Table feel
Moderate interaction with a good balance between direct and strategic confrontation. Players frequently need to be aware of and react to each other's strategies, but there is limited emphasis on cooperation.
Players
2-5
Time
20-30
Age
5+
Weight
1.35
Rating
5.90
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate interaction with a good balance between direct and strategic confrontation. Players frequently need to be aware of and react to each other's strategies, but there is limited emphasis on cooperation.
The game offers a high level of variability with a diverse gameboard and multiple paths to victory. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for improvement in tactics and strategies. The game scales well with different player counts and maintains player engagement. It is moderately easy to learn, striking a balance between accessibility and depth. Overall, Let's Take a Hike has a strong replayability score of 7.9 out of 10.
The final luck score for Let's Take a Hike is 5.67, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, and players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game is a balanced mix of luck and strategy, with neither element dominating the outcome.
In Let's Take a Hike, a.k.a. Pack It, players draw cards of useful items such as water bottles and tents, add them to their hand, and play them onto the table into their backpacks. When a player is ready, he announces that he is taking a hike. The other players may join the hike or wait to take a hike at a better time. To take a hike, cards are drawn from the deck and players discard cards from their backpacks as necessary. Players that wish to drop out of a hike may choose one card that has been turned up for points at the end of the game. The last player to drop out takes all of the remaining cards that have been turned up. Timing when to be the Lead Hiker, when to join a hike, when to wait until another time, and when to play the hazard cards drive the players' decisions.
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