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Lifeline box art

Lifeline

Players

2

Time

30-90

Age

5+

Weight

1.25

Rating

5.57

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.2

Low interaction

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct confrontation and strategic depth.

Replay value

Lifeline offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities and room for improvement over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, Lifeline has a strong replayability score of 7.85.

Luck profile

Lifeline has a moderate influence of luck. Random elements such as dice rolls and card draws play a significant role in determining the game outcome, but players also have the ability to mitigate luck through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of chance and skill.

Overview

Lifeline is a territorial strategy game for two players (Black and White) that is played on the cells of an initially empty hexhex board. The recommended board sizes are between 3 and 12 cells per side. The game was invented by Michael Amundsen and Luis Bolaños Mures. Although inspired by Go, it bears a significant resemblance to Kanare Kato's Meridians. DefinitionsA group is an entire set of connected stones of the same color. A single stone, not connected to others of its color, is also a group. A group is dead if there is no path of connected empty cells between that group and any other group of its color. The path does not need to be a straight line. PlayBlack plays first, then turns alternate. On your turn, perform the following actions in order: Place a stone of your color on an empty cell. If it is your first turn of the game, perform this action twice. Remove all dead enemy groups. Remove all dead friendly groups. The board positions at the start and at the end of your turn must be different. In other words, if the only stone you remove is the one you just placed, your placement is illegal. The last player to make a placement wins. Note that, after your first turn, you will always have a placement available unless you have no groups on the board. To make the game fair, White will have the option, on their first turn only, to swap sides with Black instead of making a regular move. VariantsThe standard game is made fair by the combination of the double first move and White's swap option, as described above. This balancing method is called strong pie. Some alternatives are: Weak pie: Instead of placing twice on their first turn, players place one stone on every turn, and dead groups are not removed until there are at least four stones on the board. White's swap option still applies, but takes place after Black has placed only one stone. Komi pie: Before the game starts, the first player chooses a whole number as the komi value, and then the second player chooses sides. The first four stones are placed in the same manner as with weak pie, but there is no swap option after Black's fist placement. Throughout the game proper, White will have the option to spend a point of komi instead of making a placement. Unlike strong pie, these methods require somewhat large boards to be effective: at least base 6 for weak pie, and at least base 7 for komi pie. —description from the designers

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Credits

Designers

2
Michael Amundsen Luis Bolaños Mures

Publishers

1
(Web published)