6.42
Group fit
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Kenta offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. The strategic depth and player interaction further enhance the replay value. The game scales well with different numbers of players and has a moderate learning curve, making it accessible to a wide range of players. Overall, Kenta has a strong replayability score of 8.0.
Kenta has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, 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.
How many choices do we make every day? What if the first one had an influence on all the others?
How many choices do we make every day? What if the first one had an influence on all the others? Can we predict what will happen to us depending on the color of the shirt we decided to wear this morning? And what about the choices of others, do they affect ours? Can we go to bed resting assured that all our objectives have been met? Kenta throws players into uncertainty, into chaos, into the others’ influences on our own destiny. It is a race, not against time, but against the unpredictable. The Kenta Finish line marker moves at the players’ will and crossing it first does not guarantee victory. In this chaotic race, once a player has crossed the Finish line, all players sprint by adding up points achieved during the race itself, their cards, and secret objectives for each player. Thus, even if you cross the Finish line first, victory may not be yours! Links: http://kokorin.wordpress.com/2009/03/15/kenta-acabado/ http://kokorin.wordpress.com/proyecto-kenta/ Rules currently available: in English by Carmen Méndez: http://kokorin.wordpress.com/files/2009/10/kenta_english_.pdf in Spanish by Víctor Melo: http://kokorin.wordpress.com/files/2009/09/kenta-reglamento.pdf and in Catalan by Marc Figueras: http://eoficina.e.telefonica.net/sites/0917/Org450082/pwe/pwe/kenta-reglament_CA.pdf
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