Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Also known as 'Rette Sich Wer Kann' ('Each Man for Himself') and often times referred to as 'The Lifeboat Game,' this pure negotiation game puts a different spin on the typical ocean catastrophe. There's been a boating accident, and a rag-tag group of six lifeboats is trying to m...
Players
3-6
Time
?-?
Age
12+
Weight
1.78
Rating
6.58
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Lifeboats has a high variability gameboard, with multiple paths to victory and random elements. The expansions available add new content and enhance gameplay. The game offers deep strategic possibilities and allows players to improve their strategy over time. The player interaction score is moderate. It scales well with different numbers of players and is relatively easy to learn. Overall, Lifeboats has a strong replayability score of 7.9.
Lifeboats has a moderate influence of luck. Random elements like card draws and dice rolls have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, luck still plays a significant role. Overall, the game has a balanced mix of luck and strategy.
Overview
Also known as 'Rette Sich Wer Kann' ('Each Man for Himself') and often times referred to as 'The Lifeboat Game,' this pure negotiation game puts a different spin on the typical ocean catastrophe. There's been a boating accident, and a rag-tag group of six lifeboats is trying to make its way to one of several islands just over the horizon. However only one boat will make any forward progress in a given turn, so players try to convince everyone to vote for his particular favorite. To further complicate matters, the sailors can't seem to decide which boat they want to be in, so they're constantly jumping out of boats to swim to another one. As if all that wasn't enough, one of the boats springs a leak each turn. If the boat is at maximum occupancy when the leak occurs, then players vote to decide who to toss to the sharks!
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