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Kreuzverhör: Krimi-kartenspiel Für Zwei "ermittler" box art

Kreuzverhör: Krimi-kartenspiel Für Zwei "ermittler"

Players

2

Time

?-?

Age

12+

Weight

1.83

Rating

6.13

Fit

Teach 2.4

Teaching signal

Replay 3.8

High replayability

Interaction 3.7

Highly interactive

Scaling 3.8

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The 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 actions. However, there is limited emphasis on cooperation.

Replay value

kreuzverhör: krimi-kartenspiel für zwei 'ermittler' has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds some new content and gameplay elements, but could be improved. The game provides deep strategic possibilities and room for players to improve their tactics and strategies. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, but offers a decent amount of depth. Overall, kreuzverhör: krimi-kartenspiel für zwei 'ermittler' has a good replayability score of 7.6.

Luck profile

The final luck score for Kreuzverhör: Krimi-Kartenspiel für zwei 'Ermittler' is 7, indicating a moderate level of luck influence. The game has a balanced mix of luck and strategy, with random elements having a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. Overall, the game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Here is a description of the game from Die Pöppelkiste: The game Kreuzverhor (Cross Examination) is a deduction game – one of a relative few in the genre. The game’s object is to find the right combination of criminal, crime scene, crime and tool. To do this, players alternately play out combinations and find out how many of them are correct (but without finding out which ones are correct). They can then play an action card that lets them get additional information. These action cards can be neutralized using defense cards. The first player to deduce the right combination and lay it out wins. The game sounds a little like Mastermind, but with the extra cards that can provide more information.

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Sonja Klein

Artists

2
Lutz Eberle Denis Martynets

Publishers

2
Gmeiner-Verlag White Goblin Games

Linked items

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